Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Economy in Ashes (Solving MMORPG Inflation)
Also don't forget this forced "deflation" is a bit unlike the common deflation. It's a total cut of all existing currency which only has the effect of deflation.
Without such function all moneysinks with static pricing become too cheap at some point sooner or later.
EDIT: It's essentially a question of if you want to allow lower level type stuff to matter or not. If "goldfarming" is something only high level can do then what purpose is there to gather low level stuff outside of becoming higher level in that particular farming activity. It's just that people are already used to that kinda stuff where lower level stuff really doesn't matter (since it has no impact at all).
Overall, again, this isn't true.
It only happens because games basically go 'you need money to progress, that money can be transferred between players and also increases indefinitely, so we will have mobs drop money'.
Games that fix this:
Option 1) Don't have most mobs drop money and have it enter from a different faucet (FF11, old FF14 sorta, etc)
Option 2) Make the money that drops from mobs and is used for progression the type you can't transfer (Onigiri, Throne and Liberty, maybe Neverwinter but I forget rn)
Option 3) Carefully set their item price floors and have higher money sinks, as well as separate currencies for progression (New World, Throne and Liberty, FF14 moreso)
Or all of the above.
Now, if one wants a game where the average mob drops Gold, then you might need to solve Deflation, but Ashes of Creation is already not like this. Glint can easily be tuned to be a relatively weak currency faucet.
The real question is whether or not the game is actually going to be mostly 'player controlled' economically or 'dev controlled' economically, not will we have inflation or deflation, so, for now, we're still going to have people who express both opinions about which thing should happen.
To this I cant answer fully due to the references to other games which I don't play.
But from what I read here, essentially you either create some alternative from of currency in endgame or make other sinks. The idea here is, that you generally design how you would love it to be from a gameplay perspective and let the economy autocorrect itself by inducing a cut rather than some convoluted sinks or other weird stuff.
Yeah but note the reason I posted. I just wanted to clarify that the thing you said wasn't true, and give some examples.
This way, when someone else who has played those games says 'no, I don't like your idea' and 'I don't agree because your base assumptions are wrong', you'll be aware that they have an experience that doesn't match yours.
Your preference for this solution to MMORPG inflation is understandable. Some people just prefer other solutions. Some people prefer not to have any solutions at all because a stable economy in games doesn't feel good to some less invested types of players. Forced deflation cuts would feel worse to me than other solutions.
So I don't like your idea because I've played games with solutions I actually like.

1
Re: Why The Game Needs Fast Travel
Is it a bummer I cant TP home before I log off at the end of the night? yes
is it a bummer it takes a while to run to a dungeon? yes
Are there more negatives of not having fast travel? yes
Do I want fast travel? NO
All modern MMOs have fast travel and it guts the whole experience of adventuring in a world. We all need to stop asking for instant gratification. Teleport me here so can do a thing so I can quickly get home to do another thing quickly..... Traveling is content and while not always exciting, has the potential to be so fun. Lets try something different. Keep fast travel to an extreme min in Ashes, please.
is it a bummer it takes a while to run to a dungeon? yes
Are there more negatives of not having fast travel? yes
Do I want fast travel? NO
All modern MMOs have fast travel and it guts the whole experience of adventuring in a world. We all need to stop asking for instant gratification. Teleport me here so can do a thing so I can quickly get home to do another thing quickly..... Traveling is content and while not always exciting, has the potential to be so fun. Lets try something different. Keep fast travel to an extreme min in Ashes, please.

8
Re: RMT has started - where’s the action?
I mean, this is what they 'want' to happen, not because they don't care, but because...
How will you test your RMT detection stuff if you make too much effort to completely prevent RMT?
And why would you actually do the banning part in the Alpha phase, particularly this Alpha phase, without being really sure of the targets?
Give the Anti-Cheat staff some time.
How will you test your RMT detection stuff if you make too much effort to completely prevent RMT?
And why would you actually do the banning part in the Alpha phase, particularly this Alpha phase, without being really sure of the targets?
Give the Anti-Cheat staff some time.

3
Re: Mount Permadeath Love it or Hate it?
No perma death. Give animal husbandry other consumables. House shoes, saddles, or the like. Make them have meaningful buffs. Maybe items that add more options for skills for the mount. I love my mounts like they are friends. I add them to the story of my RP. Do not kill a part of my story. I even keep my first mount as my first friend.
Re: Mount Permadeath Love it or Hate it?
No, i dont like perma death from ageing, x amount of deaths or timer on mounts.
Different rarity on mounts that have slightly different speed or health points or other stats is enough for tamers to have something to do.
I think that is a good middle ground.
Different rarity on mounts that have slightly different speed or health points or other stats is enough for tamers to have something to do.
I think that is a good middle ground.

1
Re: Mount Permadeath Love it or Hate it?
I mean, you don't lose your crafted gear when you die or it loses its durability, you simply Repair it. But, I can see that there needs to be something to keep the Hunting/Husbandry profession going.
Unsure what the answer is. X-number of lives before it's gone for good? Adding Mount items that are created by the Hunting/Husbandry lines and leaving the mounts alive? Making the Husbandry process cheaper so that you can rattle off more mounts to replace the quick perma-death ones? I dunno.
Unsure what the answer is. X-number of lives before it's gone for good? Adding Mount items that are created by the Hunting/Husbandry lines and leaving the mounts alive? Making the Husbandry process cheaper so that you can rattle off more mounts to replace the quick perma-death ones? I dunno.
Re: Nature based healer like Druid or Shaman
Druid will probably come out in a later expansion

1
Re: Nature based healer like Druid or Shaman
Yep wondering that aswell. 2nd archetype could be the answer to that. Hopefully it is. Would be so cool with a druid kind like you say or a warrior priest if you combine with tank. That goes for every class ofcourse but very exited to see what they come up with.

1