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Post by Custard on Dec 28, 2009 17:20:40 GMT -6
I've thought about this, and I believe it could cause issues in the community. There will be problems with elitist people believing that they're better than others and then manipulating others to their own wants. I've... seen this on other sites, and it is not a pleasant thing to view. It makes it more difficult for newcomers to get anywhere in the community. It would be best to avoid anything similar to a "popularity system".
I'm thinking about setting up a sort of "official art trade" system in which with each sale, the artist gets a point, which will eventually add up and allow the player to purchase a rare trait or item, like Phoenix suggested. These "points" cannot be bought or traded between players.
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Post by joannabanana on Dec 29, 2009 15:16:16 GMT -6
Hmmm... Yeah, I suppose that could become an issue. But maybe the second option from my first post could work better, having to turn in the points for the in-game perks so that hoarding points would not really make anyone superior to anyone else and keep anyone from becoming a super-player. The amount of points a player has could also be hidden by the player, to keep others from not taking them seriously for being new, or as a way for a more experienced player to show that they don't care how many points a person has and will be fair to everyone. It would be very similar to the official art trade system, but could allow more points to be given for a more complex piece, for example, to make it fair (more compensation for harder work) and would also give non-artists an opportunity to earn perks by being helpful in the community. It would keep artists from having too much of an advantage. The "official art trade" could also be standardized and could outline suggested prices for certain levels of artwork by complexity and work involved, and work using forms between the client and artist. These forms could then be screened by staff to make sure people are not giving too many points to each other as easy money. Forum points could be controlled by allowing only one point to be given per post per player. So it would be harder to gain points in the forums, and some work would actually be required to make the multitudes give points. Your own points history, or total without reductions for redemptions, could determine how many points you can give per day, for example. This would prevent newer players from trying to become popular fast by giving out ridiculous amounts of points. Those are my thoughts so far, added a bunch in the edit.
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Post by Custard on Dec 30, 2009 18:36:43 GMT -6
I was thinking that there would people chosen by the staff and then they and the staff declare how many points someone artwork is worth. The player would show the artwork they will be selling in a request to the staff/reviewer people. The staff and reviewer people will choose the worth (anywhere from 1-5 points) and then give them permission to set up their shop (there will be individual shops for each different line art). The buyer will click a button to buy the art, but the artist has to accept it. For custom art, people will send in a request to the artist with references and other notes. The artist must accept or reject that.
From that point, the player can purchase special items and rarities with their points, much like donation incentives. There might one day be more ways to get points, but BR will start out with only this way.
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Post by joannabanana on Jan 2, 2010 11:10:32 GMT -6
I don't know how well that would work... it's not really "selling" artwork if the buyer does not have to give anything of their own. Anyone could go and "buy" as much art as they want essentially for free. There would be no possibility to make more money off of art because auctioning and price checks would be impossible. Also, it would be very limiting to only make money by giving out art to other people, and would pretty much separate the artists from non-artists on the site by giving all the advantages to the artists.
Now that I think about it, perhaps the "buyer" of art would need to give up some of their points to make an art transaction. Of course, no one would make any points if you had to pay all of the points the artist is receiving. But maybe the buyer should have to "pay" half or so of the art's price in their own points (i.e.: Giving up 2 points for the art, and the artist getting 4 for making and selling it). Players would need to start out with a small number of points. But again, then the non-artists would have no way to make any money after spending their initial small amount (not enough to buy any perks) on art if they wished. Which is where other methods of earning could come in, either in the forums as I said or with real currency donations.
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rafe
New Member
Posts: 6
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Post by rafe on Jan 14, 2010 15:48:03 GMT -6
instinct points (needed for the pack to get new members without break up) leadership/dominance points (can be shared among several wolves to better defend the territory, or accumulated in a single wolf to improve their rank in the pack) parenting points (at least one wolf must accumulate a certain amount before the pack can have puppies) hunting points (divided between speed, strength/endurance, and organization... depending on how they are distributed, the pack will be better hunting certain types of prey, and worse for others)
I'm sorry, I forgot... the currency could be called "points" and could be used to improve the pack... or to buy things like art, etc.
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Post by Custard on Jan 18, 2010 10:43:17 GMT -6
Joanna: Perhaps we could incorporate a player's behavior on the forum with receiving points. For positive behavior a player could receive points -- which could be traded for art or for perks. Negative behavior could result in losing points, as well as any other necessary action. That should encourage members to act properly, as well as set up a currency system that does not affect the realism of the actual simulation (with the exception of pack-based perks, but those will remain as realistic as possible). Rafe: I like that idea of a system, but I think we'll stick to one currency done in way described above. Of course the benefits will be distributed in a fashion similar to that.
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Post by Random on Jun 18, 2010 1:23:06 GMT -6
I'm just passing through, but I want to make a note on the "unrealistic" point you made Custard. =] You said that wolves don't use "currency," so maybe you should call it "motive" or "territory" instead. Because wolves do have territory and they do have motive for that they do. You could have territory points that can be used to increase a wolve's hunting skills or sense of smell/eyes/etc. Or you could have motive points that would help give your wolf pack the motive to hunt/fish/mate/etc.
Maybe just stop looking at it as "currency" and use it in a wolf's point of view. Because wolves do use currency in a way. They make their own little trades, just not as we think of it. =]
Oh and my name is Redonkuhlous on most simulation games including Equiverse, Stray Days, Leviathan Myth, and K9. If you would like to contact me about this idea or replies to this idea, please email me. I do not wish to join the forum, sorry =[
EMAIL: kimberleefarris@gmail.com I am more than willing to get more feedback.
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lark
New Member
Posts: 2
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Post by lark on Jul 8, 2010 18:38:26 GMT -6
I like that idea random Guest person. "Motive" sounds neat.
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