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View Full Version : Getting it together


Frisbo
03-21-2009, 06:53 AM
Assumptions: 1) There are a lot of crafters. 2) Many don't have a home in most guilds either by choice or because of the combat focus.

Problems: 1) lack of economic community 2) lack of safety for the economic community 3) over use of the global channels for economics

Proposal: A clan, focused on a major economic city that represents a loose cooperative instead of a tight knit group. The Merchants of Charybdis would be the dominant buying, selling, and trading force in Charybdis.

The clan chat would be used by the economic sector of the population to negotiate trades of resources needed for crafting, discuss fair price points, and make common defense a little easier.

If a non-guilded person wants to buy something in Charybdis, they can put out a WTB and the guildies can jockey for pricing behind the scenes and in public. They can also make "griefers" suffer for their transgression as they all agree to tax or flat out boycott them.

I think this could really develop wealth, culture, community, safety, and productivity. If it's successful, I would hope the idea would spread to other cities, eventually leading to a merchant guild per city. Then, clan wars wouldn't be about taking cities, but about economic dominance. If one city merchant guild began moving in on another and was able to beat their prices and make being a member of the wrong guild "dangerous", it would be a whole new layer of PvP.

It might also free up the global channels a bit more as clan chat would be more productive for finding other crafters looking for mats, and anyone looking to buy things would learn to make contact with the guild ASAP.

What do you think? Anyone want to try this idea out?

Aviyur
03-21-2009, 05:19 PM
Its a good idea, but it would be VERY VERY hard to implement effectively

Flin
03-21-2009, 05:29 PM
Well taken how crafting is not hard to combine whit pvp most guilds will just do ther own crafting. Ther is no need for a crafters guild.

Khantrah
03-21-2009, 06:59 PM
Your evaluation of the current state of crafting / trading is more or less accurate, but game mechanics and player temperaments wouldn't support your proposal. Maybe if you allied with one of the emerging mega alliances, but I suspect they wouldn't be interested in protecting people who can't field any troops.

I'm all for trying to self organize to advance trade, though.

Recneps
03-21-2009, 07:17 PM
Much discussion on the topic has taken place at WWW.DFmerchants.com as well.