Timeline for what is the best way to eliminate grinding in games?
Current License: CC BY-SA 2.5
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Oct 29, 2010 at 14:16 | comment | added | user2528 | Yes it makes sense. An auctioning system probably works better. I think this is closer to what Eve has. I think it does have contracts as well but they're rarely used and mostly just for transport. Not out of experience, but heard this from players. I guess it has to fit into the overall design to make any sense. If there were a ranking (or feedback) system built into the game, where customers/quest-givers were able to rate the quest-taker's performance, it might become another XP-like stat to work for. Again, just another form of grinding I suppose. | |
Oct 29, 2010 at 8:21 | comment | added | drxzcl | I actually implemented a player contract system for a game world based on the NWN engine. It worked well, but players seemed to prefer informal arrangement or free-lancing to iron-clad contracts. | |
Oct 28, 2010 at 15:45 | history | answered | user2528 | CC BY-SA 2.5 |