Search the Community
Showing results for tags 'less grind'.
Found 1 result
-
Currently the wurm economy seems fairly stagnant. Trade is something only higher level players (or those wishing to invest a fair bit of money) can take up. There are no "small" transactions, only major purchases. The root issue of this is that all currency in game is some investment of real cash. There is also the grind. Why on earth am I digging this patch and putting the dirt back down? What is the point of me making all these needles? You know what, screw this lawn mowing! Pointless activities give a higher reward than meaningful ones, this is a problem that needs addressing. So I propose the following. Each day (24 hour cooldown from completion time) a player can right click on themselves and "seek guidence". A screen pops up with the choices "Crafting" and "Combat". Crafting requires the creation of a certain item of a certain quality. Combat requires the killing of a certain amount of npcs. The general goal is provide about 1 hour of meaningful gameplay. The mission is randomly generated and directly linked to a player's skills, so something like "craft a 50ql needle" is only going to crop up if a player has a mining skill near 50 (49?) and a decent smithing skill.. Upon completion the quest gives a reward Exploration : 25 iron Crafting : 50 iron Combat : 50 iron The reason for a coinage reward is it introduces a small pool of free money that players might be more liberal about spending (15 copper per month per player if a player is on every day). Again, the goal is to encourage minor purchases (along the lines of goods that might normally be thrown out but now have some sale value because people can pay for them).
- 17 replies
-
- iron coin
- 50 iron coin
-
(and 3 more)
Tagged with: