In reponse to some concerns posted by Toryn_Farr, Holocron posted the following:
On the first issue... we avoid use-based systems as much as possible because they lead to macroing. In UO's case, people locked up critters in their houses and pounded on them overnight to raise their swordsmanship skill. We prefer "results-based" advancement, and that is why we only give the XP when you succeed at killing the target.
On the second issue--crafters have no faucet from the game system. Only other players can buy their goods. Therefore, non-crafters (adventurers) need a faucet from the game system. Missions is one. We decided we needed another, and that is what the loot is for. It does not intersect the crafting economy except insofar as it serves as a way for adventurers to acquire credits.
Adventurers do not have anywhere else to spend the money except on travel tickets, maintenance fees, and crafters. So this money will flow to crafters in the end.
-Raph Koster
Creative Director
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