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Difference between revisions of "Template:Item sinks"

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It's important for a healthy [[Economy|economy]] is having 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"><blockquote>"''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...
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It's important for a healthy [[Economy|economy]] to have [[Item sinks|item sinks]], so that anything that can be [[Crafting|crafted]] can also be destroyed:{{livestream|2017-05-10|10m47|UnQ1Cve-bXE}}
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.''" [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)]</blockquote></ref>
 
  
# Players gain craftable items and recipes from deconstructing completed items.<ref name="crafting">[[File:crafting and deconstructing.png|350px]]</ref>
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# [[Definition:Over-enchanting|Over-enchanting]] carries the risk of destroying that item{{livestream|2017-05-8|20m41|3UIqmWTGZ2k}}, rendering it useless for use temporarily.{{interview|2020-07-30|16m17|e7pDuuoRFeA}}
# There is item durability in [[Ashes of Creation]].<ref name="durability"/>
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# Players gain [[Crafting|craftable]] items and [[Recipes|recipes]] from [[Deconstructing|deconstructing]] (salvaging) completed [[:Category:Items|items]].{{livestream|2017-05-8|20m41|3UIqmWTGZ2k}}
# Over-enchanting carries the risk of destroying that item.<ref name="crafting"/>
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# A portion of [[Resources|resources]] and [[Materials|materials]] are lost when [[Caravans|caravans]] or [[Nodes|nodes]] are destroyed.{{interview|2020-07-18|55m01|8AeuqaELjFg}}
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# [[Player corruption|Corrupted players]] who [[Player death|die]] can lose gear.{{livestream|2021-05-28|1h53m04|8HeiXYLpP3I}}
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# [[Item durability]] (item decay) does not destroy items, but it acts as a [[Materials|materials]] sink.{{livestream|2021-05-28|1h53m04|8HeiXYLpP3I}}{{interview|2021-02-7|13m14|RS3e0vuj5lA}}{{web|1=https://www.mmorpg.com/news/game-on-95-ashes-of-creations-steven-sharif-2000095937#t=1555|2=Podcast, 2017-05-13 (25:55).}} Zero percent durability will unequip an [[Items|item]], increasing its [[Item repair|repair]] costs.{{quote|Durability.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/283315751136395264}}
  
{{{1|==}}} Item repair {{{1|==}}}
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<blockquote>''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.''.{{web|1=https://www.mmorpg.com/news/game-on-95-ashes-of-creations-steven-sharif-2000095937#t=1555|2=Podcast, 2017-05-13 (25:55).}}</blockquote>
  
* Non-crafted items will have default repair skills, costing mats equal to its crafted equivalent.<ref name="durability"/>
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<blockquote>''The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.''{{interview|2021-02-7|13m14|RS3e0vuj5lA}}{{ndash|[[Steven Sharif]]}}</blockquote>
* 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>
 

Latest revision as of 08:05, 15 September 2023

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[1]

  1. Over-enchanting carries the risk of destroying that item[2], rendering it useless for use temporarily.[3]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[2]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[4]
  4. Corrupted players who die can lose gear.[5]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[5][6][7] Zero percent durability will unequip an item, increasing its repair costs.[8]

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..[7]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[6]Steven Sharif