Erk
Knight
Crafting is a failed experiment. No matter how much it should add in theory, most wars can be conducted without any crafting at all. Why? because when scene makers plan otherwise people cry and stock piles get refilled by admins or reset.
Now having functional crafting is damn hell. Most people can't be bothered with it. Also, it is not "simple" from a scene making perspective as Semi says. If it is so simple, show me a server where crafting occurs on a regular basis.
I suggest making money the center of the economy. Of course, this means it cannot stay the same way as it is. Nowadays people mine solo and go cry "war war!!" in a faction.
There is also the group of people who join just to troll with their buddies while on ts. Whatever.
What I suggest is making money making rough. To make good money, you would need to hold a castle. Serfs on individual basis wouldn't be making much (completely opposite of current situation). To accomplish this, one needs to:
1. Get rid of crafting.
2. Exports linked to chest.
3. Good pricing system:
- Few castles. They make money out of many serfs going to sell to the castle. No serfs, no money. Holding a castle gives you a cut on the oligopoly of chest ownership. Of course, you only make money if serfs make it to the castle.
- You have an incentive to keep faction in low numbers, else you do not make much per person. Once people realize what the chest gives, they want a part of it.
- Since there aren't many castles and factions are more exclusive, people either serf or rob. Or fight to get a castle.
- Robbers need some love from the scene making. It should be helped via map design.
- In addition, one needs limits on bank withdrawal. Else, people get super rich exploiting glitches and the system in general and don't care at all about money for weeks. Or they mine at weird hours, whatever.
- This combined with high prices for gear.
Conclusion:
With this system, a faction that is not organized and only cries for war will run ut of cash and be unable to keep fighting.
I have sketched a different system from what we have nowadays. These days faction suck. Castles suck. People don't give a damn about the lord and a long etc.
I have sketched a system that actually encourages cooperation, unlike what we have now.
Now having functional crafting is damn hell. Most people can't be bothered with it. Also, it is not "simple" from a scene making perspective as Semi says. If it is so simple, show me a server where crafting occurs on a regular basis.
I suggest making money the center of the economy. Of course, this means it cannot stay the same way as it is. Nowadays people mine solo and go cry "war war!!" in a faction.
There is also the group of people who join just to troll with their buddies while on ts. Whatever.
What I suggest is making money making rough. To make good money, you would need to hold a castle. Serfs on individual basis wouldn't be making much (completely opposite of current situation). To accomplish this, one needs to:
1. Get rid of crafting.
2. Exports linked to chest.
3. Good pricing system:
- Few castles. They make money out of many serfs going to sell to the castle. No serfs, no money. Holding a castle gives you a cut on the oligopoly of chest ownership. Of course, you only make money if serfs make it to the castle.
- You have an incentive to keep faction in low numbers, else you do not make much per person. Once people realize what the chest gives, they want a part of it.
- Since there aren't many castles and factions are more exclusive, people either serf or rob. Or fight to get a castle.
- Robbers need some love from the scene making. It should be helped via map design.
- In addition, one needs limits on bank withdrawal. Else, people get super rich exploiting glitches and the system in general and don't care at all about money for weeks. Or they mine at weird hours, whatever.
- This combined with high prices for gear.
Conclusion:
With this system, a faction that is not organized and only cries for war will run ut of cash and be unable to keep fighting.
I have sketched a different system from what we have nowadays. These days faction suck. Castles suck. People don't give a damn about the lord and a long etc.
I have sketched a system that actually encourages cooperation, unlike what we have now.