Economy

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Overview

  • The economy is regionalized and there is no fast travel [1]
  • Intel/politics will be a component [1]
  • Gearing will be a blend between crafted pieces and boss drops. [2]
  • Master crafters can deconstruct boss gear and potentially craft it. [2]
  • Intrepid wants players to be the ones in control of what enters and exits the economy. Crafting is what drives that. [3]
  • The Economy plays with risk/reward. [3]
  • The Economy has layers of complexity. [3]

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[4]. These caravans will be integral in city development.

  • Caravans will be open world.[5]
  • There will be naval caravans. [6][7]
  • You can grant benefits to caravans if the originating node or castle has them unlocked. Benefits like extra hp, armor, off-road wheels[8], mounts, chaise[9]
  • Caravans launched by a city or town will upgrade as the node upgrades.[10]
  • 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.[11][12]:
  • Caravans have 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.[13]
  • There are levels of caravans. There are components of the caravan that can be of a higher level, different strengths, greater power, different materials used to create them. [14][15]

Caravan Skins

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[16] 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[17]
  • 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.[18]
  • Repairs and Enhancements will be a service that a player can offer [19]
  • If players log off they can set up the stalls to sell items while they are offline.[20]
  • 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.[21]

Markets

  • Markets and Warehouses are not Global[22]
    • Goods will need to be transported from region to region[23]

NPC Vendors

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  • Will have scaling sell prices based on the level of economic activity that exists on the server. [24]
  • More players on a server lead to higher prices to buy/sell things from NPC vendors. [24]
  • As server population decreases things from NPC's become less expensive. [24]

Artisan Classes

  • Farming/breeding/cooking and crafting[25] 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.[26]
  • Husbandry will have discoverable blends of breeding.[27]
  • Can only master one of these crafts. [28]
  • Food eaten in a tavern could give additional benefits / buffs if you stay within its proximity [29]
  • Recipes will mainly need to be found [30]
  • When someone finds a recipe, they might get a period of time to “patent” the recipe out [30]
  • Recipes have 'dials' that can be adjusted to change the stats of a crafted item [31]
  • Some dials may need to be unlocked based on progression in other parts of the game, like social organizations. [31]
  • Different taverns will have different foods available, players will have agency in this.[32]

Crafting

Gathering

  • There will be no sparkles on resource nodes. [34]
  • It will be challenging to find the resources, but they will spawn where you’d expect them to spawn. [35]
  • There will be higher quality resources, but where they spawn will not be permanent. [36]
  • Some gatherables will have a tiered progression into higher level crafting. For example if I'm gathering leaves of a flower, to craft a pigment that is going to be used in a tunic at level 1. I might need that to craft a greater pigment. It is going to be tiered progression so that materials have relevancy throughout the different ties of crafting. That is important from an economical standpoint, having layered demand. Those materials are still relevant when later items are crafted. [37]

Processing

  • Animal Husbandry [38]
    • Won’t be relegated to just mounts, will include pets, livestock. [39]
    • Breeding will have mechanics, Genetic lines react to the ingredients depending upon the mount/creature. [40]
    • Breeding will be an exploratory profession where you try to find out what kinds of things affect a breeding pair such as food or season [41]
    • Husbandry will have discoverable blends of breeding [42]
    • Cannot breed special/epic mounts [43]
    • Unique mounts out in the world that you can go out and try and breed with. [44]
    • Animal husbandry has different classes of mounts that are breedable. [45]
    • Breed horses with horses [45]
    • Breeding will actually change the stats of the mount that you breed. [46]
    • There may be there may be some type of mechanic that that requires infrastructure to house a greater number of mounts but it is going to be big, definitely at least one per day of the week. [47]
    • Mounts will have unique traits that you can try and breed into lines [48]

Developer Quotes

Will Crafting Tools have progression?

  • Steven: Tools do advance within the artisan tree. Your ability to either gather, process, or craft will require the equivalent tools necessary at that stage of crafting to accomplish the task at hand. You cannot mine copper and mithril with the same tool. [49]

Crafting? When will it be Implemented?

  • Steven: We haven't implemented the crafting system into A0 yet. We haven't implemented the crafting UI yet. There is some rudimentary crafting, putting a few items together, that can be found in the wild, that is not in A0 but is in our internal testing. A0 was really a test for networking and stuff like that. There are systems that are currently being worked on for A0.5 [50]

How will players run in caravans know what nodes will need for supplies?[51]

  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?[52]

  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?[53]

  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)[54]

  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?[55]

  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. 1.0 1.1 https://www.aocwiki.net/MMORPG_Podcast_2017-05-13#.5B16:00.5D_What_are_players_risking.2C_what_is_at_stake.3F_.28In_reference_to_Risk_v._Reward.29
  2. 2.0 2.1 https://www.aocwiki.net/The_Dungeon_Crawler_Network_Q%26A_2017-05-03#.5B32:31.5D_Crafting_and_gear_economy.
  3. 3.0 3.1 3.2 https://www.aocwiki.net/Fevir_Gaming_Q%26A_2017-05-10#Why_and_how_is_crafting_important_to_ashes_of_creation.3F
  4. MMORPG_Q&A_2017-05-22#.5B40:00.5D_Nodes_will_be_at_risk.2C_caravans_are_also_a_part_of_that._Will_I_have_to_worry_about_people_attacking_me_if_I_am_defending_a_caravan.3F
  5. 5M7Hmx5.png
  6. Ashes_of_Creation_Livestream_2017-08-23#.5B28:22.5D_Will_there_be_player_owned_watercraft_to_hunt_overseas.3F
  7. PAX_East_2018_Steven_Q&A_2018-4-6#Trading_goods_with_boat_to_caravan_and_vice_versa.3F
  8. Ashes_of_Creation_Livestream_2017-08-23#.5B33:00.5D_Will_you_be_able_to_adjust_the_speed_a_caravan_travels_and_Buffs.3F
  9. Ashes_of_Creation_Livestream_2017-07-28#.5B20:56.5D_Last_stream_you_mentioned_that_components_of_caravans_will_be_crafted.2C_does_this_mean_just_parts_of_the_caravan_are_player_crafted_or_all.3F
  10. Ashes_of_Creation_Livestream_2018-2-9#Do_Caravans_scale_up_and_down_in_relation_to_the_node_which_launches_them.3F_For_example.2C_does_a_City_Caravan_have_more_guards.2C_is_it_faster.3F_Can_it_carry_more_goods_and_are_the_horses_just_bit_prettier_than_say_a_Town_Caravan.3F
  11. SDjJd7w.png
  12. Ashes_of_Creation_Livestream_2018-2-9#Do_Caravans_scale_up_and_down_in_relation_to_the_node_which_launches_them.3F_For_example.2C_does_a_City_Caravan_have_more_guards.2C_is_it_faster.3F_Can_it_carry_more_goods_and_are_the_horses_just_bit_prettier_than_say_a_Town_Caravan.3F
  13. Q%26A_with_Steven_in_Discord_2017-05-14#As_a_player.2C_I_like_to_find_the_most_efficient_way_to_abuse_things.3F
  14. [[Ashes_of_Creation_Livestream_2018-7-9#.5B65:15.5D_Will_there_be_different_levels_of_Caravans.3F
    • There will be caravans that have a set route and caravans that the player directs.]]
  15. Ashes_of_Creation_Livestream_2017-07-28#.5B19:44.5D_Will_caravans_have_set_routes_or_will_we_be_able_to_take_them_anywhere_we_please.3F
  16. Ashes_of_Creation_Steven_Sharif_@_Pax_West_2017_combat_+_Q&A#The_economies_will_all_be_local_based.3F
  17. 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
  18. 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
  19. Fevir_Gaming_Q&A_2017-05-10#Will_player_stalls_.28offline.29_include_functionality_to_sell_services.2C_extending_into_buffs.2Fenchanting.2Fetc.3F
  20. Fevir_Gaming_Q&A_2017-05-10#Will_player_stalls_.28offline.29_include_functionality_to_sell_services.2C_extending_into_buffs.2Fenchanting.2Fetc.3F
  21. Fevir_Gaming_Q&A_2017-05-10#Can_I_customize_my_player_stall_.28visually.2Faesthetically.29.3F
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  23. Jason_Wivart_Steven_Sharif_PAX_Interview_2017-09-07
  24. 24.0 24.1 24.2 https://www.aocwiki.net/Ashes_of_Creation_Livestream_2018-6-4#Do_you_have_solutions_for_a_smaller_population_than_anticipated_either_at_launch_or_on_down_the_road.3F
  25. Livestream_September_27_2018#.5B27:25.5D_Given_that_taverns_are_a_confirmed_feature.2C_will_cooking_be_in_the_game.3F_Can_a_brewer.3F_Will_Alcohol_have_negative_effects_in_game.3F
  26. 3t7iOoJ.png
  27. BSs3Ui1.png
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  36. Ashes_of_Creation_Livestream_2017-09-15#Will_there_be_nodes_for_resource_quality_as_in_will_certain_areas_have_better_quality_wood_than_others.3F
  37. https://www.aocwiki.net/Ashes_of_Creation_Community_Podcast_024_steven_interview#Greypelt:_Will_gatherables_have_uses_for_crafting_in_high_level_items_if_they_are_low_level.3F
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  42. BSs3Ui1.png
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