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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.
Tooltips vs Spreadsheets (merchants and goods)
tiltowait
Member
Backstory: Playing Elite Dangerous, staring at the long list of goods sold by the starport where I was docked. I had previously bought a couple, my newbie ship could not hold more than a few. After transporting them, I found all my effort had resulted in a net loss of money. I closed the market interface and went off to do a mission, where I made more than 1000% of the profit I would have made trading. I wanted to trade, but it was the wrong choice.
Suggestion: Tooltips for goods that show the top 5 buy orders and where. Maybe clickable to see further info.
Why?:
1-Player time spent: Because gathering this information is tedious. And tedious things are taken over by websites, so gameplay becomes Tab-out, fill out some fields on a website, write down lots of things on paper, come back into the game, profit. Not all time-sinks are bad, but this is a time sink that's spent away from the game instead of playing it.
-This would favor newer merchant players, experience and insider knowledge will make it less useful.
-This will favor older crafter players, having new players transporting more goods will lower market prices for high-demand goods
-this will favor PvPers (they can see what's really in demand, and camp those routes, knowing that new players will be coming along)
-this will hurt market skimmers, as it's unlikely people will transport to nodes where they know the price is bad.
Wanted to suggest it as a tooltip idea, since it seems it would make my favorite activity (merchanting) more fun, and stimulate PvP at the same time (push-your-luck game for me, do I transport the highest value good, or go for number 5 on the list for a safer trip?)
Suggestion: Tooltips for goods that show the top 5 buy orders and where. Maybe clickable to see further info.
Why?:
1-Player time spent: Because gathering this information is tedious. And tedious things are taken over by websites, so gameplay becomes Tab-out, fill out some fields on a website, write down lots of things on paper, come back into the game, profit. Not all time-sinks are bad, but this is a time sink that's spent away from the game instead of playing it.
-This would favor newer merchant players, experience and insider knowledge will make it less useful.
-This will favor older crafter players, having new players transporting more goods will lower market prices for high-demand goods
-this will favor PvPers (they can see what's really in demand, and camp those routes, knowing that new players will be coming along)
-this will hurt market skimmers, as it's unlikely people will transport to nodes where they know the price is bad.
Wanted to suggest it as a tooltip idea, since it seems it would make my favorite activity (merchanting) more fun, and stimulate PvP at the same time (push-your-luck game for me, do I transport the highest value good, or go for number 5 on the list for a safer trip?)
1
Comments
Because if the guy that buys for the best price and has the biggest market value, also gets his item globally listed… thats free advertisement right there. Making the alrdy established merchant stronger. I dont see how it would favour a newer merchant player either.
Having a real risk associated with trading is what excited me so much about the economy in Ashes. And market skimming would be a natural process of this yes. Its not like a guild could hold 99% of the wood on the server you know xd people would just grab theyr axes as soon word goes around that logs are rare. Imo its oke if goods are being moved around with a lack of information. Motivating Merchants to make a name for themselves, making certain items more rare, better use for Alliance chat or pm with friends etc to update eachothere where you can find that one bargain.
Gotta disagree, but that's why I made my post. If you sit down to play a boardgame and the instructions are missing, you also have to go look them up on the web. It does not mean not including instructions is a good idea, or makes the game better.
I think secrets and MMO games are a bad mix. Interesting choices are good, but once one person learns something, it's no longer a cool secret, it's an advantage over other players, and a barrier to new players. I love trade systems, but I want to compete at trading, not google/excel.
Economic nodes being able to view market information on nearby node trade prices sounds pretty cool. I'd argue that viewing far-away trade prices would be better though, as having caravans travel further distances ups the risk/reward factor.
I've seen some pretty big tooltips in games, literal walls of text. Having
London > 140%, Berlin > 125%, Rome >123%, Istanbul>120%, Paris >115%
would not take much space and could accomplish so much.
I don't disagree, but I also don't see the harm. If someone wants to undersell the guy, they can. If they want to put a huge buy order up, then camp ourside town and wait for the merchants to come... they can. I did not make up specifics for my idea, but I think it would be necessary to weigh it my quanity of the buy order (so you can't just put a buy order of 1 up to lure people in, though that sounds kind of fun it would ruin the whole thing). Some kind of weighted average.
Me too!
Too much insider knowledge required will make it a closed system, for big guild-use only. I'm trying to think of all the solo/small group players, the people who don't read books on economics, the average-joe merchants who want to do some trading for profit. The risk associated with it means it's not necessary to hide the mechanics behind obscurity, you just feed the unlucky and over-ambitious to the PvPers, and let the cautious, lucky, and smart players profit.
I like the system as it is designed and I am not sure giving players a short cut to the best prices/gear locations is necessary for a fun game. Even with the level 6 Economy node, I am under the impression it's just in that nodes ZOI (but I could be wrong). Either way, making players work for it to get access is more fun than having it day one (although new players after a level 6 economy node is established would have such access).
As for RP, if your character was in said world they likely wouldn't have access to a catalog that showed all the best stuff, the prices for said stuff, and the closest place to get that stuff.
It's even possible that "Merchant Guilds" in a node, even if not an Economic Node, would buy said information from travellers.
At least that is how it would work in real life. There's still an element of risk involved of course as the market can have shifted after the info got to you, someone else could have been there first and bought all that you were looking to get, or sold massive amounts of what you were bringing to sell, changing the prices as it's always depending on supply and demand.
I also like the concept that Economic Guilds could use their members to track this information and sell that like information brokers. That would be a lot of fun and add a nice level to the Economic focused guilds.
Wow, that would be the opposite of fun for me, I want to transport goods, not write/decipher/discover treatises on trade that may or may not be accurate. And I really don't want to have to rely on a guild.
I understand how convoluted systems of hidden knowledge and discovery can be fun for some people, but is that a barrier you want to place in front of a basic game information that drives a system that becomes more fun when more people participate in it?
It would require that Intrepid doesn't show the info in a way that third party tools can access it so third party sites can't simply show these on other websites. People would have to manually write it down if they want to share it with others.
BUT, for ease of play your character could have an own quick list, again not readable from outside of the game (if that's even possible to do), listing the latest of the info gotten while talking to ones NPC contacts.
As for the possibility of guilds or players keeping their own list of the best buyers/producers/sellers, it might not be the most fun thing for everyone but I see it happening based on how I understand the market as currently expected to work in Ashes.
I might be wrong and Ashes might have a different system is place by release.
I'm thinking on the PvP side of things, open-information wins hands-down; knowing the good trade routes means there will always be some good targets to try for. Secret information will strongly favor PvP avoidance, as PvPers will have to research the same, and even then with little instant travel it's unlikely they will be at the right place at the right time.
It simply doesn't tell you what is profitable.
Part of being a good trader is understanding what is needed when, where and why.
Volume of past trades is missleading, it shows what was needed at some point or what everyone is already constantly trading anyway which means high competition and price undercutting.
(Turkey for example will be in high demand during thanks giving and drop off harshly afterwards. Knowing that turkey was sold a TON 1 week ago or even a day ago without understanding why is just shooting yourself in the foot)
If you WANT to be a trader you have to learn that aspect of the game, no tooltip will help you with that. It will just make it more confusing.
Arriving at a recently leveld up t4 node with tons of oak planks because you saw it is traded the most there, just to find out they needed those for a work order that was finished a day ago. Now they need pine planks. You understood where it was needed, but not when and why with that tooltip suggestion of yours. It's missleading for someone who can't be bothered to learn the components of trading.
That's one aspect of Ashes that I find really faszinating. In theory it emphasizes to build relationships with people to have quick information transfers and updates. Building relationships with crafters for example so they always have someone to rely on when they need a bulk of components opens up so many opportunities to specialise your trading. Finding your own profitable niche. It's a lot more fun.
Yes you have to learn this like every other game system. You can't walk into pvp and be like "I'm pvping now, game do the work and make me a good pvper" It takes time, experience and lots of dying. No tooltip in the world will make that go away, wether it's pve, pvp, trading, or any single activity or skill in the world.
I can be a life devouring nightmare. - Grisu#1819
Now, if there were some way to integrate the 2. Like you, the master-merchant determine the best profit to be had, place a Carry-Order which I complete, and you get a portion of the profit without actually taking risk. I'm not saying I like it better than open information, but it's a thought.
Ashes of creation on the other hand will be a mostly player-driven economy. If an economic node gets destroyed it will have an effect on the trade routes and ingame economy. This isn't something the game's AI can predict, making seller tooltips largely pointless.
Like it or not, if you want to be a successful trader in Ashes you will need to know what is going on across the server.
Should we be able to freely see work orders, node progression/destruction, planned or active caravans? And from how far away? (I think we already know that caravans will be secret until they start, and then they will be announced in the local area so people can join in to attack/defend it.) Should we be able to pay for that information? Maybe economic nodes offer more information?
And we'll still see third-party websites which compile all that information, just the same as market prices, no?
Personally, I hope that information is pointedly scarce. I think it drives people to work together and communicate more. I expect that will still lead to third-party websites for information collection, but hopefully people will keep them private. Like every big economic guild might have their own information-sharing system, but they don't make them publicly available.
People who participate in such guilds will probably have different roles, so not everyone has to play the information game. Some people can just be the delivery men, sales reps/liaisons, or caravan guards/raiders.
For those kinds of low-tier traders. the gameplay is largely similar in either case (free info or scarce info); the difference is whether you get information/orders from the game systems or from other players/your guild. AoC is supposed to big on MMO and player-driven gameplay, so... I think you get it.
No, sorry but you don't, I'm trying to explain that this is the very bottom of trading 101. That's the bare minimum to understand trading. I'm by no means a master-merchant in that context, I just dabble in it because I enjoy it from time to time.
You can't hope to trade and make money, If you are not willing to do that minimal effort of learning that basic principle of supply and demand.
I'm sure there are ways to make it more accessible, in general, but the proposed tooltip isn't one of them imo. It will just add to the confusion why your trade didn't make you money.
I can be a life devouring nightmare. - Grisu#1819
If there was information readily available to anyone about current running, or about to run, caravans then that information is available to everyone. Because all it takes is one post on Discord or in a chat channel. Suddenly anyone remotely interested in getting into PvP with a caravan knows when and where you are. I understand fast travel will prevent organized "zergs" but forecasting where you will be allows a lot more time and area for people to get to and wait.
I am 100% for PvP against caravans, but I don't think that means PvP's should have in game tools to determine when and where one is starting and where it is going. The caravan runners, PvE or not, should be able to try and plan out routes to avoid as much conflict as possible rather or not the are successful.
If you don't want to learn that W A S D is oyur basic character movement then it doesnt matter if you log in once a week daily or are online 24/7, you won't understand hwo to play. Trading is by nature a bit more complex, but you need that basic level of udnerstanding.
I can be a life devouring nightmare. - Grisu#1819
You only 'need' to know a system if that system is implemented. I'm arguing about the system's design, not the need to know it.
I can be a life devouring nightmare. - Grisu#1819