The sheer rarity of particular "raw materials" is indeed a problem since no one is completely how to re-acquire the item once they have parted ways again. I do believe setting a standard and constant way of reacquisition of raw materials is the solution to these woes. I've read the previous posts and it seems we all share the same predicament as to how to treat these materials. In general, items are still a rarity and having one of anything is a source of some excitement. I for one believe it is better to have than have not, no matter the value or worth of the item you have in your possession. But like others have expressed a strict economic control must be applied to avoid flooding the market with raw materials while also maintaining the scarcity of said raw materials. To wrap up this long winded post, I just want to post some brainstormed solutions to this item problem. I don't necessarily agree with the points I bring up, but I believe they each bring about a fair balance to raw material acquisition. each bullet point is independent upon the other ideas:
[list][*]For the mining / lumberyard idea, with a specific place meant to gain wood/ore, anyone should be able to do this. The two caveats to this idea should be 1. The process of mining/lumberjacking/etc. should take the entire day, so you will not be able to move or attack (or be attacked?) while working, only live chat until you are done with working to get 1 wood/ore. Having an axe or pick would increase the amount of wood/ore you get per work day (say 5 wood or ore per work day).[/list]
[list][*]Make finding raw materials a luck factor. Just as the luck stat attributes to finding gold coins occasionally (in the form of value points), a (very) small percentage should be devoted to randomly finding a raw material. Also, what material you find is dependent upon which land you are in (example: you are far more likely to find wood in Loreroot, ore in GG, bones in Necro, fabric in MB) Having/crafting axes or picks or needles increases this chance.[/list]
[list][*]Have raw materials age like creatures, with some depreciating in value and some appreciating. Examples include:[/list] wood -> aged wood -> petrified wood -> rotten wood -> mulch,
stone -> hard rock -> cracked rock -> fragile rock -> dust,
coal -> dark coal -> hardened coal -> pressurized coal -> diamond
[list][*]Should there be a limit to the number of items you carry? And should this inventory system be weighted with each item carrying a weight value, or slotted with each item occupying one slot (coins not included in this inventory system)?[*][/list][list][*]To avoid alt abuse, a similar system as the trade advisor should be applied to the transfer of items as well.[/list]
These are just some ideas I wanted to share. I know I haven't really addressed the issue of tools like axes and picks, but without a set way of constructing purchasing these tools, I don't know myself. Like I said before, this is just some brainstorming I've done. I apologize if I have infringed upon someone else's idea and feel free to think these ideas are just dumb.
AZ
P.S - Is this even the right place for this topic?