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Gold sinks

ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
One of the most important systems for a healthy economy are Gold sinks, I think it's crucial that intrepid nail this design, what do you guys think would be some things they could impliment to accomplish this

For me, I think having the secondary archetype questline require a lot of gold could be a good move, maybe add a large price tag on mounts and make some of the crafting materials needed for high-end recipes store bought

I am interested to hear your thoughts!

Comments

  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Once the large group of players who start at release got their mounts and achieved their secondary archetype, the sinks would no longer function to the extent needed.

    I think that their current design of requiring the creation and deconstruction of armor and weapons to maintain the functioning of armor and weapons is a more workable idea. People always need their gear so there is a constant cycle of expensive gear creation then destruction of this gear. In addition, as players acquire higher level and better gear, the creation and destruction to maintain gear requires higher level and better gear to be destroyed, thus dialing up the gold sink to new heights as the game progresses.

    This won't probably be the only gold sink, but it will be an effective and automatically functioning one.
  • VyrilVyril Member, Alpha Two
    Node design will be critical in managing gold sinks.

    I've been curious how good their sinks are going to be with all the feature sets the game has.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    tautau wrote: »
    Once the large group of players who start at release got their mounts and achieved their secondary archetype, the sinks would no longer function to the extent needed.

    I think that their current design of requiring the creation and deconstruction of armor and weapons to maintain the functioning of armor and weapons is a more workable idea. People always need their gear so there is a constant cycle of expensive gear creation then destruction of this gear. In addition, as players acquire higher level and better gear, the creation and destruction to maintain gear requires higher level and better gear to be destroyed, thus dialing up the gold sink to new heights as the game progresses.

    This won't probably be the only gold sink, but it will be an effective and automatically functioning one.

    Great points, I need to read up a bit more on how this functions, do you have any sources I could check out
  • wakkytabbakywakkytabbaky Member, Alpha Two
    it doesnt actually say on the wiki but one would assume freehold / housing tax is paid in gold and it goes up the more the freehold / house has on it.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    it doesnt actually say on the wiki but one would assume freehold / housing tax is paid in gold and it goes up the more the freehold / house has on it.

    Yeah this is a great one!
  • iccericcer Member
    edited July 6
    I'd just say, look at Archeage for inspiration (spoiler, they're doing that already).

    Gear, and stuff that makes you more powerful in general shouldn't be the only gold sinks in the game.

    Archeage had a housing system, upgraded farmhouse, cart/wagon for carrying trade packs, glider upgrades, trade ships, war ships, etc. This is the main thing that made Archeage a great game to me. The amount of options, the amount of stuff that you can work towards and sink your gold/time into. Some stuff required days, some stuff weeks or months of grinding, but the main thing was, you had options. None of it was mandatory really, but it was your choice to work towards it (and it often allowed you to earn more gold afterwards).

    Sure, getting the best gear, etc. is always an important part, but I'm just hoping Ashes tones it down a little (when compared to AA, because it was an unbalanced mess), in terms of the power you get from gear.


    This is the main reason why I'm concerned about the freehold system, is because it does appear to be very limited in terms of access, unlike housing in Archeage. Sure, we'll get some housing, but I feel like it will be more for cosmetic purposes, rather than having all the functions like a Freehold does.

    So, besides the gear stuff, I'm really hoping for more areas where you can sink your gold, whether cosmetic, or functional, and I want it to be accessible to most who want to put in time, rather than limiting to only certain players.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Soul shots.
  • RipteyeRipteye Member, Alpha Two
    edited July 7
    Losing resources upon a pvp death is not enough, there should be an increased penalty to the attacker, if said attacker dies. Lose of gear maybe 1 item this will keep crafters viable. In Eve every PVP battle is a risk of lose.

    There is a reason players are cautious of their actions in that game.

    Gankers are very selective and seasoned players are smart about their choices. Risk reward is real. I'm a fan of losing everything in a pvp death.
  • TexasTexas Member, Alpha Two
    I think a lot of it goes into node commissions, buying caravans, siege scrolls, guild wars, etc. I'm not sure about all of them, but most player-enacted activities have a gold and resource cost.
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