Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Marketplace - buying and selling items
The marketplace is the lifeblood of any mmorpg's economy. Many of the games I've tried have a very basic bidding system and seem to forget that some people actually want to trade as a play style. Not everyone wants to go fight the big bosses.
Hopefully as AoC is being developed, we can have a discussion about how trade will work. I would really love to see an open system similar to RuneScape's original Grand Exchange. You could offer to buy or sell items at any price and as soon as any two offers matched, the transaction was completed. I hate auction/bidding systems. If you want an item quickly and are willing to pay well over market value for it, you should be free to do so. And if someone wants to quickly sell off items at below market value, they should be free to do that as well. If players are patient and clever enough to take advantage of those situations, great, that is what some people enjoy doing more than anything else.
The main concern behind allowing this kind of free trade is usually that there will be price manipulation. Large groups of players will artificially inflate the price of an item and then whoever sells off their items first makes a huge profit while everyone else is stuck with items they can't sell and looses most of their investment. First of all, people need to learn from their mistakes. The same goes for using incorrect tactics against a boss. If you're failing, learn from it to get better. Secondly, as we learn more about how trading goods between nodes works, we may find that manipulating the economy can be useful for many players, not just the ones on the inside of a guild.
With all that said, what are your thoughts? I'm interested to see how many people agree and if there are any other ideas about systems that have worked well in the past.
Hopefully as AoC is being developed, we can have a discussion about how trade will work. I would really love to see an open system similar to RuneScape's original Grand Exchange. You could offer to buy or sell items at any price and as soon as any two offers matched, the transaction was completed. I hate auction/bidding systems. If you want an item quickly and are willing to pay well over market value for it, you should be free to do so. And if someone wants to quickly sell off items at below market value, they should be free to do that as well. If players are patient and clever enough to take advantage of those situations, great, that is what some people enjoy doing more than anything else.
The main concern behind allowing this kind of free trade is usually that there will be price manipulation. Large groups of players will artificially inflate the price of an item and then whoever sells off their items first makes a huge profit while everyone else is stuck with items they can't sell and looses most of their investment. First of all, people need to learn from their mistakes. The same goes for using incorrect tactics against a boss. If you're failing, learn from it to get better. Secondly, as we learn more about how trading goods between nodes works, we may find that manipulating the economy can be useful for many players, not just the ones on the inside of a guild.
With all that said, what are your thoughts? I'm interested to see how many people agree and if there are any other ideas about systems that have worked well in the past.
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General economy
Marketplaces and player stalls (video link)
Caravans (video link)
Caravans facilitate the transfer of goods for players wishing to turn a profit. Initiating a caravan from one city to another will create an objective that players will need to defend while it moves along its chosen route to the selected destination.
Regarding setting the prices at your stalls, no official confirmation has been released yet, but based on the way marketplaces are defined, my assumption is that you should be able set your pricing to compete with other players.