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Small Econ thoughts

ktaboaktaboa Member, Alpha Two
Hey everyone, I’ve been diving deep into Ashes of Creation (AoC) and loving the potential of its player-driven world. After spending time in the alpha, I have some specific ideas to make the economy and gameplay systems even more engaging. Here’s my feedback for Intrepid Studios on reusable material consumption, consumables, and gear repairs to keep Verra’s economy thriving and dynamic.
1. Gems and Socketing System for Reusable Material Consumption
The economy could use a system for reusable materials to keep crafting and trading relevant. I propose a gem and socketing system inspired by Diablo 4’s approach, but tailored for AoC’s world. Here’s how it could work:
• Gem Tiers and Stats: Introduce gems with scaling stats based on rarity (e.g., Common: +10 stat, Uncommon: +15, Rare: +20, Epic: +30, Legendary: +50). Stats could be flat (e.g., +10 Strength) or percentage-based (e.g., +2% Crit Chance), increasing with rarity.
• Gem Durability: Gems should break after a set number of gear repairs (e.g., Common gems break after 10 repairs, Uncommon after 15, Rare after 20, etc.). This creates a constant demand for gems, keeping miners and crafters relevant in the economy.
• Implementation: Allow gear to have sockets (random or craftable) where players can slot gems for bonuses. When gear is repaired, the gem’s durability ticks down, eventually breaking and requiring replacement.
This system would drive a steady market for gems, encourage player interaction, and add depth to gear customization without overcomplicating things.
2. Consumables (Food and Potions) with Scaling Duration
Consumables like food and potions are a must for AoC to support its economy and gameplay. I’d love to see a robust system inspired by Old School RuneScape (OSRS) potions, but adapted for Verra’s needs.
• Variety and Rarity: Introduce a range of potions and food with effects like stat boosts (e.g., +Strength, +Health Regen) or debuff resistance (e.g., reduced poison duration). Higher-rarity consumables should offer stronger effects and longer durations (e.g., Common potion: +10 Stam for 5 min; Legendary: +50 Stam for 30 min).
• Crafting Focus: Make consumables crafting-intensive, requiring foraged herbs, monster drops, or rare ingredients tied to specific nodes. This ties into the node system and encourages exploration.
• Economic Impact: Longer-duration, high-rarity consumables would be highly sought after for PvP sieges or tough PvE content, creating a consistent market for alchemists and cooks. Copying OSRS’s potion diversity (e.g., overload-style buffs or niche utility potions) could add a lovely touch to AoC’s economy.
3. Gear Repairs with Material Costs
To keep the economy thriving and maintain AoC’s risk-vs-reward mentality, I suggest tweaking gear repairs to include material costs after a certain point.
• Proposed System: After a set number of repairs (e.g., 5-10), gear should require a small fraction of its crafting materials (e.g., 10-20% of original costs) in addition to gold. For example, repairing a steel sword might need 1-2 iron ingots alongside gold.
• Impact on Economy: This keeps raw materials in demand, ensuring gatherers and crafters remain vital to the economy. It also reinforces the risk of losing durability in high-stakes PvP or PvE, making players think strategically about their gear usage.
• Balance: The material cost shouldn’t be as high as crafting from scratch—just enough to keep the economy active without feeling punitive. This would make node control and resource gathering even more meaningful.
Why These Changes Matter
These systems—gems with durability, scalable consumables, and material-based repairs—would create a self-sustaining economy where crafters, gatherers, and traders are always in demand. They align with AoC’s vision of a player-driven world while adding depth to progression and risk-reward dynamics. I think these additions would make every node siege, caravan run, or dungeon crawl feel even more impactful.
Final Thoughts
Ashes of Creation is already shaping up to be an incredible MMO, and I’m excited about its potential. These suggestions aim to enhance the economy and make every player’s contribution feel meaningful. What do you all think about these ideas? Have you got other suggestions for keeping the economy lively? Let’s discuss!

Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    All three of your suggestions have something similar that are a part of the plan. Consider reading the wiki to learn more.
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