Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will 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.
One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together. – Peter Pilone
- 1 Summary:
- 2 Marketplaces
- 3 Item sinks
- 4 Population based scaling
- 5 Player to player trading
- 6 Storage
- 7 Caravans
- 8 Artisan classes
- 9 Trade agreements
- 10 Sharemarket
- 11 Security systems
- 12 Real estate
- 13 Player owned businesses
- 14 Artwork
- 15 See also
- 16 References
- There will be no central auction house or warehouse.
- There will be item decay and other ways to combat inflation.
- There will be player to player trading.
A marketplace UI lists the current items available for sale in the node like a town center billboard. This will potentially list items in other nodes if they are in the same economic region of a Metropolis.
- A player can't purchase directly from the marketplace UI. Instead it gives the location of player stalls where you may purchase the items.
Player stalls (Kiosks) are located in a marketplace setting within a node. Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.
- Players are not be able to be attacked while occupying their player stall.
- NPCs manning player stalls may be an "image" of the player.
- Players are able to input required items for repair and also purchase required materials for that repair.
Economic node benefits
- Item durability (item decay). Zero percent durability will unequip an item, increasing its repair costs.
- Over-enchanting carries the risk of destroying that item.
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.
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..
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.
Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well. – Steven Sharif
Population based scaling
Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to. – Jeffrey Bard
Player to player trading
- Very little gear will be account bound or soulbound in Ashes of Creation.
- Gear is obtained via crafting, gathering and processing along with raid and dungeon bosses.
A lot of what we experienced in games that usually come before us is that many things our account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon. – Steven Sharif
- Cosmetic skins.
- Moving items between characters, where they are only applicable to one character at a time.
Player housing storage
- Banking between characters is being discussed.
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.
- Caravans are for transfer of personal goods and quests as well as supplies for castles and nodes.
- Caravans can transport goods for more than one player.
We are toying with the idea right now of having a caravan transform through the use of an ability – and some delay period – into a trade ship at the coast should you wish to move into the water. – Steven Sharif
Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.
Artisan classes do not allow a character to become a master of all. Players must choose a path in the artisan skill tree for each character. Branching into specific paths allows the player an opportunity to specialize in certain areas. This encourages player inter-dependency, enhancing the artisan experience.
- Choice of profession does not affect a player's stats.
- Characters within a single account (Alts) may have different professions.
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.
- Armor smithing.
- Brewer is likely part of the Cooking profession.
- Jewel crafting.
- Scribes (possibly).
- Ship building.
- Siege weapons.
- Weapon smithing.
- Tools will have durability and tool lifespans.
- Tools may become non-repairable, requiring re crafting.
Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool. – Steven Sharif
Artisan supply chain
Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product. Each stage of the chain may require caravans to transport goods from one artisan to another.
- Obtaining raw materials:
- Refining the raw materials with the Processing profession.
- Crafting the finished product using its crafting recipe.
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary. – Steven Sharif
Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.
Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into. – Steven Sharif
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.
- There is no regulatory commission to restrict the purchase and sale of stocks.
- These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.
- Players caught cheating will be banned.
- In-node housing will be at a premium, and is expected to be hotly contested.
Player owned businesses
- Quests that might only be gathered from the player-owned taverns.
- Meals that grant buffs for a period of time after a player leaves.
- Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.
- Ashes of Creation Press Kit.
- Unreal Engine Interview, 23 May 2017.
- Video, 30 April 2017 (8:02).
- Video, 30 April 2017 (6:54).
- Livestream, 5 May 2017 (10:47).
- Livestream, 5 May 2017 (10:32).
- Video, 30 April 2017 (6:33).
- Livestream, 19 May 2017 (33:57).
- Livestream, 31 October 2018 (52:38).
- Livestream, 12 May 2017 (53:08).
- Livestream, 5 May 2017 (16:37).
- Livestream, 17 August 2018 (16:00).
- Livestream, 5 May 2017 (16:36).
- Livestream, 16 October 2017 (59:39).
- Livestream, 5 May 2017 (35:16).
- Node series part II – the Metropolis.
- Podcast, 13 May 2017 (25:55).
- Livestream, 8 May 2017 (20:41).
- Interview, 20 October 2018 (2:53:52).
- Livestream, 4 June 2018 (39:15).
- Ashes of Creation - The visuals.
- Livestream, 15 May 2017 (10:32).
- Livestream, 18 January 2018 (46:56).
- Livestream, 15 May 2017 (13:06).
- Interview, 24 August 2018 (4:15).
- Video, 6 September 2018 (3:53).
- Livestream, 9 July 2018 (50:16).
- Livestream, 26 May 2017 (18:10).
- Interview, 6 December 2018 (20:30).
- Livestream, 5 May 2017 (30:53).
- Livestream, 8 April 2018 (AM) (23:18).
- About Ashes of Creation.
- Livestream, 15 May 2017 (45:20).
- Interview, 20 January 2017 (4:19).
- Interview, 11 May 2018 (28:21).
- Livestream, 23 August 2017 (28:22).
- Livestream, 8 April 2018 (AM) (15:46).
- Livestream, 24 May 2017 (32:07).
- Livestream, 5 May 2017 (6:12).
- Livestream, 18 July 2017 (37:25).
- Livestream, 5 May 2017 (24:27).
- Livestream, 30 May 2017 (10:24).
- Livestream, 16 June 2017 (28:07).
- Video, 30 April 2017 (10:07).
- Livestream, 5 May 2017 (4:42).
- Livestream, 17 August 2018 (15:14).
- Livestream, 27 September 2018 (30:56).
- Livestream, 17 August 2018 (10:54).
- Livestream, 28 July 2017 (22:23).
- Livestream, 26 May 2017 (51:37).
- Livestream, 24 May 2017 (17:08).
- Interview, 11 May 2018 (38:25).
- Livestream, 5 May 2017 (8:22).
- Livestream, 18 July 2017 (38:30).
- Livestream, 26 May 2017 (26:00).
- Interview, 11 May 2018 (24:18).
- City hall.
- Livestream, 8 April 2018 (AM) (18:59).
- Livestream, 17 May 2017 (11:27).
- Interview, 20 October 2018 (5:51).
- Livestream, 17 November 2017 (38:35).
- Massively OP, 1 June 2017
- Livestream, 9 February 2018 (20:40).
- Interview, 21 August 2018 (40:44).
- MMOGames interview, January 2017
- Livestream, 12 May 2017 (52:01).
- Podcast, 23 April 2018 (29:56).
- Livestream, 26 May 2017 (50:00).