Phase 2 is approaching (insert multiple Game of Thrones memes, whichever ones you like)
That means it's time for my group and I to do Econ Testing and give feedback. For this, I need some context on intent, but I don't hang out on Discord and even if I did, it'd be
way faster for anyone on the team to read through my many assumptions in one place.
I basically need to know if the Ashes economy is supposed to feel like New World(EVE sorta), or like FF11/Throne and Liberty, to inform our testing approach.
FFXI/Throne and Liberty Method
Henceforth referred to as the
10K form (yes I will goldbold it every time, go gold, go bold).
- Everything can be defined in average time units. The economy is given freedom but a control floor of some kind.
- Players trade their 'time' through some medium of currency (or multiple currencies)
- Specialization and complexity focus on personal enjoyment and spreading out the sources of products
- Somehow, somewhere, economic velocity has a cap or a friction point (FF11: AH slots and resources, originally limited per-game-day purchases, TL: basically the same but also a relatively high hard cap on no-lifing it, after a while you burn money)
"New World" Method
Henceforth referred to as the
UBI form (this color isn't too biased, right? If people prefer I'll change this from 'UBI' to 'AllTree')
- The currency value of most things is effectively controlled by the Dev Team.
- Players either ignore this or compete to sort of 'win the econ challenge that the Devs have set for this update/season'
- Specialization and 'complexity' focus on hoarding and knowledge (and speculation on the hoards/knowledge of others)
- Economic velocity is capped only by resource sinks and number of participants (for example New World's original low server CCU was part of this)
These two things are tested differently, for the sake of any discussion that might happen I'll try to explain why.
The reason I don't play EVE is that I knew for a long time that the Devs were basically just controlling the economy in a way that let them decide winners and losers very directly. Whether they did this or not was not important. They could. So I can't take EVE seriously, it markets itself as an Econ game, a simulator, but the 'stories' are controlled by the devs. Ashes is unclear about this. They have this option, but one might assume that in a game about player built Nodes and structures, they would not want to.
If Ashes uses the UBI form, the goal in testing would always be to 'win the Dev-set econ challenge minigame' and then use the winnings to get more permanent power as quickly as possible.
The reason I enjoy TL is that currently, niches exist and the Devs don't seem to interfere too much except in very global ways (we're seeing a bit of the Amazon Games style creeping in, but the underlying
10K basis mitigates some of this, leading to mostly grumbles rather than hoarding). So you know that
basically anything that takes around an hour to get sells on the AH for 10 Lucent. If supply is too high, don't gather that thing, or push it through a different value pipeline (not all of these exist yet, for example Blue Armor Extracts from common farming grounds that should be going through some other pipeline like Furnishings since their 'Dissolve' option isn't at the 'correct' value and can't be set to that value without a
UBI style intervention - which would almost certainly be bad for many reasons, I digress).
If Ashes uses the 10K form, the goal in testing would always be to 'find the appropriate activity niche' and then look toward others to build the interconnective relationships, seeking equilibrium and deprioritizing permanent power.
This is because
10K creates a form of economic 'drag' on anyone rushing to do anything not in their niche just because they can.
Since Econ testing is not a priority in Phase I, and the thing I assume Intrepid
is testing is their data collection and visualization, this hasn't come up before, but as we move into Phase 2, I/we need to know how to approach it, especially if we're supposed to test the FTUE more than once, and
definitely if the iterations don't wipe the server.
An Alpha always acts at least somewhat like
UBI if one is trying to 'compete' or even just 'progress well'. I can definitely get my group to
not focus on that, but if the game's intended style is
UBI, then that would be the entirely incorrect method for testing
for what my group is. Basically if we keep trying to play Ashes as if it is a
10K game and ignoring the signs of
UBI approach 'because it's an Alpha', but the
UBI style is the intended style, a lot of time is being wasted.
idk, maybe it's silly/overstepping/asking too much to be specifically given this answer, or even 'given this answer relative to any specific stand-up of the servers, but I know that IS
does take their testing very seriously, so even just a shorthand
somewhere (even just for PTR) of one vs the other would really help. We don't care if they change it every test/wipe/reroll request, as long as they give the data somewhere.
I hope that somehow this was clear enough to explain why this is important to us. If not, please help me by poking at it so that I can clarify it. I'm already in 'crossed fingers' mode because I can't just ask NCSoft/Amazon about their intent for TL atm, and I really want to help my group give the feedback we hope Intrepid wants so they're not doubled down on that particular irritation.
There's obviously more to this (there's always more), but it's all minutiae like droprates and player satisfaction feelings which have nothing in particular to do with the underlying 'way we test', so I'll leave it there.