[Information] Economy and Marketplaces
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).
- 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
Item durability and repair
There are three kind of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well."
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.
- 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.