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Your money is my money

When are we expecting to see some information on the economy side of the game? Also, how much of an effort do you think Intrepid would put in to the development of it?

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    Azrael007 said:
    When are we expecting to see some information on the economy side of the game? Also, how much of an effort do you think Intrepid would put in to the development of it?
    As much as they are into pvp or the other systems that are getting love currently. It is one of their base "pillars" after all and Steven is well aware that broken economies kill mmos just as fast as a shitty combat system.
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    Good question @Azreal007 and I believe @UnknownSystemError summed it up pretty nicely. In the meantime, I recommend you look here to find out what we do know thus far. https://ashesofcreation.wiki/Economy :)
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    During what phase do you think they'll work on this pillar of their game? 
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    They have had a specific timeline for development mapped out that was mentioned last year and from multiple statements from them keep hitting planned milestones either early or on time. Since most of the economic stuff like crafting is going to be in place for A2, I expect that those systems will be in place for us to test and break then. So once they have combat running the way they want and are confident with it, then you will see the next pillar in the pipeline get some love.
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    They have had a specific timeline for development mapped out that was mentioned last year and from multiple statements from them keep hitting planned milestones either early or on time. Since most of the economic stuff like crafting is going to be in place for A2, I expect that those systems will be in place for us to test and break then. So once they have combat running the way they want and are confident with it, then you will see the next pillar in the pipeline get some love.

    Kratz said:
    Good question @Azreal007 and I believe @UnknownSystemError summed it up pretty nicely. In the meantime, I recommend you look here to find out what we do know thus far. https://ashesofcreation.wiki/Economy :)
    Your answers were really helpful thanks!
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    Azrael007 said:
    When are we expecting to see some information on the economy side of the game? Also, how much of an effort do you think Intrepid would put in to the development of it?
    I vaguely remember Steven mentioning they at least hired an economist to help out with that part some months back during a livestream q&a 
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    Yes, they did hire an Economist.    

    Which, is a good thing, Eve had a lot of great economic livelihood while they had their PhD of Economics on staff.  
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    There has indeed been an economist hired to help develop the AOC economy, and I believe it was quite sometime ago. Have no doubt its all being worked on and how it will be implemented into the game and has been so for quite sometime.

    It has been stated by Steven many times that crafting/economy is one of the pillars of the game and thus is no less important that the combat system. Just hope that vision can be delivered on.
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    They have a specialist giving it his special attention ;)
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    Remember, the last stretch goal unlocked in the Kickstarter was a stock exchange.  Implementing that might take some time, and may delay the economical part of the game.
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    It's so nice to see how well Intrepid prepare everything :3
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    As a side note, I'd like to know how they plan to implement the exchange system in each node. Since there is no global auction house, and it's per node, what interface is used to buy and sell? Do you have to go to a specific location, or random billboard in the city? It would be cool if there was just a few random caravans that wandered the roads of a node and if you ran into it you could post/buy items from that node's auction house in addition to the default auction house. Obviously this should be protected by very OP NPC guards or similar.

    Hell, I'd settle for just random wandering NPC's that I could just sell to, I may not always want to go into town to find a vendor. =P
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    I’ll admit I’m a bit skeptical about the lack of a global auction house after playing Elder Scrolls Online.  It was a massive inconvenience to only be able to use the markets run by guilds I was a member of.  It limited what I could buy and how many people I could sell to.  Frankly, it massively sucked and did nothing to make guilds matter, I felt they did it just to be “different”.

    Maybe the problem wasn’t in the concept but in the execution, and that Ashes will do better.  I sure hope so because it was one of the worst things about playing ESO.
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    From my personal experience with various MMO's out there, you can't really test the economy and trading side of the game without attracting plenty of players to it. Two heads are better than one, and thousands of heads working together, collaborating and exploring to different extremes is even better. Scarcity of some resources coupled with high demand on those will make AoC really unique, given different nodes will provide with different stuff. Given we have little insight before A2 lands on how far supply and exchange system can stretch in AoC I'm really looking forward researching it further discovering crazy things and possible exploits ^^
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    Atama said:
    I’ll admit I’m a bit skeptical about the lack of a global auction house after playing Elder Scrolls Online.  It was a massive inconvenience to only be able to use the markets run by guilds I was a member of.  It limited what I could buy and how many people I could sell to.  Frankly, it massively sucked and did nothing to make guilds matter, I felt they did it just to be “different”.

    Maybe the problem wasn’t in the concept but in the execution, and that Ashes will do better.  I sure hope so because it was one of the worst things about playing ESO.
    ESO is a complete toxic game now.

    Lol I'm so glad I left. To be honest the only reason it was any good was because it was based in the elder scrolls world
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    Azrael007 said:
    When are we expecting to see some information on the economy side of the game? Also, how much of an effort do you think Intrepid would put in to the development of it?
    Sorry for ignoring your question. 

    But the economy stuff is still in the works

    We do know some of the basics, that there wont be an actual Server based auction house, but that Nodes can have a "global" in system nased on your node type. But generally manually going to vendors who sell your guilds wares will be prominent until the game progresses
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    Atama said:
    I’ll admit I’m a bit skeptical about the lack of a global auction house after playing Elder Scrolls Online.  It was a massive inconvenience to only be able to use the markets run by guilds I was a member of.  It limited what I could buy and how many people I could sell to.  Frankly, it massively sucked and did nothing to make guilds matter, I felt they did it just to be “different”.

    Maybe the problem wasn’t in the concept but in the execution, and that Ashes will do better.  I sure hope so because it was one of the worst things about playing ESO.
    I think the difference being that ESO didn't allow players to create their own shops in the cities. With player run shops that have to be rented it should make the experience much more personal and fun than a blanket auction house. Not to mention the level of competition between shops within the same node will be good for everyone. I just hope they come up with a good system to make it difficult to lock down a shop for any extended period of time so that we don't get bogged down in shops that no one is maintaining.
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    Bink said:
    Atama said:
    I’ll admit I’m a bit skeptical about the lack of a global auction house after playing Elder Scrolls Online.  It was a massive inconvenience to only be able to use the markets run by guilds I was a member of.  It limited what I could buy and how many people I could sell to.  Frankly, it massively sucked and did nothing to make guilds matter, I felt they did it just to be “different”.

    Maybe the problem wasn’t in the concept but in the execution, and that Ashes will do better.  I sure hope so because it was one of the worst things about playing ESO.
    I think the difference being that ESO didn't allow players to create their own shops in the cities. With player run shops that have to be rented it should make the experience much more personal and fun than a blanket auction house. Not to mention the level of competition between shops within the same node will be good for everyone. I just hope they come up with a good system to make it difficult to lock down a shop for any extended period of time so that we don't get bogged down in shops that no one is maintaining.
    Actually they did.  You could pay to have an NPC in a town and players could walk up to the NPC and buy/sell things.  But again, the selection was poor.  As I said let’s hope AoC has a way to make this work better.
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    Atama said:
    Bink said:
    Atama said:
    I’ll admit I’m a bit skeptical about the lack of a global auction house after playing Elder Scrolls Online.  It was a massive inconvenience to only be able to use the markets run by guilds I was a member of.  It limited what I could buy and how many people I could sell to.  Frankly, it massively sucked and did nothing to make guilds matter, I felt they did it just to be “different”.

    Maybe the problem wasn’t in the concept but in the execution, and that Ashes will do better.  I sure hope so because it was one of the worst things about playing ESO.
    I think the difference being that ESO didn't allow players to create their own shops in the cities. With player run shops that have to be rented it should make the experience much more personal and fun than a blanket auction house. Not to mention the level of competition between shops within the same node will be good for everyone. I just hope they come up with a good system to make it difficult to lock down a shop for any extended period of time so that we don't get bogged down in shops that no one is maintaining.
    Actually they did.  You could pay to have an NPC in a town and players could walk up to the NPC and buy/sell things.  But again, the selection was poor.  As I said let’s hope AoC has a way to make this work better.
    Darn your right! Sorry for the misinformation folks XD
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    I think each node should mint it's own currency that has to be changed at each node to spend there.

    Also no money drops from non-humanoid mobs.  Even then and Orc-like creature should drop whatever currency they use (like toes or carved bones) and maybe a mish-mash of whatever else it had collected.

    We could find ancient coins that could be sold / converted into Node currency.

    The conversion rate would be 5-20% depending on what you were converting.


    OTPH this might just be too fiddly and annoying....
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    Crymoar said:

    OTPH this might just be too fiddly and annoying....
    We unlocked a full-blown stock market with the final KS stretch goal so a “fiddly and annoying” economic system is probably what you should expect. ;)

    Or better yet, a system that allows you to get in-depth economic play if you choose to, or you can just ignore it if you feel like.  Your idea of different currencies that require conversion and fees isn’t too far-fetched and might work as a good money sink (which is essential for a functioning in-game economy).  Enterprising players may even take advantage of different conversion rates for profit.  Or even set themselves up as money changers.  (“Heading to Greybane?  I’m trading 20 Drokmars for only 30 Flindors, 2 Flindors cheaper than the Greybane Treasury Exchange!”)

    I remember Everquest.  You could loot coins as copper, silver, gold, and platinum.  They all had weight and didn’t automatically convert.  You’d have players go out into areas where other players were killing monsters repeatedly (“farming”) and offer their services as “ATMs”, trading your low-value coins for high-value coins so that you could shed weight without having to run back to town.  Of course it wasn’t an even exchange, they were profiting from the trade, but it was worth it for the convenience and because you could spend more time fighting and less time running back to a vendor.  So more time to loot.  Pretty much a win/win for both players.
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    You can take my money from forge worlds dead hands ^^
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    ArchivedUserArchivedUser Guest
    edited September 2018
    Atama said:
    I remember Everquest.  You could loot coins as copper, silver, gold, and platinum.  They all had weight and didn’t automatically convert.
    Remember the "Monk-Droppings"? haha...
    Those that may not know or remember.. As @Atama said, coin had weight but Monks could not carry over certain amount... and in the early game (can't remember if it was changed) Monks would drop their copper and silver in little piles as they ran across a zone..  Leaving a trail..
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