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Goblin Squad Member

You know what happens to the carebares that complain? we just blow them up in EVE..and they then quit while crying how the devs won't hold their hand...mind you the EVE community can be TERRIBLE at times and i'm hoping it won't get to that level in PFO but i want the option to do these kind of things...like a true sandbox will.

That kind of thing is encouraged by the devs of EVE, i think the only thing you can get banned for is breaking the terms and conditions, so scamming (in game context though), stealing and pretty much doing what ever you want, some players even take pride in having -10 status (meaning they can't enter protected space, and have a pirate label on them) from doing pirating acts.

Goblin Squad Member

My picks were:

Watery Grave <because i have a fear of deep water, real or otherwise, so a water based level would be just amazing for me to play in.

The Clockwork Crux <mainly because it sounds pretty interesting plus it can tie in with my next choice

Dust of the Darklands <the whole "your enemy is running from an even greater enemy" plot has been done to death, but if it's pulled off correctly it can be pretty awesome.

Goblin Squad Member

Define "auction house" do you mean a global list that shows every item in the game that's being sold and is instant mailed when you buy it? or do you mean like a local hub that players put their items that want to sell and people can only see items only at that one spot (no regional list etc.)

But really the EVE market place pretty much acts as a large list with all the current sell/buy orders in the current region, you still need to fly your ship to the space station that has an item you have bought in it, this works because in a game with several thousand star systems it really needed a way easily track things down. Trading hubs are formed when there are large amounts of sell orders coming from a single station, usually because it's a popular system with lots of traffic, or it's a world system for that race lorewise (players don't start in these systems either, they start in rookie systems several systems away).

The player shop/vending method worked in SWG because of how it was designed, while it wasn't a perfect system in my opinion it did generate what you are reading from the other people, you can become famous or gain a reputation for selling certain things or crafting certain items, from what i remember crafting anything but the basic of basic items was no small amount of effort, player owned cities like the ones in the game became their own trade hubs, dozens of players would craft different items and sell them at their homes, adds a great immersive aspect to the game when you can just walk down a street browsing different shops and trying to find that one item you want a nice price.

Both have their pros and cons but they both are great ways to deal with trading.

*edit: seems i was a bit slow on the reply there*

Goblin Squad Member

All this talk of SWG reminds me of the time me and a few randoms crawled across the entire surface of Tatooine (apparently a popular past time from what i heard), it took us a very, very long time,(such a long time that some of the people we met at the start logged in hours later and caught up with us on their speeders and bikes only to find us just barley making it to the next settlement) it was one of the more amusing things I've done in an MMO and the dozens of people cheering us on and actually coming back to see our progress was an amazing experience in what a good community can be like.

I can't comment on the actual economy aspects of the game because i think i quit a short time after i started because i was already juggling a few subs at once but i'll mention EVE because of how player driven the economy is, for those of you who play and know of "Jita" and the "burn Jita event"

(for those who don't: Jita is arguably the largest trade hub in space, billions worth of ships, equipment and minerals are traded daily there, and "burn jita" was a player event caused when one of the biggest player alliances in the game "goonswarm" entered the system and started shooting up the place, while smaller ships could avoid being caught up the much larger haulers and freighters that are used as transports with their massive cargo holds couldn't and were shot down effectively cutting off a large portion of the games economy for a few days) this was all player organised and planned, it got so dangerous for traders that are active in the system that the devs had to place a travel warning on the log in screen, i'd also like to add that this system is one of the games "protected zone" where open PVP results in the offender being destroyed by local god mode police forces, even with that protection provided by the devs, players themselves turned it into an extremely bad place to be

i'm hoping places and things like this appear in PFO as actual player created trade hubs, and when this games equivalent of goonswarm decides to shoot on site every one trying to get into the trade hub they will also burn down the structures meaning that another hub can be made from the ashes or already existing hubs grow larger or even entirely new ones are formed.

TLDR: Sand boxes have the potential to be the most entertaining gaming environments where the players have the ability to shape the world as they see fit, these things are impossible in "theme parks" and in some cases will actually result in you getting banned for not "following the rules"