Why we need enough material sinks to keep world alive and fun
One of the key pillars of AOC seems to be an economic gameplay loop that makes the world feel interesting and have its resources be valuable
But for this to work we need to address a potential issue seen in other MMOS:
It is very common that over time, as too many players exploit resources, gather, process, craft and obtain currency, these resources tend to overflow the market, and after some period of time everyone is too rich and has access to everything, as anyone can have multiple alts with many different professions or just buy whatever with their huge reserves of gold.
This creates big inflation in all prices in the market. But the real concern is that once it reaches a certain point the world economy starts really feeling totally uninmersive and unrealistic. There is too much of everything. The whole economic gameplay becomes boring as hell. And most importantly the world itself starts to feel irrelevant or less interesting.
Usually games tend to "solve" this by launching new expansion, where players will need to spend bigger amounts of gold and new resources will appear to bring some fresh air. New types of minerals, herbs, alchemy potions of higher level, new crafts, etc, etc...
But it comes at the cost of making the initial resources, and areas where those resources were, obsolote and meaningless. It will make those areas of the world feel unimportant as only the new expansion zones will have relevancy and the new materials.
So, for the whole world to remain relevant and all areas and resources to still feel important, even when new expansions come or when the servers have few years of existence, we will need some new concepts to keep all resources and areas being meaningful and prevent hyperabundance and hyperinflation
I can think of some ideas for having some level of material sink besides the obvious sinks from PVP and wars:
*Enough consumables needed for all classes and professions to keep the economy flowing and vibrant. Some of the consumables should require even low level node materials so these areas stay relevant.
*Repair of gear needing not only currency but materials (confirmed).
*Castles requiring a heavy upkeep just to be maintained.
* Ships damaged requiring materials to be repaired, in order to restore the ship's hull integrity.
*Apartment, housing, freehold requiring a monthly rent different than the citizenship tax.
*Religious nodes temples requiring resources for rituals or whatever everytime the major wants to conduct a ritual that would give various buffs for citizens.
*Scientific nodes academies requiring investment of resources and gold to keep up with the researches in science for world buffs for citizens.
* Guards and some important npcs in lvl +3 nodes requiring some small payment each month. The mayor would have to decide how many guards they want to hire according to budget. Guards could be helpful for monster events and node wars, node sieges.
*Sieges needing resources (confirmed)
*All node and guild wars consuming resources in different ways.
*Animal husbandry requiring feeding of your animals constantly. Maybe have some soft feeding system for the mounts/mules.
*Making the cooking system relevant so players will wanna constantly be eating and consuming stuff for buffs and benefits.
*Node buildings needing Repair after sieges, events.
*Land management system having some mechanics that will require spending certain resources for healing unhealthy devastated lands.
*Events of hostile monsters that steal resources from players/markets if they fail the event and minor loss for player inventory if they die during event.
Etc, etc... what other ideas you got?
But the most important thing is to design all these systems in such a way that the relevancy isn't simply pushed ahead to the new expansions, new areas, new resources. No. The initial areas, resources and low tier stuff need to keep being somehow relevant otherwise the world inmersion and world aliveness will decay over time.
I wanna read all your thoughts and ideas about this. Hopefully Intrepid notices this concern.