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[Information] Economy and Marketplaces

I’ve combined and summarized the info we’ve been given so far on the economy and marketplaces in Ashes. This info is subject to change as new information is provided.

Economy is one of our design pillars. It’s something we want to be an active part of the game’s character, and is something that we’re using to drive a lot of content. In order to bring it to the forefront, we need it to be bigger and more robust than more traditional MMO economies, which usually just means a global auction house, and not much more.

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

Marketplaces and player stalls (video link)

  1. The node government will decide the placement of its marketplace. After that, the community must come together to build it.
  2. 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)
  3. You can't purchase directly from the marketplace UI. Instead it gives you the location of stalls where you may purchase the items
  4. Stalls are within a marketplace setting within a node
  5. The number of stalls scales with the node size
  6. Economic nodes will have more versatility in stall options
  7. There will be an escrow system to combat griefing
  8. Stalls sell items as well as provide repair (see below) and enchanting services
  9. Players will be able to input required items for repair and also purchase required mats.
  10. Renting a player stall allows you to sell your items even when not online
  11. 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 audio

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.


Other informational posts

Comments

  • Very nice! Great job as always!
  • thanks for the info
  • I don't fancy myself as a Del Boy but It's great to have that info at our finger tips. Thanks Lex ;)
  • Diura said:
    Very nice! Great job as always!

    Agreed,  This is one of the things that will breathe life into the game.
  • ArchivedUserArchivedUser Guest
    edited October 2017
    lexmax said:

    Caravans (video link)

    • Caravans create a static PvP zone around them, allowing players to engage in PvP in attempt to defend or destroy the caravans. Players will be able to state their intentions to attack or defend via a user interface.
    • A group will be required to successfully attack a caravan.
    Why a static PvP Zone? Is it explained in the video how it works? Cause I don't see the point with a static PvP Zone when the entire world is open PvP. Also can't understand the need to state intent, but that might be a mechanic needed for something else so I don't know.
    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.
  • Ziltch said:
    lexmax said:

    Caravans (video link)

    • Caravans create a static PvP zone around them, allowing players to engage in PvP in attempt to defend or destroy the caravans. Players will be able to state their intentions to attack or defend via a user interface.
    • A group will be required to successfully attack a caravan.
    Why a static PvP Zone? Is it explained in the video how it works? Cause I don't see the point with a static PvP Zone when the entire world is open PvP. Also can't understand the need to state intent, but that might be a mechanic needed for something else so I don't know.
    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.
    The PvP zone around a caravan flags everyone for combat (purple), to remove the corruption flagging element. The purpose of stating your intent is to create a "temporary faction based battleground" around the caravan. 


    Steven and Jeff said in the quoted video that a group will be required to take down a caravan.
  • Ziltch said:
    lexmax said:

    Caravans (video link)

    • Caravans create a static PvP zone around them, allowing players to engage in PvP in attempt to defend or destroy the caravans. Players will be able to state their intentions to attack or defend via a user interface.
    • A group will be required to successfully attack a caravan.
    Why a static PvP Zone? Is it explained in the video how it works? Cause I don't see the point with a static PvP Zone when the entire world is open PvP. Also can't understand the need to state intent, but that might be a mechanic needed for something else so I don't know.
    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.
    The static zone is there to enact as a "mini battlefield" enabling that all players are combatants. This is to encourage "meaningful" PvP- the risk/reward elements creates a memorable experience and gives meaning to doing activities. If it were just open world PvP then caravan trading would still be under the corruption flagging system which is in place to minimise "meaningless" PvP (ganking etc). 

    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 :3 so much fun to be had!
  • lexmax said:
    The PvP zone around a caravan flags everyone for combat (purple), to remove the corruption flagging element. The purpose of stating your intent is to create a "temporary faction based battleground" around the caravan. 


    Steven and Jeff said in the quoted video that a group will be required to take down a caravan.
    Thanks, I didn't even consider that aspect. Now I understand why the Zone :P 
    Makes sense to me now :D
  • Thanks for this write up. Really well done!

    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. 
  • Thanks for this write up. Really well done!

    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. 
    Yes, there are different types of caravans: Some for personal goods, some for quests and others for supplying nodes and castles. Mules will be player driven, but I'm not sure if any of the caravan types will be player driven. What has been confirmed is that players are able to choose the route for caravans when they launch them.


  • Thanks @Lexmax for the great post as usual.  New people are joining us every day and it's nice to get that info out there.   :)
  • I have a few question on item durability, enchanting, and repairing.
    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.
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