In all MMO's I play by crafter. I think it's good idea to reception advantages from the invention of a new thing, you invented.
Re: Blueprinting?
? Reply #1 on: March 06, 2008, 03:09:45 AM ? Quote
I'm for that selling of designs or blueprints has no limit and can be used as however often as desired. However, designs or blueprints should not be traded away. Should be kept as close as possible, or make a licensing arrangement.
Whether are necessary in that case blueprints on a paper? We will admit crafter A long experimented with various components and has invented the engine with good characteristics. The list of the components, the used tools and a way of assemblage (if them will be much) write down in his blueprints list. Then he makes an application in patent bureau for fastening to self of the rights to this engine. After that crafter B accidentally creates the same engine. He comes into patent bureau and sees that this engine had already created. Crafter B has some ways:
- To disassemble the engine and to try to invent not invented engine
- To sell engines in the market. Thus he strongly risks, after all the legal owner can see the engine in the market and declare infringement of copyrights.
- To sell these engines in the black market
- To try to redeem the rights to manufacture of the engine from the legal owner (possibility of sale of patents should be necessarily in the presence of Patent System).
If crafter A sees the engine invented by him in the market, but manufactured by someone else he copies the data of this engine with a name of the manufacturer from page of the market and sends them in patent bureau. There the name of the legal owner is verified with a name of the manufacturer and if names do not coincide the engine will be confiscated, and the manufacturer pays the penalty.
For simplification of copyrights registration process and their check I suggest not to give the possibility to inventors to name inventions. Let the server entitles it. All data about this engine will be coded in the name. Besides this way will not give the possibility to think out silly and obscene names.
Besides in my opinion there would be the excellent decision an introduction of the simple contract between the legal owner and the manufacturer. Names of the legal owner, the manufacturer and a share of money which will be received by the legal owner from the money received by the manufacturer can be included in the contract only.
The system introduced by me does not demand the big time for programming and does not demand GMs participation.
Now, someone else wants to add additions to that item and further improve it. The name of the one who wants to improve it will be added to the new named item, however the previous creator's name will remain, and it will be written:
Creator of item: Player#1
Editor of item: Player#2
And I believe not everyone can actually copy the same mesh of the item that was created unless they re-create it by themself and still it won't look the same in some aspects.
I consider it inexpedient. What will be after ten changes in item's blueprint? And after hundred changes? With development of technologies these changes will be more and more. Moreover if editor knows technology of creation of item he will not change existing item, he will simply create new item with the account blueprint of old item, thus he will be its creator, instead of crafter A.