Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Next Livestream + Q&A Submission - Friday, September 27, 2024 at 11am Pacific
You've stated there is no dampening for PvP and that player power is split on the character 50/50 between level and gear. If PvP is part of the leveling experience, are there any measures to "protect" lower level players from higher level players other than guilds and teams, and is it possible to get 1-shot in the starting zone on a PvP mission by a max level and geared character?
Morgalf
1
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
I'm used to this cause L2 had it, so I'm obviously biased for that.
Based on what you have provided me over the years, though, and my own research, L2's economy does not come close to what is required or optimal here. If you have more information about how player hubs worked in C3 specifically, I'd appreciate it.
The compromise of "you gotta build up nodes and they'll spread the market's influence in the vassal system" is something I'm ok with, cause even with all of my hardcore preferences making people run around every damn node just to see where they can sell their item would be a bit too much.
This is a bit of a 'misunderstanding' possibly. The sort of player who 'runs around to get the cheapest price' likely either doesn't understand how pricing logistics work, or have a lot of time on their hands and will usually become a true trader, eventually. Those players probably still exist, there just aren't any non-sci-fi MMOs for them to play at the moment other than BDO and BDO is... a long story.
But I think the only "server-wide" thing should be linked to cross-kingdom node relations. So if there's a war between nodes (which would right now only include nodes of different vassal systems) - you shouldn't be able to see markets. But I do think that nodes should have mayor-driven relationships where you can share your stall/shop info, so that people can check that stuff easily.
This is a question of market stability, and I haven't encountered games other than the ones I already play, where that's even a real concept, except ArcheAge, and ArcheAge isn't the same type of economy depth as FF11 or Ashes. Basically, in FF11, you wouldn't need to be able to 'see' the Markets, after a little while.
And of course, people will always create online repositories for information. "All Fantasy MMOs also have the Internet". That's not something one 'fights' because one doesn't have to, you just assume every economic actor has perfect information and continue from there. It doesn't meaningfully affect the design, as long as the system doesn't allow Buy Orders and the Econ Designer is savvy.
And even with that mechanic, connecting nodes from across the server would, in theory, still be kinda hard. Though this will depend on how exactly we can build up node relations, so that's a separate convo.
This will also come down to whether or not 'delivery' is magical and always safe or not. Right now, we don't actually know with certainty if the items a player buys on a distant Auction House will be delivered to their residence/current node/warehouse without any chance of disruption.
Azherae
1
Re: How Did You Join Your First Guild
Recruited in the wild, as it were in L2, technically my first guild.
AA I shopped around between beta and launch and joined a guild that had been around for alpha. That didn't last more than a month or two and began a long chain of merges, absorption, rises, declines and eventual ownership after everyone else was gone. XD
AA I shopped around between beta and launch and joined a guild that had been around for alpha. That didn't last more than a month or two and began a long chain of merges, absorption, rises, declines and eventual ownership after everyone else was gone. XD
tinukeda
1
Re: START DATE OCT 25 OR NOV 8...
patrick68794 wrote: »
I was being snarky with an oblique reference to another post...
Caww
2
START DATE OCT 25 OR NOV 8...
you guys have pages showing both depending where you look... can you clarify.. id like a credit for catching this mistake. thanks
c0done
1
Access to alpha one
Hey all,
Quick question about alpha one, i have an acess to alpha one and never looked into it. Is there anyway i could join the spot testing till alpha two ?
Thank you !!
Quick question about alpha one, i have an acess to alpha one and never looked into it. Is there anyway i could join the spot testing till alpha two ?
Thank you !!
Daeron
2
Re: Ashes of Creation must dodge this bullet
I'm more surprised that you are still trying to hammer this in, even though people don't seem very concerned with this at this point in time.
It just doesn't seem like any significant number of future players sees the current leveling speed or progress systems as an issue.
i check the thread to see if there is new stuff or i just close it.
Im pretty experienced in knowing nit will never end unless to just meme him. Way too much time to waste lmao.
Mag7spy
2
Re: Ashes of Creation must dodge this bullet
I'm more surprised that you are still trying to hammer this in, even though people don't seem very concerned with this at this point in time.
It just doesn't seem like any significant number of future players sees the current leveling speed or progress systems as an issue.
It just doesn't seem like any significant number of future players sees the current leveling speed or progress systems as an issue.
Kilion
2
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
In my experience with games, there’s usually a central hub for trading or an auction house that becomes the end-game hotspot. For Ashes of Creation, I could see this being a high-level area where a node has progressed further than others. This would suggest that the node is thriving, likely drawing more attention, attraction, and goods being sold in its market. However, I feel like some nodes or auctions in certain areas might fall off or just not be worth trading in, leading to a focus on a single hub.
I think having larger trade areas or wider access might limit players' need to travel to other nodes or trade in different regions. This could discourage exploration of the map and undermine the caravan system, which could die out if there’s little need to move goods between nodes or destinations due to regional access being too convenient.
As for licensing, I’m not too concerned. If acquiring licenses is difficult, it could be a bit of a drag, but if it leads to rarer items increasing in value, that’s a financial bonus. So I’m on the fence about it.
It might also undermine gathering professions. If trade becomes too centralized in a single hub or if regional access is too easy, there’d be less need for players to travel or transport goods. This would not only reduce the demand for caravans but could also diminish the value and role of gathering professions. If resources can be easily moved or accessed across different areas, the need for local gatherers to supply regional markets might drop, which could hurt the overall economy and the importance of those professions.
I think having larger trade areas or wider access might limit players' need to travel to other nodes or trade in different regions. This could discourage exploration of the map and undermine the caravan system, which could die out if there’s little need to move goods between nodes or destinations due to regional access being too convenient.
As for licensing, I’m not too concerned. If acquiring licenses is difficult, it could be a bit of a drag, but if it leads to rarer items increasing in value, that’s a financial bonus. So I’m on the fence about it.
It might also undermine gathering professions. If trade becomes too centralized in a single hub or if regional access is too easy, there’d be less need for players to travel or transport goods. This would not only reduce the demand for caravans but could also diminish the value and role of gathering professions. If resources can be easily moved or accessed across different areas, the need for local gatherers to supply regional markets might drop, which could hurt the overall economy and the importance of those professions.