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Old Economy Based

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  #1  
Old 03-04-2008, 08:06 PM
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Economy Based

I've seen some people wondering if POTCO will ever become Economy based instead of level based. I am wondering, and hoping, the same thing. I want more ways to earn gold, though, instead of Card Games and Battling. Maybe they could add some rewards into PVP, like 500 gold per win.
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  #2  
Old 03-04-2008, 09:31 PM
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Also I think the prices of the clothes are a bit ridiculousl. I mean I bought an outfit and almost cost as much as a frigate!!! Sheesh!
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  #3  
Old 03-04-2008, 09:32 PM
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yea just like vmk and even the real world; low income, expensive stuff.
  #4  
Old 03-04-2008, 10:03 PM
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I love the idea of it becoming economy based. In fact, the main reason I'm accepting the gigantic number of flaws within POTCO is because I realize its potential as an economy-based game. And also, it's really fun to watch a community and a game itself develop. 's why I'm keeping an eye on things as best I can, so that I'll be able to track POTCO's development as best I can

I'm excited by the idea of an economy in POTCO. Hopefully, it'll come about sometime this summer, or sooner.
  #5  
Old 03-04-2008, 10:11 PM
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Quote:
Originally Posted by Angel View Post
Also I think the prices of the clothes are a bit ridiculousl. I mean I bought an outfit and almost cost as much as a frigate!!! Sheesh!
Lol, I know one shirt for a 1,000 bucks...thats like shopping at Nordstroms..probably even worse.
  #6  
Old 03-04-2008, 10:12 PM
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That's a great idea.

A little realism with clothes and items you buy would be nice. In other games I've played you have other ways to earn the currency. These other ways have nice reward with the money, too. It's extremely helpful and it makes everything easier.

The other game I play is a Disney game as well, so I would assume that Pirates Online would soon get the same perks and rewards as that one. After the Black Pearl comes out from Test Pirates Online, maybe Disney will decide that they have enough to keep us busy for now, and decide they'll boost the economy based ideas put into the game. That would be real nice having lower prices and maybe moderate--At least-- earnings.

Any other thoughts on this?
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  #7  
Old 03-05-2008, 11:57 PM
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I think that the economy that should be added should be added in the form of crafting. At the same time, I really like not having to worry about fighting for rare items to drop to beef your character. This eliminates a lot of greed from the game, and as a result, makes the community friendlier.

What I propose:

Create four trades - Tailor, Shipwright, Alchemist, and Smith

From the treasure tab in your seachest, add in a new option for inventory. The inventory will have two submenus: reagents and crafted items. Your inventory would be linked to your profession, and it will contain a list of all the reagents needed for your profession. Beside each entry there would be a count of how many you possess. Reagents from your profession will come from cargo crates on ships for bulk, and random drops from semi-associated mobs. E.G. You kill a soldier and get 2x bolts of cotton from the outfit.

Every pirate is allowed to take one of the four skills. I'd say you could select a profession at level 10-15. Somewhere in that range. They would be offered through a quest.

Tailor - Makes all types of clothing. Makes voodoo dolls.
Shipwright - Builds ships & modifies ship hulls.
Alchemist - Makes potions & voodoo staff upgrades.
Smith - Makes cutlass, dagger, & pistol upgrades. (Will also make armor if they ever add an armor system)

The skill structure would be mimick the existing structure by using a 25 skill point system & active and passive skills. The active abilities would represent the different items you can make. Each point per item gives +1 to it's strength. This would mean you could still purchase the +1 & +2 items from NPC's, but to get the +3 through +5 items, you'd have to purchase them from a player. The passive abilities would give bonuses to your chances of finding reagents. One for NPC drops, and one for items recovered from cargo crates.

I think it would also be cool if would could socket gemstones in the items we make, too. Even if they give no added bonus, you always see treasure rooms full of gemstone-crusted goodies!

Sorry if it's kind of longwinded, but I have trouble explaining things quickly. lol

-Elo
  #8  
Old 03-09-2008, 12:03 PM
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Economy was nifty back in the days of MUD's....with the graphical MMORPG's of today...it's just a money farm for funneling cash to Korea & Japan. With an economy you are inviting:

Bots
Farmers
beggers
capitalist junkie merchants
Real World trading
'Rare' items of insane values

For these reasons...and more as inexplicable as the intricate degradation an 'ecocnomy' causes the culture decline...I cannot support the idea of an economy. If trading were enabled and an economy developed I would likely stop playing Pirates. In fact the lack of an economy is one of the only reasons I DO play pirates.

I think Elo has played some of these 'economy' games and is so inspired by them. Myself, as one all to experienced with such games myself, find such notions abbhorant. It turns a fun intractive game....into solitary repetitive slave work.
  #9  
Old 03-09-2008, 12:35 PM
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I'm a Pirate, I dont want to work!!! Also I dont want to pay 2500 gold for a single jacket!!! Make the prices a bit more realistic. Not sayin 40 gold for the jacket, but comeon.....Also it would be nice to see the drops not being so rare the Kracken is spotted more often. I mean I'm startin to wonder if they even exist!! A friend of a friend has a pair of pants, but I've never seen it or them.
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"Angel" - Member of War Wenches
MASTERED; All Weaponry MASTERED; War Fleet *BOSS COMPLETE!!*
"Hunter" - Officer of The Elite Circle
MASTERED; All Weaponry Mastered *Except doll, waiting for the last 80 reps :!*; War Fleet *BOSS COMPLETE!!*
"Angel Sea Hunter (aka ASH)" GuildMaster of The Elite Circle
Notoriety lvl 24; Weaponry lvl 12+ *Coming off the bench!*
"Vixen" - Member of War Wenches
Notoriety lvl 24 & Growing- War Galleon "Red Tiger"
 


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