Erodgemon wrote: » I worry the best processing and crafting locations will be "rich". Rich groups will more easily be able to hire defending groups and prepare for sieges.
Erodgemon wrote: » Risk vs Reward is a tenet that Intrepid boosts for AoC. Gathering I see the risk in gathering due to the inherent nature of exploration in the world. PvP and PvE come with risk to travel to locations with resources and the transportation of those resources. Processing With the best processing being on Freeholds, I don't see a risk of PvE. PvP also is unclear on Freeholds but does seem like a non-factor. Processing machines are said to require materials but with markets those could also remove risk. Normally with processing and crafting RNG brings in risk but that also is not a factor in AoC. Crafting Similar to processing. Location and RNG is not a factor. Where is the "risk vs reward"? I've discussed this topic in discord and live stream chat. Node Sieges were used as an argument to impact processing and crafting with the destruction of freeholds and crafting. This would disrupt those categories but very infrequently. I worry the best processing and crafting locations will be "rich". Rich groups will more easily be able to hire defending groups and prepare for sieges. With the recent bidding system for Freeholds I worry that the Rich groups will win bids, become richer by having short travel times between their highly valued Freehold location by having top tear processing with low travel times to L6 Nodes for crafting (most likely economic node which has a distributed market), and become richer to where they can corner the processing/crafting/freehold markets. "Rich get richer" Any concern here?
Fantmx wrote: » It still feels alien to talk about processing and crafting in a risk vs reward scenario beyond failing to craft or process items. The only place you will be safe on your freehold is in your house so you most certainly could have PvP occuring as you process or craft. I agree that currently it seems the most rich people will collect the majority of freeholds. But testing will let us see if that is valid.
Ravicus wrote: » Fantmx wrote: » It still feels alien to talk about processing and crafting in a risk vs reward scenario beyond failing to craft or process items. The only place you will be safe on your freehold is in your house so you most certainly could have PvP occuring as you process or craft. I agree that currently it seems the most rich people will collect the majority of freeholds. But testing will let us see if that is valid. i wonder what faucets could do to mitigate this?
Erodgemon wrote: » Risk vs Reward is a tenet that Intrepid boosts for AoC. <...> Where is the "risk vs reward"?
Azherae wrote: » Ravicus wrote: » Fantmx wrote: » It still feels alien to talk about processing and crafting in a risk vs reward scenario beyond failing to craft or process items. The only place you will be safe on your freehold is in your house so you most certainly could have PvP occuring as you process or craft. I agree that currently it seems the most rich people will collect the majority of freeholds. But testing will let us see if that is valid. i wonder what faucets could do to mitigate this? It's almost impossible to test this type of game economic model in an Alpha or Beta, I think. That's what makes it so hard/rare for games to have proper working economies early. Every little mistake snowballs and preliminary testing isn't sufficient. So we could assume 'faucets will do stuff that fixes it' but beyond that, 'wondering' is probably the right term...
Azherae wrote: » It's almost impossible to test this type of game economic model in an Alpha or Beta, I think. That's what makes it so hard/rare for games to have proper working economies early. Every little mistake snowballs and preliminary testing isn't sufficient. So we could assume 'faucets will do stuff that fixes it' but beyond that, 'wondering' is probably the right term...
ZippyA wrote: » Azherae wrote: » It's almost impossible to test this type of game economic model in an Alpha or Beta, I think. That's what makes it so hard/rare for games to have proper working economies early. Every little mistake snowballs and preliminary testing isn't sufficient. So we could assume 'faucets will do stuff that fixes it' but beyond that, 'wondering' is probably the right term... Issue is that not all stuff can be fixed after release without risking player base. Players genuinely don't like changes affecting them negatively. Any change would affect at least some, especially a risk vs reward change. So I would say it is either now in an Alpha/Beta or never.
Erodgemon wrote: » I worry the best processing and crafting locations will be "rich". Rich groups will more easily be able to hire defending groups and prepare for sieges. With the recent bidding system for Freeholds I worry that the Rich groups will win bids, become richer by having short travel times between their highly valued Freehold location by having top tear processing with low travel times to L6 Nodes for crafting (most likely economic node which has a distributed market), and become richer to where they can corner the processing/crafting/freehold markets. "Rich get richer"
Veeshan wrote: » Risk for processors is they need to caravan there resource to town to do anything with it, and probaly resources too your freehold aswell Gathering risk a little amount of resources but more risk takens vuia multipul trips Processing risk a huge amount at once but doesnt need to risk as much as often due to caravan bring a load of resources at once Crafters risk is i guess depends on market i guess being undercut and not selling things it could unprofitable aswell depending how they do gear decay since once everyoen gets BIS your items are worthless potentially which is how alot of games go, unless ur highest level crafter infront of the curve u make nothing due to people out pacing ur crafts and at max l;evel everyone already bought the best crafted items off others so your items have no market. I just hope gear decays and get removed from the game in some way or require completed equipment to repair but we shal see where they go with that.
Depraved wrote: » Veeshan wrote: » Risk for processors is they need to caravan there resource to town to do anything with it, and probaly resources too your freehold aswell Gathering risk a little amount of resources but more risk takens vuia multipul trips Processing risk a huge amount at once but doesnt need to risk as much as often due to caravan bring a load of resources at once Crafters risk is i guess depends on market i guess being undercut and not selling things it could unprofitable aswell depending how they do gear decay since once everyoen gets BIS your items are worthless potentially which is how alot of games go, unless ur highest level crafter infront of the curve u make nothing due to people out pacing ur crafts and at max l;evel everyone already bought the best crafted items off others so your items have no market. I just hope gear decays and get removed from the game in some way or require completed equipment to repair but we shal see where they go with that. what if the amount of time it takes to make a full set of gear is so long that not every single player at max level will be able to get their bis gear before the new expansion or gear comes out? then you don't need to remove gear... steven has already said that getting your gear will take a lot of time and effort. it will probably take months and more than what it takes to level up from 1-50
superhero6785 wrote: » 1 word: Caravans To process materials, you first need to transport all the materials to a sufficient Freehold. That takes risk. Sure, you could carry them on your person, but that would likely be very time consuming. So to save time, you take the risk of being attacked during a caravan. Then, you must transport the processed goods back to where they can be crafted. Again, this takes risk, or time.
Veeshan wrote: » Depraved wrote: » Veeshan wrote: » Risk for processors is they need to caravan there resource to town to do anything with it, and probaly resources too your freehold aswell Gathering risk a little amount of resources but more risk takens vuia multipul trips Processing risk a huge amount at once but doesnt need to risk as much as often due to caravan bring a load of resources at once Crafters risk is i guess depends on market i guess being undercut and not selling things it could unprofitable aswell depending how they do gear decay since once everyoen gets BIS your items are worthless potentially which is how alot of games go, unless ur highest level crafter infront of the curve u make nothing due to people out pacing ur crafts and at max l;evel everyone already bought the best crafted items off others so your items have no market. I just hope gear decays and get removed from the game in some way or require completed equipment to repair but we shal see where they go with that. what if the amount of time it takes to make a full set of gear is so long that not every single player at max level will be able to get their bis gear before the new expansion or gear comes out? then you don't need to remove gear... steven has already said that getting your gear will take a lot of time and effort. it will probably take months and more than what it takes to level up from 1-50 thats cause majority of the BIS gear wil be from raid drops then given to crafters however outside of rare drops majority of items crafted at high level will be the easier to craft high end gear and people will get than fairly quickly and your not likely gonna be able to craft bulk of the stuff above that due to needing a specific drop from a raid boss. Gues what im trying to say is the stuff you will be crafting alot of will be the easy to obtain stuff and then it become useless due to everyone having it and u wont be able to craft rarer stuff as easily so ur profit will be sparse waiting to acquire a rare drop. If you cant make money off the easy to crtaft high level gear getting a consistent income as a crafter will be rough especially since atm gear repair is based off processed mats last we heard so your role is skipped entirly there (you might need to do the actual repair i guess but i feel that be tedious for players to find people to constantly repair). The better method i guess would be to have repair kit crafters make but then you get to a stage were the weapon smith will only be crafting weapon repair kits since his weapon are not desired outside of rare dropped ones, which is silly for a weapon smith to like not be crafting weapons but silly consumable to repair. I think repairing an item should take completed weapon to fuse in with the old to repair durability so the base high level equipment is always in demand by players.