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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Request for a large variety of intermediate crafting items.
Diamaht
Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
I'm hoping with the crafting system there is a large variety of intermediate items that are used to make final products.
Eve Online, for example, has a fantastic player economy and market system but it suffers from poor to non-existing profits for actual producers. Sometimes it can be difficult to actually find something to make that will net a large enough profit to warrant the effort or even offer a profit at all.
Part of the issue is that the market, for the most part, is driven from a single market hub. Also part of the issue is that players mistake the time taken gathering as "free" so they undercut themselves when selling materials. However, I think the largest issue is that the same list of basic materials are used to directly build everything. For example if the price of Tritanium goes up, the price of everything goes up equally so nothing truly changes (except of course mission runners becoming poorer as their bounty payouts become less valuable).
Having a large variety of intermediate products interlaced in the economy, all using different materials in different quantities, causes market changes to influence prices in a more diverse way. Temporary scarcity of a raw material will have a small impact on one final product while having a huge impact on another. This create more chaos and opportunities for profit as prices fluctuate.
Eve Online, for example, has a fantastic player economy and market system but it suffers from poor to non-existing profits for actual producers. Sometimes it can be difficult to actually find something to make that will net a large enough profit to warrant the effort or even offer a profit at all.
Part of the issue is that the market, for the most part, is driven from a single market hub. Also part of the issue is that players mistake the time taken gathering as "free" so they undercut themselves when selling materials. However, I think the largest issue is that the same list of basic materials are used to directly build everything. For example if the price of Tritanium goes up, the price of everything goes up equally so nothing truly changes (except of course mission runners becoming poorer as their bounty payouts become less valuable).
Having a large variety of intermediate products interlaced in the economy, all using different materials in different quantities, causes market changes to influence prices in a more diverse way. Temporary scarcity of a raw material will have a small impact on one final product while having a huge impact on another. This create more chaos and opportunities for profit as prices fluctuate.
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Comments
https://ashesofcreation.wiki/Crafting
It references SWG which had intermediate products but it only talks about the time gate of processing but not the crafted components.
We are going to use lower tier items to make higher tier items. The only quote that I could find on it in a few minutes of looking was: "Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[32]"https://ashesofcreation.wiki/Weapons
As far as there being a large or wide variety of low and mid tier items, I don't think we have been specifically told; but, it seems like they are going in that direction.