1) They'll have to perform the trade once a year or something to maintain proficiency - and that's only to encourage buying from active players vs dormant players (primarily in shops). Proficiency at the moment wouldn't be that much of a grindSulwh said:Orael said:I'm going to refer you to the overview post that explains why we're doing this.
Basically, the idea here is you're building proficiency to prevent grinding as much so you can sell things cheaper and more efficiently.So the overarching vision is to:Did I miss anything?
- Have players grind to build proficiency that will reduce grinding in the long term. And then since proficiency will drop every year, players will have to continue to grind in order to grind less.
- Players will have to specialize in a game that does not have the population to support specialization.
- Instead of allowing all trades to aethertrade, no aethertrading will be allowed by any trades so aethergoop will essentially become a premium only currency.
- Remove all mechanical incentive for players to trans a trade skill, so that only players who are interested in the creative aspects of the game will fully trans trade skills, further increasing scarcity.
In my opinion, this can be counterbalanced by having some means and methods of gaining commodities instead outside of villages. The Tolborolla questline to gain silk spinnerets can just allow you to rift those spinnerets if you like (which might have the interesting application of allowing you to circumvent part of the grinding process of that quest if you can just store silk for later or bring it from a village instead). Could generate meat, milk, and eggs in the Gourmet Alley (Is that what we're calling it these days instead? Wherever the place with Crumkane's realm entrance is). Getting gold and commodities at the same time in villages has always been a bit lopsided while also only being particularly profitable for people who are largely self-sufficient and able to make full use of each commodity they produce as well as gold.Aeldra said:Hm. My main gripe with this is, how village revolts generally are very lopsided to begin with. There's often been a lopsides in villages to a large degree and to who had enough people to claim the majority of them. I understand that the goal of agriculture and prospecting is to make it so you no longer have to rely onto villages as much, but removing the commodity rewards from commodity quests will also now remove the chance for someone from an somewhat opposing org to run the commodity quest if they urgently need anything for their trades.
a delectable meatball pouch. ((<-- ???? ))
Oh, yes, that. It was a gift.