Post by fivesands on Jan 12, 2009 17:11:02 GMT -5
Hello all,
Some of you may recognize my name as someone who has contacted you about various business proposals over the last few months. I hope no-one feels that I am usurping any authority here, but I just wanted to try and define some language first before we all start moving ahead on this. Of course, if anyone has any changes/adds/suggestions, I will edit this. I also wanted to say thank you for making this site.
General:
The Alliance- the humans, Dwarves, and Mirdains
The Tribes- The Orcs and Mihirims
The Alfar should probably just be called the Alfar for simplicity sake
pk- Player killer
KOS- Kill on site
DNS- Do not sell
Red- a player typical a pk, who kills indisciminently of race.
Ganker- someone who gains materials through the killing and looting of other players.
Locations:
I'm not sure if the game mechanic will have a built in coordinate system, As far as I can tell it doesn't, so locations of objects may be a little tricky, more on this later probably as a poll.
Items:
Mats/Materials- any items that are used exclusively for crafting, the base items required to make usable items. This category will of course later be broken down into various subs (i.e. herbs, ores, etc.)
Ingredients- Slightly different in that these are not base items. These are items which are player crafted, player caught, or player grown. Such as farmed materials, Fish oil, or metal ingots. The main difference between this and mats is that an ingredient must require some skill to create it, rather than it being simply gathered from the environment. The reason to make this distinction is that I player must create it using a skill slot and therefore increasing the items value.
Equipment- Anything that is worn, armor, weapons etc.
Commodities- Anything that is used up as part of a basic function. Sub categories for this would be arrows/spell reagents, potions and food.
Group Dynamics-
Clan- obvious
Alliance- Someone with whom you have a relationship that will always be in good standing, example (real life brother, friend)
Allegiance- Someone with whom you have an in game relationship in current good standing.
Enemy- anyone who is KOS (kill on site)
Army- A group of combat oriented players who work directly with you.
Guards- A group of combat oriented players that work for you, notice the distinction between them and an army. Guards receive some direct benefit from you maintain their allegiance.
Harvesters- Someone who collects materials for the purposes of crafting them.
Supplier- Someone who collects materials for the purposes of selling them.
Mercs/mercenaries- Any group hired for a specific purpose.
Delta- A small elite group which is used for doing very specific jobs, such as looting a particular item from a particular person. Normally so that the paying party remains unknown.
Economics:
Crafter- A person who creates items for sale or trade.
Merchant- A person who buys/sell items as a form of income. (note: Merchants may be crafters as crafters may be merchants, but one does not always imply the other)
Reseller- Someone who buys and sells for profit, but does not actively create the items being bought and sold.
Scavenger- Someone who acquires items through pk-ing.
Customers- People with whom you do repeat business.
Consumers- "Walk-ins" people who buy from you at random intervals, or once off the street. The generals buyers.
Trade routes- areas of travel by which Harvesters move goods to merchants.
Roadways- Areas of travel through which a high volume of consumers moves. Presumable safely, or out of necessity.
Gouging/ gouger- The act of artificially inflating the cost of an item by economic means, or the person who does this.
Price hike- The act of an entire industry raising the price of an item.
Inflation- obvious.
Stagflation- Well inflation of items occurs, but the economy also becomes stagnant at the same time due to a lack of consumer confidence in the market, i.e. "I'm waiting for prices to come back down"... in virtual economies anyway.
goldseller/goldbuyer- those players who purchase their money/items from outside the game.
Store- A friendly location from which a single person/group vends items to consumers.
Market- A location from which vendors/consumers of any race can freely trade, (i.e.- player guards only, or nuetral cities)
Outpost- a location in enemy territory through which any number of groups vend items to consumers.
Bazaar- A group which vends items to consumers, either en route, or as a temporary place of business.
Waypoint- A meeting place for vendors and merchants to safely trade with each other.
Specific items-
As far as mats go, this game will probably be similar to most other games in that you will start with a certain metal at low levels and work up to more difficult metals. It has also been stated that many mats will be area specific, so I would suggest a system like this.
For common or world wide items we would use a simple tier systems i.e.
tier I- copper
tier II- iron
tier III- bronze.
How many tiers there are is unknown at this point. As far as area specific items I suggest using the same process but naming them by the area, for example One trader might say "I have some tier III mahirim mats for trade, looking for twice as much tier II alfar mats. or something of that nature.
The tiers should be easily identifiable by npc pricing, or by craft ladders.
OK, I think that will cover the basic of discussion, I will write more about some specific things I have been able to accomplish and some more complex things which I hope to. Hope to see you all out there in 9 days!
Some of you may recognize my name as someone who has contacted you about various business proposals over the last few months. I hope no-one feels that I am usurping any authority here, but I just wanted to try and define some language first before we all start moving ahead on this. Of course, if anyone has any changes/adds/suggestions, I will edit this. I also wanted to say thank you for making this site.
General:
The Alliance- the humans, Dwarves, and Mirdains
The Tribes- The Orcs and Mihirims
The Alfar should probably just be called the Alfar for simplicity sake
pk- Player killer
KOS- Kill on site
DNS- Do not sell
Red- a player typical a pk, who kills indisciminently of race.
Ganker- someone who gains materials through the killing and looting of other players.
Locations:
I'm not sure if the game mechanic will have a built in coordinate system, As far as I can tell it doesn't, so locations of objects may be a little tricky, more on this later probably as a poll.
Items:
Mats/Materials- any items that are used exclusively for crafting, the base items required to make usable items. This category will of course later be broken down into various subs (i.e. herbs, ores, etc.)
Ingredients- Slightly different in that these are not base items. These are items which are player crafted, player caught, or player grown. Such as farmed materials, Fish oil, or metal ingots. The main difference between this and mats is that an ingredient must require some skill to create it, rather than it being simply gathered from the environment. The reason to make this distinction is that I player must create it using a skill slot and therefore increasing the items value.
Equipment- Anything that is worn, armor, weapons etc.
Commodities- Anything that is used up as part of a basic function. Sub categories for this would be arrows/spell reagents, potions and food.
Group Dynamics-
Clan- obvious
Alliance- Someone with whom you have a relationship that will always be in good standing, example (real life brother, friend)
Allegiance- Someone with whom you have an in game relationship in current good standing.
Enemy- anyone who is KOS (kill on site)
Army- A group of combat oriented players who work directly with you.
Guards- A group of combat oriented players that work for you, notice the distinction between them and an army. Guards receive some direct benefit from you maintain their allegiance.
Harvesters- Someone who collects materials for the purposes of crafting them.
Supplier- Someone who collects materials for the purposes of selling them.
Mercs/mercenaries- Any group hired for a specific purpose.
Delta- A small elite group which is used for doing very specific jobs, such as looting a particular item from a particular person. Normally so that the paying party remains unknown.
Economics:
Crafter- A person who creates items for sale or trade.
Merchant- A person who buys/sell items as a form of income. (note: Merchants may be crafters as crafters may be merchants, but one does not always imply the other)
Reseller- Someone who buys and sells for profit, but does not actively create the items being bought and sold.
Scavenger- Someone who acquires items through pk-ing.
Customers- People with whom you do repeat business.
Consumers- "Walk-ins" people who buy from you at random intervals, or once off the street. The generals buyers.
Trade routes- areas of travel by which Harvesters move goods to merchants.
Roadways- Areas of travel through which a high volume of consumers moves. Presumable safely, or out of necessity.
Gouging/ gouger- The act of artificially inflating the cost of an item by economic means, or the person who does this.
Price hike- The act of an entire industry raising the price of an item.
Inflation- obvious.
Stagflation- Well inflation of items occurs, but the economy also becomes stagnant at the same time due to a lack of consumer confidence in the market, i.e. "I'm waiting for prices to come back down"... in virtual economies anyway.
goldseller/goldbuyer- those players who purchase their money/items from outside the game.
Store- A friendly location from which a single person/group vends items to consumers.
Market- A location from which vendors/consumers of any race can freely trade, (i.e.- player guards only, or nuetral cities)
Outpost- a location in enemy territory through which any number of groups vend items to consumers.
Bazaar- A group which vends items to consumers, either en route, or as a temporary place of business.
Waypoint- A meeting place for vendors and merchants to safely trade with each other.
Specific items-
As far as mats go, this game will probably be similar to most other games in that you will start with a certain metal at low levels and work up to more difficult metals. It has also been stated that many mats will be area specific, so I would suggest a system like this.
For common or world wide items we would use a simple tier systems i.e.
tier I- copper
tier II- iron
tier III- bronze.
How many tiers there are is unknown at this point. As far as area specific items I suggest using the same process but naming them by the area, for example One trader might say "I have some tier III mahirim mats for trade, looking for twice as much tier II alfar mats. or something of that nature.
The tiers should be easily identifiable by npc pricing, or by craft ladders.
OK, I think that will cover the basic of discussion, I will write more about some specific things I have been able to accomplish and some more complex things which I hope to. Hope to see you all out there in 9 days!