Difference between pages "Template:Item sinks" and "Social organizations"

Ashes of Creation community empowered Wiki
(Difference between pages)
Jump to navigation Jump to search
(Add info and links)
 
 
Line 1: Line 1:
It's important for a healthy [[Economy|economy]] to have [[:Category:Items|item]] sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in [[Ashes of Creation]]:<ref name="durability"><code>"''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 kinds 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.''"</code> [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>
+
{{Stub}}
  
# Players gain craftable items and recipes from deconstructing completed items.<ref name="crafting">[[File:crafting and deconstructing.png|350px]]</ref>
+
[[Social organizations]] are ways for players to interact with the world around them in a different manner. Social organizations function a little bit like factions. They are about creating micro communities within the game.<ref name="livestream-17-May-2017-7:27">[https://youtu.be/_fPIP8uu6Pc?t=7m27s Livestream, 17 May 2017 (7:27).]</ref>
# There is item durability in [[Ashes of Creation]].<ref name="durability"/>
 
# [[Enchanting#Over enchanting|Over-enchanting]] carries the risk of destroying that item.<ref name="crafting"/>
 
  
{{{1|==}}} Item repair {{{1|==}}}
+
== Types ==
  
* Non-crafted items will have default repair skills, costing mats equal to its crafted equivalent.<ref name="durability"/>
+
Different types of [[Social organizations]] have different objectives relating to their specific types of game play.<ref name="livestream-17-May-2017-7:27"/>
* 0% durability will unequip items, increasing their repair costs.<ref>[[File:zero durability.png|350px]]</ref>
+
 
* Destroyed gear can be reforged at a [[Marketplaces#Player stalls|player stall]] using a portion of the materials that were necessary to craft the item.<ref>[[File:player stall repair.png|350px]]</ref>
+
* [[Thieve's guild]]
 +
* [[Scholar's academy]]
 +
* [[Trader's company]]
 +
 
 +
== Joining ==
 +
 
 +
Players may only pledge loyalty to one social organisation.<ref name="livestream-17-May-2017-7:27"/>
 +
 
 +
* Social organizations are system generated. They are not owned by players.<ref name="livestream-17-May-2017-11:27">[https://youtu.be/_fPIP8uu6Pc?t=11m27s Livestream, 17 May 2017 (11:27).]</ref>
 +
 
 +
== Leaving ==
 +
 
 +
A player can switch organizations, but will lose progress in their previous organization.<ref name="livestream-17-May-2017-7:27"/>
 +
 
 +
== Benefits ==
 +
 
 +
These organizations may relate to which bosses might need to be killed first and may affect building progression of a [[Nodes|node]].<ref name="livestream-17-May-2017-7:27"/>
 +
 
 +
== Progression ==
 +
 
 +
A player progresses through the organisation by accomplishing [[Quests|tasks or quests]].<ref name="livestream-17-May-2017-7:27"/>
 +
 
 +
* There are hierarchical paths pertaining to specific questlines for the organization's thematic.
 +
<blockquote>For example, a [[Thieve's guild]] may have objectives and quests toward securing a particular item to level up within the organization.</blockquote>
 +
 
 +
== Sharemarkets ==
 +
 
 +
{{Sharemarkets}}
 +
 
 +
== See also ==
 +
 
 +
* [[Nodes]]
 +
* [[Guilds]]
 +
* [[Social organizations]]
 +
 
 +
{{Notes}}
 +
 
 +
[[Category:Player interaction]]

Revision as of 00:30, 22 October 2017

box warning orange.pngThis article is currently a stub. Help us by expanding it.

Social organizations are ways for players to interact with the world around them in a different manner. Social organizations function a little bit like factions. They are about creating micro communities within the game.[1]

Types

Different types of Social organizations have different objectives relating to their specific types of game play.[1]

Joining

Players may only pledge loyalty to one social organisation.[1]

  • Social organizations are system generated. They are not owned by players.[2]

Leaving

A player can switch organizations, but will lose progress in their previous organization.[1]

Benefits

These organizations may relate to which bosses might need to be killed first and may affect building progression of a node.[1]

Progression

A player progresses through the organisation by accomplishing tasks or quests.[1]

  • There are hierarchical paths pertaining to specific questlines for the organization's thematic.

For example, a Thieve's guild may have objectives and quests toward securing a particular item to level up within the organization.

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[3][4][5]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[6]

See also

References