Yeah not having a built in currency mechanism would work, you could buy something with any item(s) as long as the seller accepts it.
For normal players this is easy, but for NPC's you would propably need a big table of products with either fixed values, or values calculated from following the players trades and estimating the value of something.
Best would be if the NPC's actually needed something, but that would require a closed system where the NPC's trade the stuff they got by selling to other NPC's or normal players. (Every NPC could sell anything + its primary product if they sell them to players)
Of course you should include some options for currency, like different kind of rare stuff that is hard to get, and if you do get it, you can only get a small amount no matter what level you are. Also it must not have an use other than for appereance.
Currency (fractions)
Yeah not having a built in currency mechanism would work, you could buy something with any item(s) as long as the seller accepts it.
For normal players this is easy, but for NPC's you would propably need a big table of products with either fixed values, or values calculated from following the players trades and estimating the value of something.
Best would be if the NPC's actually needed something, but that would require a closed system where the NPC's trade the stuff they got by selling to other NPC's or normal players. (Every NPC could sell anything + its primary product if they sell them to players)
Of course you should include some options for currency, like different kind of rare stuff that is hard to get, and if you do get it, you can only get a small amount no matter what level you are. Also it must not have an use other than for appereance.
Whoops, forgot about NPC's. Those are kind of a big thing for me to forget about, too!
Not sure what you'd do in that instance. I've only seen one MMO with a barter/self printing currency driven economy, but it didn't have NPC's.
OK, this helped me sort my thoughts, thanks
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