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Grossbouff

Trading is dying

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Hi,

 

With the time passing by, more and more players are able to make their own stuff and trading is dying (i can see it myself, while I am reaching oa 38 I can do my own bars, my own steel shield and my own iron helmet). The newbies arriving are not enough to buy all the stuff the 300 or so experienced players are making everyday.

One idea to avoid this is to be able to choose only a few specialities, but not all.

F.ex. one could develop Manufacturing but not alchemy, which means the necessity to trade for bars. On the other hand, alchemy specialists would have to trade for armours and weapons. This would also stress the importance of playing in groups or in guilds.

 

Grossbouff

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Hi,

 

With the time passing by, more and more players are able to make their own stuff and trading is dying (i can see it myself, while I am reaching oa 38 I can do my own bars, my own steel shield and my own iron helmet). The newbies arriving are not enough to buy all the stuff the 300 or so experienced players are making everyday.

One idea to avoid this is to be able to choose only a few specialities, but not all.

F.ex. one could develop Manufacturing but not alchemy, which means the necessity to trade for bars. On the other hand, alchemy specialists would have to trade for armours and weapons. This would also stress the importance of playing in groups or in guilds.

 

Grossbouff

185978[/snapback]

 

There is no need to make some artificial limits. We are limited by time we want to spend developing each skill, pickpoints we spend for nexuses. There is not many players who are very good in all skills.

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Hi,

 

With the time passing by, more and more players are able to make their own stuff and trading is dying (i can see it myself, while I am reaching oa 38 I can do my own bars, my own steel shield and my own iron helmet). The newbies arriving are not enough to buy all the stuff the 300 or so experienced players are making everyday.

One idea to avoid this is to be able to choose only a few specialities, but not all.

F.ex. one could develop Manufacturing but not alchemy, which means the necessity to trade for bars. On the other hand, alchemy specialists would have to trade for armours and weapons. This would also stress the importance of playing in groups or in guilds.

 

Grossbouff

185978[/snapback]

And:

Eternal Lands has no fixed classes or professions, so you can always do new things and develop new skills without having to create a new character!

:)

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In a way, Grossbouff's suggestion already exists, and in another way, it will never exist. Quite simply put, you are limited only by how you can spend your pickpoints. If you really want to use your pickpoints to do every job, you probably won't be able to haul goods to work on as efficiently as if you choose one area and do it well.

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I play this game for quite some time and I'm neither able to make my own shields, nor pants nor anything else better than fur cloaks. There is a good balance of professions. New manufacturers (crafters, potioners, ...) arrive - older ones stop or make something else - there is a constant fluctuation of players, so trading won't die.

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