Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Diferencia entre revisiones de «Markets»
(Add section) |
(Add category) |
||
Línea 45: | Línea 45: | ||
{{Notes}} | {{Notes}} | ||
− | [[Category:Reactive world]][[Category: Economy]][[Category:Nodes]] | + | [[Category:Reactive world]][[Category: Economy]][[Category:Nodes]][[Category:Node buildings]] |
Revisión del 23:36 21 jul 2018
Mercado are constructed service buildings that are available for placement by mayors of any Pueblo (fase 4) node or higher. These are distinct from a market, which is the unique node building that unlocks at Aldea (fase 3) of Economic nodes.[1]
- Marketplaces grant certain trade benefits as well as player stalls that the citizens may participate in.[1]
These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[1] – Steven Sharif
A node's government decides the placement of its marketplace. After that, the community must come together to build it.[1][2]
Marketplace UI
Puestos de jugador
Puestos de jugador (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[5], in Mercado (the constructible building available for placement by mayors of any Pueblo (fase 4) node or higher), or as business buildings on freehold plots.[6][1]
- All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[1] – Steven Sharif
Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[7]
- Player stalls are rentable by node citizens.[8]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[7]
- Player stalls are linked to a player's warehouse.[9]
- Player stalls do not require the attendance of the character or for that character to be online.[8]
- Players are able to input required items for repair and also purchase required materials for that repair.[11]
- Player stalls may still operate during node siege declaration. This is subject to testing.[12]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[13]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[10]
- These give the location of the stall so players can travel there and purchase the items.[10]
- Stall sales are also listed in auction houses.[14]
- This may no longer be accurate.[15]
Economía
The economy in Ashes of Creation is regionalized.[18][19][20]
- Gatherable resources shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[21][22][23][24][20]
- There is no central auction house or warehouse.[25][20]
- Auction houses in up to two economic metropolises (including their vassal nodes) can be linked with the linked economy superpower.[26]
- There will be item decay (material sinks), deconstruction mechanics and other gold sinks to combat inflation.[27][28]
- The developers are considering the use of adaptive price points in merchant shops based on the amount of gold being generated or sunk in the economy.[27]
- There will be player to player trading.[29][30]
- The primary method to generate gold in the economy is through glint, which is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements.[31][32][33][34][35][36]
- Economic systems require scarcity. And in a game, all scarcity is artificially created in an attempt to simulate supply/demand structures or as we would call them points of player friction. You may progress within your processing profession by being a member of a guild or family of a person who owns a freehold and has setup the infrastructure necessary for t4-5 processing. With the intent that players will be able through effort to find a way of progressing and accessing late game processing. If that is not the case through testing then we will adjust the designs as necessary in order to achieve the systems.[37]
Beneficios de los nodos económicos
Los nodos económicos que alcancen el estado de metropolis desbloquearán el super-poder economía conectada . Los nodos económicos con este super-poder comparten su casa de subastas con los demás.[38]
- Hasta dos nodos económicos de nivel metrópolis pueden conectase de esta forma.[26]
- Los nodos económicos de nivel Metropolis permiten establecer precios de venta globales a lo largo de todas las casas de subasta por todo Verra.[38]
- Se podrá pujar por los objetos listados en cualquiera de los nodos conectados y desde cualquiera de ellos.[38]
- Esta "economia conectada" también conecta la metrópolis económica con sus nodos vasallos de tipo económico.[38]
Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[38]
The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[38]
Item sinks
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[28]
- Over-enchanting carries the risk of destroying that item[39], rendering it useless for use temporarily.[40]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[39]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[41]
- Corrupted players who die can lose gear.[42]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[42][43][44] Zero percent durability will unequip an item, increasing its repair costs.[45]
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..[44]
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.[43] – Steven Sharif
Caravanas
El sistema de caravanas es un sistema PvP de mundo abierto que gira alrededor de la oportunidad y el riesgo. Las caravanas facilitan el transporte de mercancías para los jugadores que deseen obtener ganancias.[47]
- Las caravanas sirven para el transporte de mercancías personales, suministros para castillos y nodos, además de misiones.[49]
- Las caravanas parten y llegan desde el edificio del nodo, "puesto de caravanas" disponible en el nodo
Aldea (fase 3) y superior.[50][51][53]
Escrow system
- An escrow system is planned to prevent griefing in the crafting system.[54]
- We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[54]
Sistemas de seguridad
Habrá sistemas de seguridad para combatir las trampas, exploits, bots, la venta de oro/transacciones con dinero real (RMT), la duplicación de objetos y otras cuestiones que afectan a la economía a partir de la Alpha-0.[55][56][57][58]
- Estos sistemas recogen datos de los usuarios y marcan las actividades anómalas para su investigación. Esto, combinado con las funciones de información de los jugadores, genera un "mapa de calor" en tiempo real que llama la atención sobre comportamientos inusuales..[55][58]
- We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[55] – Steven Sharif
- Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[59][58]
- It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[59] – Steven Sharif
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[60][61][62][63][64][65]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[66][60][67]
- Crafted gear is considered best-in-slot in Ashes of Creation.[63]
- Previously it was stated that crafted items will be on-par with boss dropped items.[68][69][70]
- Crafters will be able to assign different skills/abilities and stats on gear.[71][72]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[71][73]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[63] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[70]
- Stats on crafted items will vary based on the item's rarity.[74]
- Apariencia del equipo is influenced by the rarity of the crafted item.[75]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[74] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[71][76]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[77]
- A crafter's name is embedded in the items they craft.[78]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[47]
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Entrevista, 2020-07-08 (55:05).
- ↑ Transmisión en vivo, 2017-05-19 (33:57).
- ↑ 3.0 3.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Transmisión en vivo, 2020-05-29 (1:00:57).
- ↑ Transmisión en vivo, 2019-05-30 (1:26:16).
- ↑ Transmisión en vivo, 2023-06-30 (25:05).
- ↑ 7.0 7.1 7.2 Transmisión en vivo, 2017-05-10 (16:36).
- ↑ 8.0 8.1
- ↑ 9.0 9.1 Transmisión en vivo, 2020-10-30 (1:04:59).
- ↑ 10.0 10.1 10.2 Transmisión en vivo, 2017-05-10 (35:16).
- ↑
- ↑ Transmisión en vivo, 2020-10-30 (1:06:09).
- ↑ Transmisión en vivo, 2017-10-16 (59:39).
- ↑
- ↑ Transmisión en vivo, 2020-07-31 (1:34:06).
- ↑ Ashes of Creation Press Kit.
- ↑ Vídeo, 2017-04-30 (8:02).
- ↑
- ↑
- ↑ 20.0 20.1 20.2 Unreal Engine Interview, 2017-05-23.
- ↑ Transmisión en vivo, 2022-05-27 (1:00:23).
- ↑ Transmisión en vivo, 2020-07-31 (1:05:58).
- ↑ Transmisión en vivo, 2020-07-25 (1:04:50).
- ↑ Transmisión en vivo, 2017-05-08 (54:26).
- ↑
- ↑ 26.0 26.1
- ↑ 27.0 27.1 Pódcast, 2021-04-11 (31:02).
- ↑ 28.0 28.1 Transmisión en vivo, 2017-05-10 (10:47).
- ↑ Transmisión en vivo, 2017-05-15 (10:32).
- ↑ Transmisión en vivo, 2018-01-18 (46:56).
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ Entrevista, 2020-07-18 (27:11).
- ↑ Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Know Your Nodes: Economic Node Type.
- ↑ 39.0 39.1 Transmisión en vivo, 2017-05-08 (20:41).
- ↑ Entrevista, 2020-07-30 (16:17).
- ↑ Entrevista, 2020-07-18 (55:01).
- ↑ 42.0 42.1 Transmisión en vivo, 2021-05-28 (1:53:04).
- ↑ 43.0 43.1 Entrevista, 2021-02-07 (13:14).
- ↑ 44.0 44.1 Podcast, 2017-05-13 (25:55).
- ↑
- ↑ Transmisión en vivo, 2020-05-29 (1:03:35).
- ↑ 47.0 47.1 47.2 About Ashes of Creation.
- ↑ Vídeo, 2019-07-16 (0:00).
- ↑ Transmisión en vivo, 2017-05-15 (45:20).
- ↑ 50.0 50.1 Transmisión en vivo, 2022-08-26 (1:20:17).
- ↑ 51.0 51.1 Transmisión en vivo, 2022-07-29 (3:21).
- ↑ Entrevista, 2018-05-11 (28:21).
- ↑ Entrevista, 2017-01-20 (4:19).
- ↑ 54.0 54.1 Transmisión en vivo, 2017-05-10 (32:22).
- ↑ 55.0 55.1 55.2 Entrevista, 2020-07-19 (1:12:37).
- ↑ Transmisión en vivo, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 58.0 58.1 58.2 Transmisión en vivo, 2018-02-09 (20:40).
- ↑ 59.0 59.1 Transmisión en vivo, 2022-08-26 (1:32:45).
- ↑ 60.0 60.1
- ↑
- ↑ Transmisión en vivo, 2023-04-07 (31:49).
- ↑ 63.0 63.1 63.2 Transmisión en vivo, 2022-06-30 (1:18:55).
- ↑ Transmisión en vivo, 2020-01-30 (1:38:26).
- ↑ Transmisión en vivo, 2017-05-12 (1:00:18).
- ↑
- ↑ Entrevista, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 70.0 70.1 Transmisión en vivo, 2017-05-10 (14:45).
- ↑ 71.0 71.1 71.2 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ Pódcast, 2018-08-04 (59:58).
- ↑
- ↑ 74.0 74.1 Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2023-11-30 (1:40:11).
- ↑ Transmisión en vivo, 2017-05-24 (24:19).
- ↑
- ↑