Disobedient wrote: » Greetings! I'd like to initiate a thought-provoking discussion on the choice between the labor system and the bag system. While it's evident that the labor system in Archeage had its share of imperfections (especially its restrictive time-gating of progression), it undeniably offered crucial economic stability. The labor system's impact on the economy was profound. By requiring labor for processing tier 2 resources (e.g., converting logs into lumber), it effectively increased the value of these resources and allowed players to generate income based on their labor investments. My concern in Ashes of Creation is that without a similar system, tier 1 resources might become more expensive than tier 2 resources. Since tier 1 resources can be infinitely processed as long as you have them, and they also possess experience-boosting potential due to their abundance, their value could be significantly enhanced. Considering these factors, I believe it's essential for us to explore the potential merits of both systems, or alternative options, to ensure AoC's economic and gameplay balance.
NiKr wrote: » I didn't play AA, but wasn't there some huge drama about the labor system making people create alts to circumvent it? And because of that anyone w/o alts would suffer the consequences. Ashes will supposedly have a World Manager system that will track gatherables, tradeables and all that player-related-economical shit, so if there's too much tier 1 stuff or not enough tier 2 or whichever way they interact - the system can counteract that through boosting or reducing resource supplies.
Noaani wrote: » Labor as a system in Archeage is designed to prevent someone being able to just spend 16+ hours a day working on economic activity, thus allowing themselves to outgear others in a short period of time. Basically, every player in the game had a set amount of economic activity they could participate in any given day.
NiKr wrote: » Noaani wrote: » Labor as a system in Archeage is designed to prevent someone being able to just spend 16+ hours a day working on economic activity, thus allowing themselves to outgear others in a short period of time. Basically, every player in the game had a set amount of economic activity they could participate in any given day. And there was literally no way to progress your character outside of labor-related activities? Cause if that's true and korean servers also had the labor re-up p2w services - that's definitely a feature that was implemented purely for the cause of separating paying customers from everyone else. Classic korea. And if that is not the case, then it's simply a very silly system
Noaani wrote: » I mean, PvP and PvE were both ways to progress yourself that didn't involve labor. That was kind of the point - you had a limited amount of time each day you could spend on economic activity, and then you needed to leave and go play the game.
NiKr wrote: » Noaani wrote: » I mean, PvP and PvE were both ways to progress yourself that didn't involve labor. That was kind of the point - you had a limited amount of time each day you could spend on economic activity, and then you needed to leave and go play the game. To me this kinda sounds like prevention of certain gameplay styles.
Also, I'd imagine the labor-based features were quite valuable if people saw it as beneficial to have several accounts just to circumvent the limitations.
And as you said, in korea multi-accounts weren't a thing, so those potions were definitely p2w. Though even in eu/na getting several days worth of labor on several accounts must've been quite beneficial against all the people who only got 2k a day per account.