NiKr wrote: » I'd prefer a pyramid-like structure going from basic to top lvl gatherables, with threat lvls going up from lowest to highest and gatherables' amount/respawns going from largest to smallest. In other words, funnel the players in order to create the friction and push people to party up. You should always be able to gather stuff solo, but if you have the means or the desire - you should be able to party up and go explore the more dangerous places (both in terms of potential pvp and the environmental hardships).
Azherae wrote: » I'm sure you and I will continue with our spirited discussion/disagreement from the other unrelated thread about why the Pyramid structure is too simplistic/fails and how best to modify the flaws out of it.
NiKr wrote: » Azherae wrote: » I'm sure you and I will continue with our spirited discussion/disagreement from the other unrelated thread about why the Pyramid structure is too simplistic/fails and how best to modify the flaws out of it. Outside of giving it several peaks (guess that'd stop it from being a pyramid though), how would you keep the funnel function that supports the goal of soft friction? You could have alternative crafting mats that you can use interchangeably in recipes, but then I'd assume you have each of the sources be smaller or rarer. Or do you disagree with the funnel function as a whole? And if yes, then how'd you link gathering to soft friction, if even do that at all?
Azherae wrote: » but the current design of Ashes can't do this because they are at 'gather whatever you see', and it will annoy certain players
NiKr wrote: » Azherae wrote: » but the current design of Ashes can't do this because they are at 'gather whatever you see', and it will annoy certain players But I don't think we know if that applies to literally everything, right? I don't think they've mentioned if we'll have any kinds of rare variations of gatherables that would only be harvestable by higher lvl artisans. And would a solution of "gather different" rather than "more" work? So that a lvl5 lumberjack fells a tree and gets 5 wood, while lvl20 gets 3 proper wood and 5 bark and lvl50 gets 2 pristine wood, 4 pure bark and 3 sap. Any recipe that needs wood can use all those versions of wood, with slightly different results in the quality of the final product, but the low lvl player's quantity of wood would still be valuable for times when you just need a ton of wood (namely sieges, plain ships and caravans, node stuff). You could then apply the surveying system to different trees that gave you not just "proper wood" but "proper oak wood", which would in turn has its own addition to the recipe's result. If this still falls under the issues of "hypervolatility", then yeah, I'd like a proper explanation for it so that I could better understand why the system would still be broken.
Azherae wrote: » The solution to this at the END of reasoning is almost always 'this bottom layer of the pyramid should not exist'. There should not be ANY item that is both plentiful and subject to massive fluctuations in demand, in a game economy. You can do 'plentiful with constant steady demand' and 'Rare with spikes in demand'.
NiKr wrote: » Azherae wrote: » The solution to this at the END of reasoning is almost always 'this bottom layer of the pyramid should not exist'. There should not be ANY item that is both plentiful and subject to massive fluctuations in demand, in a game economy. You can do 'plentiful with constant steady demand' and 'Rare with spikes in demand'. Could the world manager potentially solve this? We know that nodes will have tasks that will probably have a few of the usual "bring 10 bear asses" or "bring 20 wood" type of quests. And we know that node buildings will require a ton of basic mats to build up. Could the WM control those quest and building values in order to keep up the demand at a steady lvl. And once the WM sees that players are starting to build ships/siege mechs/caravans in big numbers, it could potentially lessen the system-based demand to counterweigh the player-based one rising. If I understand BDO's market system even just a tiny bit correctly, this would be somewhat similar to BDO's system but in a much better way than just limiting floor and ceiling of prices.
Azherae wrote: » But I will ask you for a more specific example of what you mean, for that. Assume I mine enough Iron for 20 Iron Ingots. I put it in my storage. I do this 15 times because I like mining. Gimme a condition for the quest spawn, a reward structure, and a frequency. From my side this is how I see it. Anything rewarding, I either hand in my 20 ingots for the reward, or sell them at a markup to people who want to do the quest. High frequency is back where we started. Quest spawn conditions, however, are possible. It's just way more WORK than just... using the waterfall instead of the funnel, and I don't know who exactly is happier except the person who would probably be happier playing a different game.
NiKr wrote: » Azherae wrote: » But I will ask you for a more specific example of what you mean, for that. Assume I mine enough Iron for 20 Iron Ingots. I put it in my storage. I do this 15 times because I like mining. Gimme a condition for the quest spawn, a reward structure, and a frequency. From my side this is how I see it. Anything rewarding, I either hand in my 20 ingots for the reward, or sell them at a markup to people who want to do the quest. High frequency is back where we started. Quest spawn conditions, however, are possible. It's just way more WORK than just... using the waterfall instead of the funnel, and I don't know who exactly is happier except the person who would probably be happier playing a different game. A proper example would require a ton of info that we don't have. Amounts of rocks/trees/plants per node. Their respawn timers. The amount of mats required for node buildings, plain caravans and ships and any other potentially large uses of basic mats. I saw it as smth like this. WM looks at how many basic mats get harvested in a period of time (say a day). It tracks those mats' usage, be it purely storage or crafting or node donations. At the start of the next period the WM determines whether too much of some basic mat has been harvested in the previous period (this would already be happening within the system, due to the land management mechanics). And if those mats went into storage instead of being used, the WM would set the reward for tasks just a bit higher than the node's and its neighbors' market price. In theory this would push the casual masses to give their stored mats to the node and anyone who doesn't have those mats would probably go and try harvesting some to make a nice profit. This would have some influence on the land management system (need more info to know which exact influence it would be) and could potentially result in the change of resource availability for the next period of time. If the availability lessens, the regional prices might rise a bit, which could encourage transport from other nodes, which would in turn influence WM actions in that region. So now node 1 has a lower amount of some basic mat, node 2 is now transferring that mat to node 1 which leads the WM to push the reward for the mat in node2 during the next time period. And in theory this would create a net of moving mats, with nodes constantly going from lower to higher availability values of said mats, all while people still need those mats to craft stuff. And the bigger interconnectedness of this net should theoretically limit the ability of some group of people to abuse the system in a huge way. Though obviously it would have to be tested and balanced extensively. And I thought that the WM would just be a properly written AI system that would just react to and lead player actions in some directions through different means. So it would still be dev control, but less direct than in BDO (unless that's exactly the system that BDO is using?).
Azherae wrote: » You've just described a system that would be gamed relatively easily, which THEN forces additional developer intervention. That's literally the sort of thing that ends up in a YouTube video. "Hey guys if you notice that there's a lot of quests for X Item, hand in a bunch of them but ALSO gather a ton of them tomorrow and don't hand them it, it's a bigger profit." This information doesn't spread THAT fast, but it does spread.
Azherae wrote: » What percentage of gatherable nodes would you consider acceptable to be placed such that it is a group activity due to threat level around them?
Azherae wrote: » I would assume some subset of those players would 'look around, notice that they are trying to outgather someone else, and just consider grouping up with that person to go gather someplace more dangerous'. Are you in that subset?
Azherae wrote: » Adding to that, furthermore you've created an unpredictable currency font, which you NEVER want to do in a game like Ashes. Unless the rewards aren't currency. But if they aren't currency, then they are taking the place of whatever player investment would generate the same reward. An even bigger problem.
NiKr wrote: » Azherae wrote: » Adding to that, furthermore you've created an unpredictable currency font, which you NEVER want to do in a game like Ashes. Unless the rewards aren't currency. But if they aren't currency, then they are taking the place of whatever player investment would generate the same reward. An even bigger problem. This is another part of the equation that's unknown right now. We got no clue what the quest reward structure will be. The only other way to get currency is to sell certificates. We know that we'll have taxes, so that might be one of the main currency sinks, but outside of that we don't really know where we'd spend our money. And because of that it's hard to properly imagine what kind of rewards would these tasks provide, which would not go directly against other means of getting an equal reward.
Azherae wrote: » Node Tasks should give rewards to the NODE. This sort of game can't allow players to create personal value by doing this type of task.