I've always said the best way to make an MMO with a vibrant, thriving economy is to make equipment fairly easy to come by, but make sure that when it breaks, it actually breaks and can't be "fixed."
The best idea that I've had to solve the usual gear grind vs. consequences argument in any MMO (though this applies to themeparks in particular) is to disjoin equipment from "stats."
Take this hypothetical: you have clothes, armor and weapons that you can equip and use, and these may allow you to do something and give a logical bonus. The big bonuses, though, would come from intangible things like setting talents and skills or acquiring "mods" which stand in for the idea of "gear" as a themepark MMO views it.
This way you wouldn't ever need a vanity system because the concept would be superfluous and irrelevant; your clothes are mostly cosmetic. You'd get a suit of chain armor and all it'd have is a defense modifier. To get bonuses to your raw stats and derived stats you'd need to take passive skills or find mods that you can link to your character.
You get a sword, and it lets you do sword attacks. You can set active sword skills and use the sword to perform those attacks. You can set sword mods to make yourself more deadly with a sword (for damage-dealers) or more defensive (for tanks). But all the actual sword, on its own, lets you do is hit people with a sword and use sword skills. Then you get into incomparables--i.e. the weapons are all zero-sum, balancing speed, accuracy and power together to cancel out. You use mods (rather than gear) to "get positive."
Rambly post is rambly, but the idea is that you could make a system in which gear is both desirable and easy to obtain, and a world where everything is essentially a consumable item. There's a real easy way to do this, too; simply give all items hitpoints and whenever the hitpoints reach 0, the item is broken and suffers penalties, and if the hitpoints reach some negative number, the item is destroyed and can't be repaired. The more damaged an item is when it is repaired, the more maximum HP it loses. Eventually the item can't be repaired further and can be discarded, sold as junk or recycled for raw materials to build something else.
You could even "have your cake and eat it too" by creating legendary weapons that can't lose maximum HP, but cost a lot to repair (as they're magical, exceptionally-crafted artifacts that only a few master artisans could possibly maintain) and make these drop from some big fuck-off dragon. Then you'd have both the whole "get loot and feel good about it" bit. You'd save your legendary sword for fighting those big fuck-off dragons, but use your normal sword for dispatching random highwaymen.
The best idea that I've had to solve the usual gear grind vs. consequences argument in any MMO (though this applies to themeparks in particular) is to disjoin equipment from "stats."
Take this hypothetical: you have clothes, armor and weapons that you can equip and use, and these may allow you to do something and give a logical bonus. The big bonuses, though, would come from intangible things like setting talents and skills or acquiring "mods" which stand in for the idea of "gear" as a themepark MMO views it.
This way you wouldn't ever need a vanity system because the concept would be superfluous and irrelevant; your clothes are mostly cosmetic. You'd get a suit of chain armor and all it'd have is a defense modifier. To get bonuses to your raw stats and derived stats you'd need to take passive skills or find mods that you can link to your character.
You get a sword, and it lets you do sword attacks. You can set active sword skills and use the sword to perform those attacks. You can set sword mods to make yourself more deadly with a sword (for damage-dealers) or more defensive (for tanks). But all the actual sword, on its own, lets you do is hit people with a sword and use sword skills. Then you get into incomparables--i.e. the weapons are all zero-sum, balancing speed, accuracy and power together to cancel out. You use mods (rather than gear) to "get positive."
Rambly post is rambly, but the idea is that you could make a system in which gear is both desirable and easy to obtain, and a world where everything is essentially a consumable item. There's a real easy way to do this, too; simply give all items hitpoints and whenever the hitpoints reach 0, the item is broken and suffers penalties, and if the hitpoints reach some negative number, the item is destroyed and can't be repaired. The more damaged an item is when it is repaired, the more maximum HP it loses. Eventually the item can't be repaired further and can be discarded, sold as junk or recycled for raw materials to build something else.
You could even "have your cake and eat it too" by creating legendary weapons that can't lose maximum HP, but cost a lot to repair (as they're magical, exceptionally-crafted artifacts that only a few master artisans could possibly maintain) and make these drop from some big fuck-off dragon. Then you'd have both the whole "get loot and feel good about it" bit. You'd save your legendary sword for fighting those big fuck-off dragons, but use your normal sword for dispatching random highwaymen.
attractive enmity device