Estralis Seborian wrote:Account system:
Naaa, I don't want it back. Lots of work for the GMs, useless work in the end. I always hated reading all those stupid applications. Better let the GMs spend their time ingame, doing quests (erm...) or responding to pager calls. Or kicking out people with unfitting names. One can see a big increase in player numbers and I doubt most of them are r|_|n3$@p3-n00bs. Playing Illarion with 2 other players online sucks much more than playing Illarion with 20 players and 2 morons online. Fact: Many players, good and bad, are scared off by a strict account system. Never forget this is not a well known game like UO, thus, many people would never spend time into such an application thingy without checking out the game.
Shit, if reading the applications is SUCH a big deal to the oh-so powerful GMs who have everything else in the world to do, I'll read them myself. Just so long as we get the application system back, I'm willing to contribute. I also know of many people who would follow through with an account system to play a REAL roleplaying game without having to pay a monthly subscription fee.
Thank you, Arist, for bringing up these points. I couldn't have said them better myself.
In regards to the discussion of the economy vs. fighters:
I think one thing to keep in mind is that Illarion, aside from a few key points, is quite far from any definition of the middle ages. Its kind of like they set the world back 800 years, but replaced every bit of history, people, and culture with their own information. Of course the player economy is crap. There is no one regulating it. There are (agreeable so) too few craftsmen and if there wasn't so much focus on confliction, then we would probably have a more balanced craft system.
But alas, the entire community embraces confliction far more than peace (as can be noticed by the vast majority of people who are proficient in at least once combat skill). There is, quite surprisingly for a game of its design, too much dynamic to the crafting skills. We don't have the player interest to support the sheer amount of time it requires. Not to mention, I think it appeals far more to the human psyche to imagine (while thinking of an "age" of more barbaric times) a person who can slay a group of foes, rather than a humble businessman trying to sell his less-than-fashionable clothes and trinkets. Let's face the likely reality of the situation: the 'real' middle ages did not have more than a few blacksmiths per city, some clothiers, provisioners, candlemakers, cobblers, bakers, etc, etc, etc. The quantity of people who were Conscripts to the army was likely far greater as a whole than any other line of work. So far, this aligns with how things are. The point in which it deviates is where people forget that for this everyday balance to be maintained, there needs to be a few craftsmen of each type in at least once city. And this, my friends, is where we rapidly lose out. I do not think that the player base would support such an amount needed for more than two cities.
We need... the SilverStar Merchants! >.> *runs off to find Mishrack*