Difference between pages "Player housing" and "Template:Player stalls"

Ashes of Creation community empowered Wiki
(Difference between pages)
Jump to navigation Jump to search
(Embed videos)
 
(Created - DRAFT ONLY)
 
Line 1: Line 1:
{{Draft}}
+
[[File:marketplace stall.png|thumb|400px|Player stalls in a marketplace setting.]]
  
Housing types come in the form of static housing, instanced housing and open-world land ownership <ref>[[File:House Types.png]]</ref>. A player can own one of each type of housing <ref>[[File:Own one of each type of house.png|350px]]</ref>. It is possible for a player to claim [[citizenship]] to a [[Nodes|node]] once it has developed to stage 3. A player can only claim citizenship to one node at a time. Changing citizenship has a cooldown of 2 weeks <ref>[[File:Citizenship.png|350px]]</ref>
+
* Player stalls are located in a [[Marketplace|marketplace]] setting within a [[Nodes|node]].<ref name="livestream-10-May-2017">[https://youtu.be/MnOPS3eZgaM?t=997 Ashes of Creation livestream Q&A, 10 May 2017]</ref>
 +
* Stalls sell items as well as provide [[#Item durability and repair|repair]] and enchanting services.<ref name="livestream-10-May-2017"/>
 +
* Players are able to input required items for repair and also purchase required mats.<ref>[[File:player stall repaid.png|350px]]</ref>
 +
* Renting a player stall allows you to sell your items even when not online.<ref name="livestream-10-May-2017"/>
 +
* Stalls will have a visually representative aesthetic that indicates what items are being sold at that stall.<ref>[[File:player stall aesthetic.png|350px]]</ref>
 +
* The number of stalls in a marketplace scales with the node size.<ref>[[File:player stall info.png|350px]]</ref>
 +
* Economic nodes have more versatility in stall options.<ref name="livestream-10-May-2017"/>
  
<youtube alignment="right" container="frame" dimensions="400" description="Player housing (pre-alpha)">https://youtu.be/isH16bYzumY</youtube>
+
== Item durability and repair ==
<youtube alignment="right" container="frame" dimensions="400" description="Kaelar and Empyrean freeholds (pre-alpha)">https://youtu.be/-VJkllNESnM</youtube>
 
  
== Static housing ==
+
<blockquote>
{{Node housing}}
+
"There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it. That is an important aspect of a healthy economy, is having some item sinks available...
 
+
There are three kind of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well."<ref>[http://hwcdn.libsyn.com/p/5/c/0/5c0af9f06456e81f/GameOn95.mp3?c_id=15274314&expiration=1507560648&hwt=080ef55ac6e90c5448e8349e21e58a83#t=1555 MMORPG Podcast 13-05-2017 (25:55)]</ref>
== Instanced housing ==
+
</blockquote>
 
 
Instanced housing are also known as apartments. Apartments can be built at node stage 4 if the [[government]] chooses to do so. Apartments have a fixed size and shape, even if the node progresses. Players can rent out apartments which grants the player citizenship. The more players rent out apartments the higher their price scales. This is to deter all players from living in one node.
 
 
 
== Freeholds ==
 
Freeholds are plots that can be placed in the open world, so long as the area falls under the [[Zone of Influence]] of a [[Town|Stage 3 node]] or above. These plots allow players to build many different types of buildings<ref name="stage3">[[File:Freehold buildings.png|350px]]</ref>, that have wide-ranging effects and abilities. Where these may be placed will be pretty much anywhere, so long as it does not overlay a spawn zone, road pathway, proximity zones to other plots, or hard terrain features such as mountainsides or cliffs.<ref>[[File:Freeholds.png|350px]]</ref>
 
 
 
{{Freehold siege}}
 
== Taxes ==
 
When a node reaches stage 3 and a player run government has formed, all player housing will pay tax <ref>[[File:House Tax.png|350px]]</ref>. Tax money goes straight towards node funds in which the government can use towards node development spending. A players tax charge will be determined by the number of structures built on their plot <ref>[[File:Tax spending.png|350px]]</ref>.
 
 
 
 
 
== Notes ==
 
<references/>
 

Revision as of 06:54, 13 October 2017

Player stalls in a marketplace setting.
  • Player stalls are located in a marketplace setting within a node.[1]
  • Stalls sell items as well as provide repair and enchanting services.[1]
  • Players are able to input required items for repair and also purchase required mats.[2]
  • Renting a player stall allows you to sell your items even when not online.[1]
  • Stalls will have a visually representative aesthetic that indicates what items are being sold at that stall.[3]
  • The number of stalls in a marketplace scales with the node size.[4]
  • Economic nodes have more versatility in stall options.[1]

Item durability and repair

"There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it. That is an important aspect of a healthy economy, is having some item sinks available... There are three kind of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well."[5]