Neurath wrote: » Its basically 1.50 gold for 2 Glints right now. That's 75 silver per mob. That's the local price which doesn't diminish. Therefore, it makes no sense to go travelling to distant nodes on the off chance the price is going to be high - everyone will be packing commodity runs because there's only one way to make gold from the Glint, via commodities. The rest of glint is a sink. 75 silver per mob is more than old Rare Bosses in Age of Conan which I used to farm. Though of course, you don't have a chance of rare gear. These small amounts of gold/silver might not seem like much but if you're paying taxes in Glints, buying properties in Glints and have access to guild crafters then how much gold do you really need?
NiKr wrote: » Neurath wrote: » Its basically 1.50 gold for 2 Glints right now. That's 75 silver per mob. That's the local price which doesn't diminish. Therefore, it makes no sense to go travelling to distant nodes on the off chance the price is going to be high - everyone will be packing commodity runs because there's only one way to make gold from the Glint, via commodities. The rest of glint is a sink. 75 silver per mob is more than old Rare Bosses in Age of Conan which I used to farm. Though of course, you don't have a chance of rare gear. These small amounts of gold/silver might not seem like much but if you're paying taxes in Glints, buying properties in Glints and have access to guild crafters then how much gold do you really need? The current number themselves don't matter at all, cause there's no balance. It's the implications of the overall system that matters. Going far means higher multipliers. But then does it matter if the destination node has a direct "need" for those coms or is it only the distance travels that's the main influence on the multi. Do those factors interact with each other in any way, and if yes then how. If com runs are useless because it's always more beneficial to simply keep grinding, then the only issue with this system is its sheer pointless existence. Otherwise - it's a question of how far do you need to go and how much planning do you gotta do before going.
Nova_terra wrote: » Also just as a note, it's planned that all Headstart peeps will be in specific servers. wiki says there will be there, but it sounds like they are planning to silo everyone with headstart to not have the gross economic problem that would be for headstart and non-headstart on a single server.https://ashesofcreation.wiki/Head_start
NiKr wrote: » There it is, dood Universal as fuck. But also requires crates for big movement. So I guess it's somewhere between the certs and what I thought
NiKr wrote: » Yeah, and the rarity implies that high lvl mobs will drop all types of glint, cause you can't trade them from lowbies. So I guess at least lowbie bot-like grinds won't work as much as I thought they would. But this then also implies that you'll need to have several kinds of glints for commodities, all of which you have to farm yourself, which will be such a damn mess.
Neurath wrote: » Large grinds will require a caravan to carry to Glint. Which gets broadcast to everyone nearby and no corruption for the pvp.
NiKr wrote: » Neurath wrote: » Large grinds will require a caravan to carry to Glint. Which gets broadcast to everyone nearby and no corruption for the pvp. That's still doable for a guild that benefits from player labor, so they can just protect the glint during travel. Definitely makes things at least a bit harder, but the universality still lets guilds make their profitable runs from anywhere.
Neurath wrote: » Sounds less likely people will be paying taxes and for property with glint if the glint is all owned by the guilds.
NiKr wrote: » Neurath wrote: » Sounds less likely people will be paying taxes and for property with glint if the glint is all owned by the guilds. Yep, the hobo wars shall commence! This will be a yet another push for people to join guilds in hopes of affording citizenship. Hardcoreness of the game keeps rising with each stream