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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Gathering vs Processing
Cultured
Member
In various games, one usually outshines the other. Either raw or refined materials are worth more gold per stack. In ESO for example, raw materials are more expensive because processing them has a chance to give you upgrade materials. I understand that our AOC economy cannot be known at this time, but are there any predictions as to what will be more valuable and why?
I'm certain that my predictions will change as more information is released, but it seems to me that processed materials will be more in demand since they will be used for both crafting and repairs. Also, it sounds like they will be obtainable through deconstruction and by processing the raw materials themselves. Which might make raw materials less valuable since there will be multiple ways of obtaining these processed goods.
Any thoughts?
I'm certain that my predictions will change as more information is released, but it seems to me that processed materials will be more in demand since they will be used for both crafting and repairs. Also, it sounds like they will be obtainable through deconstruction and by processing the raw materials themselves. Which might make raw materials less valuable since there will be multiple ways of obtaining these processed goods.
Any thoughts?
0
Comments
Definitely too early to tell lol. You make a great point. Players could get killed while gathering, but processing will be done in safety. Risk v reward and all. I also agree with the use of alts, I've thought of doing the same thing once the game is released. Maybe not right away, but eventually I'll be able to gather, process, and craft self sufficiently.
In new world for exemple there is no base price on items and it can go really too expensive.
On Black desert there is a price range on items.
On AOC i hope it will be a base price on items so players will know the average price of any items and won't buy something that not worth the price.
Sorry for my pitifull english ^^
I fully expect there to be volatility in the AOC economy, especially during the early part of the game's release. I don't think we'll have the problem that New World has because of the way players will buy and sell items. It will be very difficult to manipulate market prices since there will be player shops instead of an AH where you can set buy and sell orders.
With the caravan system and how materials will be distributed throughout the world, it would probably be best to travel to certain nodes to get the best deals. I.E if you need a certain plant that grows in forest biomes, don't try to buy it in the desert node expecting to get a deal.
I am very excited to see how this all pans out. Aside from working on my professions early on, I will also be trying to amass gold. There will be plenty of essential items/gear/mounts that I won't necessarily be able to obtain myself during the beginning of my journey. Gonna have to buy em!
Also, your English is great!
I actually hope they won't do the BDO style of forcing certain price ranges. I want players be able to freely set prices. It makes for a much better economy IMO.
Sure, maybe you can turn iron ore into ingots in your freehold. But if you are turning a giant's tusk into diresteel, then you need to do that in the heart of a volcano where firedrakes repeatedly spawn and try to burn you to ash. Or perhaps when you process wightstone from gathered ectoplasm, there is a chance that a vengeful spirit will appear and must be defeated to finish the process.
Yes, that is all crap I made up, but who's to say that Intrepid might not turn the processing part of crafting into just as much of an adventure as it is for the gatherers who have to roam the wilderness and dive into monster lairs?
An important thing to note is that raw resources will often need to make it to a freehold to be processed and then those processed resources need to make it from freeholds to a node for trade and crafting. Processors have their own risks to assess when it comes to moving resources.