On 9/26/05, Anton Oussik < antonoussik at gmail.com > wrote: > What I propose is not too different, but has the advantage of scaling > better with the number of users, and being more flexible. For example > you can have a weapons shop which sells things a blacksmith makes. > Therefore the same player can own a house of a blacksmith pattern > which has its own smithery, and its own shop, which players can visit > and buy weapons from. > > This can also be extended to other shops, like potion shops, clothes, > armour, food, furniture, and so on. If (as a seperate patch) something > like a cookery skill is introduced you could get bakeries, > restaraunts, and taverns that are player-run too. Then the economy > would regulate itself, without the need of artificially setting > prices. This was tried before (adjustable economy), it didn't work, players are primarily sources of goods in the cf economy, most things are found not brought, the only exception to this are items that are rare or hard to obtain for other reasons. If you could find a coherent way to make players be consumers as well as producers, then /maybe/ such a system would work, but it would probably be exceedingly dull for whoever was sitting around in their blacksmith's shop the whole time.