Economy

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Overview

Caravans

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Our caravan system in Ashes of Creation revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit. Initiating a caravan from one city to another will create a caravan that players will need to defend while it moves along its route to the selected destination.

These caravans create a static PvP zone around them, allowing players to engage in PvP with the defenders and attempt to destroy the caravans in order to loot the content. These caravans will be integral in city development.

  • Caravans will be open world.[1]
  • The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans beforehand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment multiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[2]:
  • Caravans has different applications. It’s not reserved for just personal goods. Certain node specific quests – like class specific buildings in a node, building up castle defenses, politics, etc. Caravans are wide-ranging. Rewards for defenders, there’s a cut-off point where they can join along the path, rewards based on type of caravan, and should be comparable to bandit achievements. If you are launching a personal caravan, it’s likely you’ll be relying heavily on friends or doing it at a time/place that’s less-traveled.[3]

Trade

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.
Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.

Player Stalls

  • Number of stalls are equal to the development of the node[4]
  • There will be a user interface which looks like a town center billboard and lists the current items being sold in the stalls and their locations; can’t purchase from that UI, only the location of the stall the item is in.[5]
  • Repairs and Enhancements will be a service that a player can offer [6]
  • If players log off they can set up the stalls to sell items while they are offline.[7]
  • The stalls will visually update based on what’s being sold. You’ll have classes of items. If you listed that class of item you’ll have a generic type of that item appear on the stall.[8]

Markets

Artisan Classes

  • Farming/breeding/cooking and crafting in general is of EXTREME importance in this world. It is my personal opinion that players who control the economy exert greater influence over the world than those who directly influence PvP. Non-Combat play styles will absolutely be a full-time option, and will yield considerable influence.[9]
  • Husbandry will have discoverable blends of breeding.[10]

Crafting

Gathering

Processing

  • Animal Husbandry [11]

Developer Quotes

How will players run in caravans know what nodes will need for supplies?[12]

  1. Will be able to determine what resources are in the node
  2. Mayor will know what the node needs for construction
  3. Will be able to say the recipient is temple

What steps are you taking to address the problem of materials being worth more than the items they create?[13]

  1. Item sinks to create value
  2. Decay
  3. [Dis]Enchanting mechanics might involve some kind of destruction
  4. Main goal is to make sure the end product does have value; a certain amount of item cycling does need to happen to avoid the problem of having (an abundance of) +1 swords on the market.
  5. Very cognizant of the idea that item sinks are necessary.

In the hierarchy of items/rarity, where do crafted items sit?[14]

  1. Crafting will be up there with the epitome of gear alongside world boss drops.
  2. Best crafted items are going to involve some major accomplishments like killing a world boss to gather the specific items
  3. Crafters will be creating many ‘best in slot’ items.
  4. Want crafters to be the rock stars of items, because they spend time building that skill and the system should have a purpose.
  5. Want to bring crafting/economy to the forefront of the game.

Will AoC have Player to Player trading? (Like giving a new player money/items)[15]

  1. Yes
  2. Systems in place to find people who are abusing the system

3 Million Stretch Goal - Stock Market, expecting something more impressive, something amazing, sure traders are really happy about it. Problems tend to arise from these kind of simulationist economies, EvE Online came across issues where markets were being overly manipulated, what happens if AoC’s market reaches a similar point?[16]

  1. Don’t think that will happen.
  2. One of the most important things when it comes to deciding stretch goals is making sure new features don’t provide a road block, or a slow down on development.
    1. Won’t name those games *cough* Star Citizen.
  3. Want to hit all their pillars with stretch goals, this hits the economy pillar.
  4. Very in depth stretch goal, very intrical part to the economic game.
    1. Might not exactly be a stock market, but it communicates the intent.
    2. Three primary points of organisation in the world.
      1. Nodes
      2. Player created guilds
      3. Social Organisations (stretch goals)
    3. Won’t have people sitting in a metropolis pushing out buy/sell orders on futures.
    4. Will be fitting for the setting,
  5. As nodes develop, player governments might open markets, players can then possibly buy shares into that markets performance.
    1. Based on hard metrics
      1. Quest lines, nearby resources, citizens progressions, purchases of local real estate.
      2. Will determine the value of those purchasable stocks.
  6. Similar system for guilds.
    1. Guilds might declare citizenship to a node.
    2. Each of those guilds can then issue shares.
  7. Social Organisations will have a similar system.
  8. Wanted to introduce a new element to the economy, that is very in depth, that allows players to participate using mechanics to become investors in different communities.
    1. Any element that introduces investment that is based on gold, huge potential for players to game the system.
      1. Can look at previous examples like EvE, look at Alpha/Beta, make sure that they don’t create run away systems.
  9. When players are given metrics and different values, they are able to identify trends and things, those metrics give players windows into what the server is doing.
    1. Allows players to forecast what’s happening in the servers future.
    2. Beneficial for players to have this information available.
      1. Even if not interacting, gives players the ability to just see how their guilds/groups/nodes are doing.
  10. Sieges stop some functionality, markets within nodes that distribute shares will close, won’t be able to trade shares.
    1. Potential for economic sabotage, declare against a node, lock down economic trading in that node.


Pax West 2017 Exclusive Caravan Skin

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Pax West Concept Art

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References

  1. WpTweBx.png
  2. NuZu9Ck.png
  3. Q&A_with_Steven_in_Discord_2017-05-14#As_a_player.2C_I_like_to_find_the_most_efficient_way_to_abuse_things.3F_How_will_you_balance_the_defender_award.3F_Filling_the_caravan_with_useless_stuff.3F_Is_the_reward_based_on_game-generated_algorithm.2C_or_a_player_based_reward.3F_.28Poot.29
  4. Fevir_Gaming_Q&A_2017-05-10#Are_there_any_restrictions_on_where_player_stalls_can_be.3F_What_sort_of_UI_will_there_be.3F
  5. Fevir_Gaming_Q&A_2017-05-10#Are_there_any_restrictions_on_where_player_stalls_can_be.3F_What_sort_of_UI_will_there_be.3F
  6. Fevir_Gaming_Q&A_2017-05-10#Will_player_stalls_.28offline.29_include_functionality_to_sell_services.2C_extending_into_buffs.2Fenchanting.2Fetc.3F
  7. Fevir_Gaming_Q&A_2017-05-10#Will_player_stalls_.28offline.29_include_functionality_to_sell_services.2C_extending_into_buffs.2Fenchanting.2Fetc.3F
  8. Fevir_Gaming_Q&A_2017-05-10#Can_I_customize_my_player_stall_.28visually.2Faesthetically.29.3F
  9. http://imgur.com/PaS7Fif
  10. fuiWlQe.png
  11. [[1]]
  12. [[2]]
  13. Fevir_Gaming_Q&A_2017-05-10#What_steps_are_you_taking_to_address_the_problem_of_materials_being_worth_more_than_the_items_they_create.3F
  14. Fevir_Gaming_Q&A_2017-05-10#In_the_hierarchy_of_items.2Frarity.2C_where_do_crafted_items_sit.3F
  15. TheLazyPeon_Q&A_2017-05-15#.5B09:00.5D_Will_AoC_have_Player_to_Player_trading.3F_.28Like_giving_a_new_player_money.2Fitems.29
  16. Death'sProxy_Q&A_2017-05-17#3_Million_Stretch_Goal_-_Stock_Market.2C_expecting_something_more_impressive.2C_something_amazing.2C_sure_traders_are_really_happy_about_it._Problems_tend_to_arise_from_these_kind_of_simulationist_economies.2C_EvE_Online_came_across_issues_where_markets_were_being_overly_manipulated.2C_what_happens_if_AoC.E2.80.99s_market_reaches_a_similar_point.3F