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Last week, the WildStar team laid out some of the details about the in-game economy and how it was being imagined. This week, WildStar Wednesday is focused on answering player questions about the economy and is hosted over at WildStar Central.
Questions range from crafting to dyes to costumes.
Q: With regards to the crafting "grind" - creating piles of items to skill up a trade with no actual demand or need for the items - how is this addressed/handled?
A: In our system, items can be broken down for parts which can be used for crafting or modifying other items. If you craft an item to skill up and you can’t sell it, you can cannibalize it for your own use.
Check it all out at WildStar-Central.
Comments
I really hope that if this game is sub base, its no more than $5 a month with a cosmetic shop..
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Joined - July 2004
The more Wednesdays that go by, the more Wildstar is sounding like one of those amazing feature lists you usually see with indie "sandbox" games being developed by 5 guys in someone's garage.
Except of course that Wildstar is NOT being built by an inexperienced and underfunded team that have no hope of succeeding.
Could this game be "THE ONE" ?