Hi,
I was thinking of ways to increase usage of the overall world of the game and I was thinking about timesink ways to make money that isn’t just grinding, but can incorporate grinding (if it simply meant killing mobs) and things like that.
I’ve only played a single game (personally) that I utilized this system in, and that’s Mabinogi so I’ll be using it as an example. (I did play Archeage but I never used the trading system, didn’t stick around long enough sadly.) That game has a few towns on the main continent that all carry different trade goods. You basically run from one area with it’s goods to another for profits based on a number of factors. Distance, people who are also selling the same good…things like that… (one town is on an island, so you can take a boat to and from it, which is pretty cool…very few mmo’s utilize this kind of travel system nowadays and it’s a great way to meet/talk to people and has a good immersion aspect IMO).
There is also an area that has strong mobs that you can can farm for specific rare goods for trading. You can defeat a certain mob and use a lifeskill to try and obtain materials that you can use for trading, and you can also just defeat a bunch of other enemies and try and obtain these rare materials this way as well. This type of thing could essentially net you the highest gains but would involve a lot of time invested into actually obtaining the tradegoods so you really had to be strong to accomplish anything worthwhile for the time possibly spent. These rare goods were only able to be traded out of the island port I mentioned earlier, so it required teleporting or taking a boat to there, then gathering the goods and taking them on the boat to the main continent and then a town of your choice. Creating a large distance would get you lots of spoils!
There were also a Bandit system for that involved a random ambushes (but gave field warnings, so they could be avoided most times) , Wanted bulletin board, Bandit Hideout’s that you could infiltrate, and if you farmed these bandits they’d drop turn-ins you could trade for money.
I think it would be cool if this kind of system was implemented because it’ll add a range of things to do and more reason to do things we would normally do anyway…
1)Visiting old towns/parts of the world map
2)Farming mobs, you could find rare drops (just like any other rare drops) and stack them up for trading at some point.
3)Timesink that is rewarding.
4)Player interaction (protecting each-other on trades from bandits, caravans etc)
5)Sort of a sandbox-y thing, free-roaming and deciding how you want to proceed
I’m sure there are many more things that are positive about bringing a system like this into the game that might become more obvious to IMC if they consider it. Many ways it can be expanded indefinitely as well…I recall that the developers do want to focus a bit on PvP and even player ambushes (such as what Archeage has, with tweaks I’m sure) would be an interesting aspect. These are just things that I think that would benefit this game as I know it.
What do you all think? Sorry if my writing isn’t super coherent, but I hope I got my point across.
If you would like to read about the Commerce system within Mabinogi you can find it here : http://wiki.mabinogiworld.com/view/Commerce

It’s not even a hard to balance thing like classes… Don’t think of Mabinogi in this case. It wouldn’t hurt the economy in any way if you should invest the same energy in it as you would in grinding. It would be just an extra feature. When you are totally bored of grinding you could do something else.