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Material Sink

Did the dev ever put out any detailed info on the material sink? I checked the wiki and it only lists out a few of them like item repair, building repair after node siege, and caravan destruction. These don't seem to be enough. I can see the node system to be the backbone of the economy in the game but without a proper material sink, the node progression will just be a time gate mechanic and don't add much depth.

It will be nice to see higher-level node require more and more resources to maintain its function, and each building/structure will require different resources to be fed by the governing players, so we have a basic resource sink that scale with the development of the node. Then villiage/city and caravan guards need to be equipped with weapon/gear/mount purchased from the player and fed with player-crafted food to have a sink for crafters to burn excess lower tier or not best in class crafts.

These kinds of material sink can also interact with the PVP/politic aspect of the game where a group can do small skirmish against a certain node to damage its defense structure and kill its guards to significantly increase the cost of maintaining the node over a week or two before a full-on attack on the node. The owner of the node can put out a bounty on the aggressors to incentive players to help defend the property, or even do bounty to attack nearby node's structure to simulate actual mercenary work during a war.

It might be a bit complicated to implement everything at first, but I do think the game needs a lot more material sink to simulate a functional economy. At the very least, supplying the material for a node or building upgrade should take a few days so it feels like an accomplishment. Maintaining the node/building should scale in a way so a small group of dedicated players can maintain a low-level node at a remote place, but high-tier node needs a large percent of the player base to supply the material sink.

Comments

  • I agree with you. I posted a few ideas and concept for sinks as a reply to the "Idea: Crafting stations/ pvp raids thread". The idea itself in the thread is also interesting.
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    There are plenty of material sinks planned for Ashes. Any death sinks a portion. Losing a node siege sinks even more. The larger the node, the more activity is needed to keep it from going into atrophy, and so on. They are aware of bloat and inflation that occurs in mmos and say they are taking steps.
    https://ashesofcreation.wiki/Item_sinks
    These quests can be used to bring in material components to help combat node atrophy.[3]
    http:https://ashesofcreation.wiki/Node_atrophy//
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
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