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Identity has already confirmed a hunting system and player made products being directly affected by Supply and Demand. My question is how hunting fits into this mechanic of Supply and Demand. For example: If a player is constructing an exotic fur coat to sell across specific Identity locations, would he in turn have to order the furs that are being affected by how much hunters are supplying within the market(s)? A few other questions to raise about hunting: How will the license system work? Does the player simply apply for a general hunting license or will he have to request them per specific animal. Perhaps a tier based system? (Player starts with a starter license that allows him to hunt Rabbits, smaller birds, ect.) Another question I feel I should raise is hunting seasons. Is it planned to have specific periods of time on the server where certain animals are off limits to be hunted? This could be a neat way to attmept to manage the Supply and Demand of servers in a less aggressive way. Example: A player who hunts deer and attempts to sell it a period of time where deer are not to be hunted, then he could potentially earn more money (unless the Supply is simply too large). Also a cool idea for penalizing hunters for killing animals that are off limits is by charging the player a small fee, temporarily revoking the license or some of its features/benefits. Or by penalizing said hunter in a form of progression (less progress earned from hunting over a small period of time or deducting a small amount of progress). I apologize for the barrage of questions and ideas. The hunting aspect of Identity has been running rampant in my head lately and I felt that I should share some of these ideas to hear what you all think, or perhaps get a response from some of the Devs to hear their thoughts. I understand they are a bit hands full balancing other ideas, and pushing some of the limitations they may be experiencing while implementing other great features to the game. Thank you all for your time