Feedback:User/I approve this pwn/Trading

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  • For people who like item trading aspect of the game. Have item trading and selling modeled around realistic trading models, or one model specifically the stock market. Have retrievable current market values for items, end of the day selling prices, charts showing previous selling prices with daily, monthly and yearly values. Add anything that I haven't already mentioned. This will build to and organize the economy system in the game. There can be a trade center(s) and outlying smaller trade sites. The main trade center(s) can support larger and more varied trading compared to the other sites. These trade locations can be attacked causing hampering to the trading among the trading community. There can be mechanics where certain tradable goods must be transported to and from these sites which they themselves can be attacked too. These sites could be owned by guilds or other organization where they are taxed and protected by the owners of these trading facilities. Or the owners can hire guilds to protect them or some mechanism of protect can be put in place. They could choose a cities security protection and pay and X fee or perhaps choose one from a less costly private security organization. These sites could possibly be looted by players or thieving npcs, some with large armies and bosses possibly. There can be trading ports where items are imported and exported with tariffs to imposed by governments/states/cities/guilds/clans. This gaming aspect can be expanded upon also with whatever.
  • Gaining hold and maintaining certain entities or locations can increase a regions economic, political, religious or military strength, be this a chamber of commerce, a political capital, cathedral or military stronghold.
  • Each race should have their own form of currency. That way there would be currency exchange rates too.
  • Have hireable bandit/pirate type npcs that guilds can pay to attack certain places/towns/groups/guilds. Larger groups may cost more. Assassins, pirates, bandits, thieves, goons, armies.
  • Hireable protection. Powerful individuals (dragons, sorcerers, mages, high knights, templars, gods, kings, lords, emperors, generals, bishops, popes, guild lords, bosses, masters, mayors), medium powered individuals, low powered individuals (mercenaries, commoners, farmers, towns people, peons etc) hired in large numbers, groups, group of groups, specialized groups/individuals, organizations.
  • Have some town fortfication manageable by players.
  • Have Macro and micro implications of the above elements.
  • Have a armor set that has extra armor strength but can be knocked off piece by piece with enough damage sustained to it. Or have a multi-layered armor which reduces armor strength with continuous damage. Repair kits and armor smiths can repair damaged armor.
  • Having chooseable default resurrection skills might be good.