Some Economy ideas

These are just thoughts, nobody get overly bent out of shape, I don’t have the power to implement any of these,.

My goal is making a fully functioning economy:

Remove gear drops except as items that can be broken down for resources, make all gear craftable.

Gear decay, have everything eventually wear out.

Make all resources useful, for example, don’t allow fishing without bait, especially at hot spots… best fish in the game require no bait… makes sense… not

Randomize resource locations (not completely random but within appropriate biomes

just some thoughts, I’m sure there are more but the idea is that players make the economy and this deep a crafting system should have a point other than the ability to create a zillion things that have no sale value

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