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.
- The NPC manning the stall may be an "image" of the player.
- Players are able to input required items for repair and also purchase required materials for that repair.
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
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..
- 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'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.
- 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.
- Highest tier items will be a combo of both crafted and boss dropped.
- The rarity of the items will be commensurate with the effort required to gather, process and craft the items.
- It may be possible for crafters to determine what their crafted items will look like.
- A crafter's name is embedded in the items they craft.
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.
- Video, 30 April 2017 (6:33).
- Livestream, 19 May 2017 (33:57).
- Livestream, 12 May 2017 (53:08).
- Livestream, 5 May 2017 (16:37).
- Livestream, 5 May 2017 (16:36).
- Livestream, 5 May 2017 (35:16).
- Ashes of Creation Press Kit.
- Unreal Engine Interview, 23 May 2017.
- Video, 30 April 2017 (8:02).
- Video, 30 April 2017 (6:54).
- Node series part II – the Metropolis.
- Livestream, 5 May 2017 (10:47).
- Podcast, 13 May 2017 (25:55).
- Livestream, 8 May 2017 (20:41).
- About Ashes of Creation.
- Interview, 20 January 2017 (4:19).
- Livestream, 15 May 2017 (45:20).
- Interview, 11 May 2018 (28:21).
- Livestream, 5 May 2017 (32:22).
- Livestream, 17 November 2017 (38:35).
- Massively OP, 1 June 2017
- Livestream, 9 February 2018 (20:40).
- Livestream, 5 May 2017 (14:45).
- Livestream, 24 May 2017 (24:19).