s. bridgitte s.
Young
- Joined
- May 16, 2010
- Posts
- 22
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- Avatar Name
- Sunrise Bridgitte Sedai
How I see it:
A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.
Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.
So, why don’t we go this way?
A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.
Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.
So, why don’t we go this way?