Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
player driven economy.
ArchivedUser
Guest
Greetings.
I have been wondering how much impact a player will have on the economy around a node. Will NPCs that maybe own shops be affected by how much of an item is in that area?
If an NPC owns a baking shop were they sell cakes, some low lvl bread and the typical things those shops in games have. Will that shop be afected over how much a player with the Farming jobb can produce?
And if all the farmers deside to just farm 1 sertain item, will its market value go down? will the supply and demand work here?
Also, if there is a sortage of a sertain item, will that in a way affect the shops that would use that item in their products? If farmers dont grow Weat, and nothing is brought into the city, will that affect the NPCs selling baking goods?
Thank you for your time. Have a good day :)
I have been wondering how much impact a player will have on the economy around a node. Will NPCs that maybe own shops be affected by how much of an item is in that area?
If an NPC owns a baking shop were they sell cakes, some low lvl bread and the typical things those shops in games have. Will that shop be afected over how much a player with the Farming jobb can produce?
And if all the farmers deside to just farm 1 sertain item, will its market value go down? will the supply and demand work here?
Also, if there is a sortage of a sertain item, will that in a way affect the shops that would use that item in their products? If farmers dont grow Weat, and nothing is brought into the city, will that affect the NPCs selling baking goods?
Thank you for your time. Have a good day :)
0
Comments
Decisions like this will impact the economy of the game entirely as it is based around what us, the players will be doing.
What im curious about is how professions like tailors and letherworkers are staying relevant in the game (besides repairing stuff). In games like eve, wich has a pretty good player driven economy, u lose your stuff when u die. Idk if they are willing to implement exactly that, but we will see. There certainly has to be a reason for high level player to buy new stuff every now and then, even if they have the best equipment already. Without that the economy is in danger to go down to consumables and the new players upgrading their stuff..
(I know dying while being flagged red means u can lose some equipment but that wont have that much of an impact on the economy)
Some houses will be able to have merchants selling for them outside their house.
You cannot process goods in the same nodes that you produce the raws, thus the need for caravans.
If you are killed while corrupt, you will lose gear, as purple combatant (flagged PvP) you may lose some items.
<a href="https://www.ashesofcreation.com/forums/topic/crafting-vs-gear-dropped-from-bosses/"></a>
And
<a href="https://www.ashesofcreation.com/forums/topic/item-decay-2/"></a>
We need to have gear very fluid, we need resistances and elemental damages, we need gear to not be focused on just drops of bosses or PVP arenas and we need item decay. Without going back to more of a SWG type of gear system you will not have a Player Driven economy because there is only so many consumables that will be used, only so many houses to make stuff for and so on. Player's gear and needing to keep changing stuff out is very important.
Im just tierd of games like wow and others were your proffesions dont really impact anything, and become usless later on in the game.
I was a fan of the trading system in Arche Age were you got rewarded for taking an item from city A to city T.
But im also hoping that what you do can also impact the city in a sort of way. Lets say you bring minerals from city A to city T and when you get there and sell those items you will start seeing shops sell items made by those minerals.
Im just tierd of games like wow and others were your proffesions dont really impact anything, and become usless later on in the game.
I was a fan of the trading system in Arche Age were you got rewarded for taking an item from city A to city T.
But im also hoping that what you do can also impact the city in a sort of way. Lets say you bring minerals from city A to city T and when you get there and sell those items you will start seeing shops sell items made by those minerals.
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If you want them to go in the right direction you might want to check out my 2 threads and add to them.
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It would be better if we could just get vendors we could put in our houses and sell stuff like that.
Finding a good balance will entail such things as;
<strong>Boss Drops</strong>
<ul>
<li>Do bosses drop items, mats only, or some of both?</li>
<li>Do end level items only come from raid bosses or can high level crafters that have spent several RL weeks honing their skills make comparable items?</li>
<li>Are some mats hard to acquire because of extremely unlikely RNG from bosses or do world events such as seasons, etc, play a part in finding them?</li>
<li>Will the successful making of items using extremely hard to find mats require RNG during the crafting process and will players rage because RNGeezuz hates them?</li>
</ul>
<strong>Caravans</strong>
<ul>
<li>Are the caravans required for moving items or only amounts larger than a reasonably sized mount could carry?</li>
<li>Are caravans going to be the go-to poaching spots and will players simply band together in caravan guilds to move items individually in large groups so as to not make themselves a traveling PvP zone?</li>
<li>As to the above, what will be more economical in the long run if costs are entailed beyond the items base price (guards, escorts, etc)? </li>
<li>Will some highly sought crafters simply force everyone to come to them rather than risk their finest creations to be ransacked from a caravan? After all, what is the risk reward for doing so?</li>
</ul>
<strong>Craft Leveling</strong>
<ul>
<li>Will leveling ones crafting make mats more expensive than the end item? We've all seen it in one form or the other - Some of us have even made ourselves extremely rich from it.</li>
<li>Will crafting be not much more than three swings of a hammer or will it involve some sort of highly involved mini-game with high levels of RNG?</li>
<li>Will crafting be useful in end level content or will we see its demise as we saw it in WoW and others?</li>
</ul>
<strong>Gathering, Processing, Crafting</strong>
<ul>
<li>Will crafting be such a chore that most will shun it and simply make their mark gathering the rarest mats or processing said mats into the finest bars of metals, best cut gems, etc?</li>
<li>Will gathering be the easiest (relatively) to level while processing takes days or weeks and crafting takes weeks or months to level up</li>
<li>Will we see natural balances and imbalances in supply and demand until the economy of the server stabilizes and players make their mark as the go-to for mats, products, and end items?
</ul>
And lastly, how much of a micro-economy will the player base tolerate until they start demanding the game to be more like "that other game"?
It will take a fine balance between an economy that thrives on player interaction and one that is fun for the majority.
Isn't some of this attributable to how fast a player can level? After all, if AoC turns into another race to end level then we'll see little to no low level gathering, processing, and crafting except for purely level in the skill. But make the character leveling too extreme in the other end and people will not have a sense of accomplishment ("Level 20! Woot!") to keep them engaged for long.
Would it be "fun" player-wise to know that an item of poison resistance will be needed to defeat a mid-level boss? And if player hasn't been lucky enough to have one drop they'll need to buy a crafted one, perhaps even have the mats to start the processing step?
Mechanics to keep crafting at all levels a strong part of the economy seems to be needed, imho.