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.
[Information] Economy and Marketplaces
Our markets are going to be regional, which means that they aren’t connected to each other. By doing this, each market is going to have its own character, and there will be reasons to seek out more favorable markets for your particular character’s goods. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods. To move these goods en masse will require the use of Caravans, which can carry far more than an individual player, but that also carry with them a mobile open PVP zone. Those who launch the Caravan must defend it from other players who want to take what is theirs, and the further they need to go, the more risk it entails. (See also World PvP).
Summary
- There will be no central auction house or warehouse.
- There will be item decay and other ways to combat inflation.
- There will be systems in place to combat botting, gold selling and other things that affect the economy.
- There will be player to player trading.
Marketplaces and player stalls (video link)
- The node government will decide the placement of its marketplace. After that, the community must come together to build it.
- There will be a marketplace UI like a town center billboard that lists the current items available for sale in the node (and potentially in other nodes if they are in the same economic region of a metropolis)
- You can't purchase directly from the marketplace UI. Instead it gives you the location of stalls where you may purchase the items
- Stalls are within a marketplace setting within a node
- The number of stalls scales with the node size
- Economic nodes will have more versatility in stall options
- There will be an escrow system to combat griefing
- Stalls sell items as well as provide repair (see below) and enchanting services.
- Players will be able to input required items for repair and also purchase required mats.
- Renting a player stall allows you to sell your items even when not online
- Stalls will have a visually representative aesthetic that indicates what items are being sold at that stall
Marketplace video
Item durability and repair
Source: MMORPG Podcast 13-05-2017 (25:55) - direct link to audioCaravans (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.
- Caravans are initiated by players with a diverse choice of routes and launch windows, making them difficult to "zerg".
- Caravans will have carrying capacity limits and customisable stats, such as defensive points, speed and number of hired NPC guards.
- Caravans create an open PvP zone that flags players for combat (purple) to defend or destroy the caravans. Players will be able to state their intentions to attack or defend via a user interface.
- Caravans are for transfer of personal goods, quests and supplies to build castles and nodes.
- A group will be required to successfully attack a caravan.
- Caravans are physical and can run you over.
- If a caravan is destroyed, it will drop a portion of the goods it is transporting.
Comments
Agreed, This is one of the things that will breathe life into the game.
And you won't be required to be a group, you will just have a much much bigger chance of attacking a caravan successfully if you are in a group.
A small caravan could possibly be taken down by a very skilled player alone, but that again depends on the absolute min size a caravan can be.
Steven and Jeff said in the quoted video that a group will be required to take down a caravan.
Attack/Defend/Ignore - I imagine it will be something to do with grouping. Intrepid are looking to encourage playing with other players. Perhaps it will be a way to quick join a team or to ignore altogether. E.g want to defend a caravan - as a cleric you may be more beneficial being part of a party squad.
Imo Intrepid are wanting to encourage players to play with others so allowing opportunities for people to group together is a plus
Sure you can go solo but it's not the direction Intrepid hope for I think.
Some passing players would never join a group even if they wanted too, Intrepid are trying to offer opportunities for players to come together in a variety of situations.
I really look forward to jumping in and helping/attacking caravans so much fun to be had!
Makes sense to me now
One question about caravans that has puzzled me recently: Do all caravans work the same or are there different "kinds"? It sounds like there is at least 2 caravan scenarios. There are player caravans, which players use to transfer their personal goods and are controlled/driven by players. There are also what i'm going to call node caravans, which i assume are used by node management to trade with other nodes and go along the pre-determined paths.
I ask this because we had heard about node management being able to buff up the number of gaurds escorting a caravan but have also heard that players will have to use there friends to defend their personal goods. We have also heard about caravan routes but i would have sworn i also heard that players control their caravans.
First off, will the enchant system be something such as lower level items cant be enchanted, and the higher level the item, the more enchants it can hold?
Also, does over enchanting mean enchanting the item more than you usually can, but with a chance of the weapon breaking, or does all enchanting have a chance to break the item?
If I try to over enchant an item that already has an enchantment on it, but it fails and the item breaks, when i repair the item, will it still have the enchantment that it had before i tried to over enchant it?
After a failed over enchant, will it be like it has run out of durability and it can be repaired, or will it be completely destroyed and unrepairable?
Finally, will items have a specific amount of times they can be repaired until they cant be repaired again, or can they be repaired every time the item breaks?
Sorry for all the questions, and thank you for taking the time to read this.