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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.
Comments
Unlike most currencies, glint isn't limited to a numerical value visible on the UI: it takes inventory space. And as anything taking inventory space, it's subject to inventory management. It's the same as any drop item from mobs, you could pick everything all the time because it's only gold in waiting. Just need the extra step of selling it to a merchant. Once you've filled all your inventory with junk to sell, you must prioritize what to keep and what to drop every time you kill a mob. Do you keep that stack of 5 twigs worth 2 copper pieces each or do you pick up that rusty dagger selling for 15 copper? In a way, glint is the same, do you pick up more twigs because they stack or should you allow yourself to ignore them because they're no longer worth the inventory space.
And the abundance of any given type of glint (especially in the higher rarities) would imply that players have a shitton of money just lying around. And I'm not an economy person, but iirc that's a bad thing.
Also, as I mentioned a bit ago, it would be interesting if we get pure glint from successful node sieges, so maybe having a shitton of glint in one place could be interesting (and I'd assume you can't do anything with it once the siege is declared, cause it's a material), but I'd also be interested in seeing people's reactions to potentially losing all of their fees/taxes money
Losing potential money in the form of mats is one thing, but losing direct money that you use to pay for important things is a whole different thing. And this kinda leads me to believe that Steven won't let glint be blocked from withdrawals after siegedec, which would in turn decrease the motivation to siege
Glint is considered an easier and more simple form of what certs were supposed to be, but I feel like it instead overcomplicates a shitton of interactions.
And yeah, depending on what exactly we loot after a siege, siege scrolls might be reaaaal expensive.
exactly. Sieges could be quite a bit more affordable and increasing frequency for a gold sinks which could backfire or less affordable and players/guilds are too rich which destabilises the games economy regardless.
EDIT:
They can try and play "cat and mouse" with adjustments and metrics but in the end, players will out pace it with currency accumulations from various methods.
I am confident Sir Steven and his Crew will balance it to the best of their Ability.
Like - when +10 up to +70 Players or so (lol) wait for nothing else, but a Caravan to spawn - so they can jump at most the Stuff of like 2 up to 5 People or so,
then Yes the Caravan might be done for - but aside from the fact, that You can (and "SHOULD") - send out Decoy-Caravans as well,
i bet People will find a way to balance it out ingame, to tackle the Problem of Players just lying in wait for Caravans.
When a Group ( Guild ? ) for Example is just wealthy enough -> why not hiring fellow Players as Mercenary Protectors ?
And probably include them a little bit in how much Currency the Caravan's Wares will make at the Destination picked to sell it there ?
Of Course People would need to have a certain Oversight, so that for Example the Players hired as Mercenaries to protect the Caravans, don't feel like they got swindled from the promised Percentages of the Wares sold.
I see exciting Possibilities there, not just Problems.
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
Could be that gold will be useless and only the other currencies will be important.
The statement: "you don't drop gold when you die" is just bait.
It would be pointless for gold to exist in such a circumstance.
Could be seeing various ways to purify stolen commodities in terms of gold sinks if we're not able to use stolen materials in recipes.
EDIT:
Narc also pointed this out. Give credit where credits due.
https://youtu.be/VRSQczuWcco?t=382
6:20 time stamp roughly
I must've missed it with the focus on glint haha
Just watched his video a few minutes ago
EDIT:
unless you're referring to the white apple part? then my morning brain clearly forgot lol
that's fair lol
I think the best way to rationalize gold is that its this "banked" value that you can invest in risky endeavors for more. Its a go-between for these other currency systems. I believe there will be enough sinks for gold to not be this over-abundant, inflated thing but we gotta see it in action to be sure.
The only way resources should stay "clean" is when the owner takes them back himself from the caravan wreckage / ashes.
A caravan/player can be destroyed/killed by NPCs too.
So anyone taking something which belongs to somebody else, should get corrupted glint and resources.
Should be interesting how the flagging plays a role in this if much at all.
I think the flagging should stay as it is. Was discussed 7 years on forum and I think it passed as robust enough.
The problem with the caravan wreckage is that you may want to ask a friend to help you save some crates, assuming that the attackers actually died and had no time to return. Then the friend or guild mate will get corrupted resources.
If the resources become "clean" if returned to the owner, then the same system can be applied to things looted from ashes too.
That's the point of crafters "seal". if you're not the crafter(caravan owner) it's not your cargo or property essentially. If defenders are stealing your cargo then they're not defenders lol
They could.. or they could not lol. The black market essentially scrubs that seal/binding clean. Just a moral dilemma I suppose.
In terms of caravan runs, returning it to the owner of the caravan could essentially make it not corrupted anymore because of the seal/binding as was discussed.
In terms of flagging, killing a non-combatant and taking their loot would essentially make it corrupted automatically I would assume. Anything you as the player does will not originally flag as corrupted unless you loot it off another player. This could directly be the same thing for combatant because essentially it's not your loot and there is no seal protecting its claim.
Looting a corrupted player? would that still make it a corrupted item or not because they are themselves corrupted.
Could just come down to purifying corrupted items through gold or glint which can also be redeemed for gold. Essentially same thing.
I'm just theory crafting the system
Interesting point. They've said that corrupted players are essentially treated as monsters, so even though they might have gotten the items legally, if they are a monster at time of death... yeah it kinda makes sense to be able to loot non-stolen glint and materials off them from that perspective.
From a game mechanics perspective it would be a bad idea though, since that is essentially a way to transfer clean glint, circumventing the system.
That is true. good point! Corruption laundering lol
The corruption of the loot, I think happens because it gets tainted with the "greed" emotion of the humans handling it. So looting from a corrupt player to keep it for yourself should make the loot even more corrupt.
A bounty hunter maybe could deal with the loot better... because he is doing it for the bounty not the loot.
The brigands were keeping themselves low by the side of the road. They've been hearing the rumblings of the axles and wheels of the slow moving caravan well before it came into their view. They began to leer and fidget their weapons as the wagon lumbered toward their ambush. "What kind of resources you think we'll find in this one, boss?" whispered one of the more impatient ruffians. The leader, not wanting to break is own rule for silence, just passed an inquisitive look at his main scout, hiding a little higher but whose sharp ears had pricked up at the inquiry. The ranger began to sniff at the light breeze blowing in their direction bringing with it the smells of the animals pulling the caravan, and another very distinct one.
"It reek of glint" hissed the ranger. "Commodities at best, if we're lucky"
With a sigh, the grizzle thief signal the crew to stay low and let this one pass. Too much trouble getting the corruption out of the powder, and he had promised an easy job to his men.
@NiKr the profit will sink if we do these caravans many times between the same nodes. It's like the NPC trader have enough of those commodities from that particular node.
So we do this to pay taxes and if we get tired or we need more profit, we help sieging the node we used to purchase from. Could be one of those 20 nodes outside the metropolis nations or it can be the reason to start a war between metro nations.
@Tyranthraxus you was asking for a reason to siege metropolises.
glint is bound. i doubt it can be dropped on death
Yes it can and will be dropping on death. Glint is the official name for monster certificates.
from the wiki: https://ashesofcreation.wiki/Glint
no, its not.
stolen glint isnt the same as glint. they cant even be used on the same buildings. stolen glint can be redeemed for lesser value than glint at the black market. there is no indication that you can use it to "pay" for all the other things that you can buy with glint. it seems that you will just get some gold (less than if you sold glint directly)
They are essentially the same certificate. The corrupted version of glint (stolen) is not bound and needs to be redeemed through the black market for less than non-corrupt version.