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### Topic

#### What I think...

I'm playing Glitch now for a few weeks and I seem to have arrived the mid-glitch-crisis. A short summary of what I think.
Items
You can get almost all items at vendors for a cheap price. This is good for newbies, but also not very helpful if you want to sell self-tinkered items at the auctions.
Quests
Man, quests! Not enough of 'em. Quests only seem to be available after you've learned a new skill, and except very few quests like the ghost- or the "Something Loam" quest they're mastered pretty easily.
Economy
Call me a whiner. Sure you'll do, don't bother to answer then. But since almost everything's available pre-made at vendors I don't see a real point in making something myself. The market is completly irrational. It's better for me to sell the individual resources than selling the goods I made with the Tinkering Tool, using my valuable energy points.
Possible Improvements
Make everything user-tinkerable.
All items available at vendors should be made by users.
Couple the auction-market with the vendors, like: "If I accept the default selling price, my item get's transfered to a vendor - else, it goes to the auction." (I'm pretty sure this can be improved, but a lot of MMORPGs get it right)
Maybe make local auctions: Auctions are local to the hub where you created the auction. Maybe create obstacles which restrict the "Mileage" - the maximum distance of visibility of your auction - to a skill level? Like "bulk selling" - if you have level 1, your auction is only visible at the hub you created the auction. "Bulk Selling 3" - Visible up to three hubs away form the place you created it.
Moar quests!
More street projects! At the moment everybody is hoarding blocks. I have so many blocks, I stoped counting them. So if you create a new street project there will be so many people like me throwing in their gazillion pieces of blocks. Le Sigh!
For your consideration...

Posted 13 months ago by Brianbrainerz | Permalink

### Replies

- Re: Items & Economy
  They are slowly working on taking things out of the vendors' hands (removing the scaffolding, if you will) and making most of them player-made only. They've already done it with a few things, like the high end tools and some high end drinks and foods. So it's a work in progress and will take time to find its sweet spot.
  Re: Quests
  I agree! Though I do fine without them, it's nice to have some here and there. :) But I'm sure they'll add more.
  Re: Street Projects
  Those will be back, and I'm sure in force! They took them out to revamp the project system and make it better.
  I'm not quite sure at the moment what I think of most of your auction suggestions. I am not much fan of the local-based suggestion, but I kind of like the auction being coupled with the vendors. But I will have to muse over that some more.
  Posted 13 months ago by Little Miss Giggles | Permalink
- heh. self-tinkered.
  Posted 13 months ago by Geeki Yogini | Permalink
- More on Items and Economy:
  There's still the problem that everything can be repaired back to 100% endlessly and thus lasts forever. You get a watering can from the rock when you start the game, and you never need another. What would make sense to me is that the first time you repair a tool it comes back to 90% of it's original capacity, then 80% the next time, then 70%, etc. Eventually you have to buy a new one - maybe not until it's completely used up, or maybe sooner because you get tired of it breaking so often as it ages. This would create a continual demand for new tools from established players as well as from newbs, and crafting could actually become a viable occupation.
  Posted 13 months ago by Hawkwell | Permalink
- @Hawkwell: Oh, I wanted to post about the "items will never degenerate" topic, but I forgot. Thanks for bringing up this topic!
  Posted 13 months ago by Brianbrainerz | Permalink
- It'd be very awesome if all the items from the grocery could be made by players and the grocery went away.
  Fishing game for salmon -- and this could be a whole line of several Fishing skills, improvable fishing poles, new locations and maybe even houses with fishing spots, different fish to catch and badges
  Beekeeping for honey - Again, this could be several skills with improvable equipment and quests etc. Maybe the herbs you plant could effect the bees!
  Coffee trees for coffee
  Olive trees for olive oil
  I'm sure all of this has been said before but it's still at the top of my list of something I'd like to see happen.
  More quests is something I also agree with. I wish there were quests for more than just getting new skills. For example if there were quest givers on the streets. I know that's an MMO cliche but I'd like to see it anyway...
  Posted 13 months ago by Demyx | Permalink
- The absence of coffee in Ur (except as a grocery item) is a big mistake. We needs it!
  Posted 13 months ago by CrashTestPilot | Permalink