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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.
Tax certificates
TheHiddenDaggerInn
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
we know that Glint may be used to pay housing taxes and citizen dues
but have they mentioned if a profession possibly Scribing will be able to make Tax Certificates and resell them for gold,
This would be applicable for those who didn't want to go have to farm Glint.
This would be similar to the Construction system on Archeage, where at famed you could make unbound tax certificates and sell them on the market place. Granted that mechanic used labor to make and not Glint to obtain.
Would you as the player like to have more than one option to pay for housing and taxes than just Glint?
but have they mentioned if a profession possibly Scribing will be able to make Tax Certificates and resell them for gold,
This would be applicable for those who didn't want to go have to farm Glint.
This would be similar to the Construction system on Archeage, where at famed you could make unbound tax certificates and sell them on the market place. Granted that mechanic used labor to make and not Glint to obtain.
Would you as the player like to have more than one option to pay for housing and taxes than just Glint?
1
Comments
Until I see practical examples of a glint farm, spending glind and even selling glint or the items bought by glint, then I think it's too soon to talk about it.
Hopefully the items we buy with glint won't be soulbound or account bount, I don't like bound stuff at all
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The short(?) version is, the current 'real world' economy is 'fake' and is based on a collaborative willingness of civilization to produce more overall value from resources than our species really 'needs'.
But in MMO game worlds, this value type doesn't generally make a good basis, because MMOs don't have the resource drains required.
If you don't really 'get' what I'm saying and don't feel like reading a bunch of stuff, here's a somewhat unrelated thought starter video.
Basically, 'money' isn't real. 'Bread' is real. Time spent getting 'bread' is real man-hours. Land you use to grow 'bread' is 'real estate', and items or time you trade for 'bread' or to improve your ability to get 'bread', have 'real value'. Safety and Health are sorta real, but only for personal motivations, and it's diminished in an MMO, sometimes eliminated entirely.
Whatever a player needs to continue to enjoy the game, for them, is 'bread'. Whatever a player can get away with, because the game world has arbitrarily allowed them to survive and they can leverage that innate survival ability to either get bread or avoid needing bread, is 'fiat' (also infinite mob respawns, but it depends on the speed of that).
For an Economic MMO to work, actually work, not just 'cater to newbies who think they are doing economy things' while lining the pockets of some 'fatcat aristocrat lich', you have to create 'bread' and limit 'fiat'. So, with all that preamble, we hit two problems with the tax certificate and Land Barons.
1. The Land Baron's assets are protected by fiat, once they have them, you can't take them away no matter how they got them (Ashes ofc allows Node Destruction as the exception here).
2. The Land Baron isn't required to keep any given person happy, or even any groups of people, if they can use 'money' instead of 'bread' (note, Glint is currently a terrible form of 'bread', imo, but I'm explaining on behalf of people who want them to fix this, so the fact that you can use one bad implementation to prop up another isn't relevant to the feedback I'm giving to this thread)
If a character who can't be stopped overall and can't be killed, has the capacity to create an item that functionally maintains the lich's 'real estate' in exchange for gold, and gold is generated through Caravan multipliers and basic mob drops, then they have gone from 'I need to personally encourage the peasants to farm bread (Glint) to keep my holdings intact, and if they stop, I will lose control' to 'I can use might and my family (alts, maybe) to generate fiat-based value, have some trusted family member 'promise the Fiat God that I'm doing my duty' (paying Taxes via Tax Certificates) and ignore all the peasants'.
Note, this could entirely be a thing that Steven likes in games and wants to recreate the feeling of, we don't know. But it's at least true that we CAN destroy Nodes, and we CAN take some action against the fiat-based value generation, so I can't say it would be impossible to create a 'grimdark' world where everyone is just leveraging their fiat (don't need to eat, don't need to rest, can't die, don't need bread, only gear, sorta) against each other.
There are some problems with this (this is how you get the megaguilds/zergs) but we don't know if Intrepid actually cares about those. However, we do, so our feedback is based on that. We don't want a game that has a primary focus on nodes and political relationships, to have those relationships based so heavily in the fiat-immortality spectrum of design, because it would diminish the effort put into making the Nodes work.
The game doesn't need to get to the point where 'players can actually starve to death and lose their account' or anything like that. It's always just a matter of figuring out 'which resource your game should use as the Bread'. But I'd say that with the options for 'Bread' that Ashes has, Tax Certificates would be a bad addition to the Econ whiteboard.
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Starting to have a serious dislike for these in-game alternatives