Difference between revisions of "Currency"

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[[File:Coins.png|thumb|350px|[[Currency]] [[Concept art|concept art]].<ref>[https://www.dropbox.com/sh/i8yj3pt267z7567/AAAdyGhewmKCPSgWjalTPDw-a?dl=0 Ashes of Creation Press Kit.]</ref>]]
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In-game [[Currency|currency]] does not have weight.<ref name="livestream-26-May-2017-54:00">[https://youtu.be/JtG9mB2bREI?t=54m00s Livestream, 26 May 2017 (54:00).]</ref>
 
In-game [[Currency|currency]] does not have weight.<ref name="livestream-26-May-2017-54:00">[https://youtu.be/JtG9mB2bREI?t=54m00s Livestream, 26 May 2017 (54:00).]</ref>
  

Revision as of 17:13, 15 February 2018

In-game currency does not have weight.[2]

Embers

embers.JPG

Embers are a virtual currency that can be used to purchase cosmetic items within Ashes of Creation and previously within Ashes of Creation Apocalypse.[3] Embers may be obtained in the following ways:

  • Once used, embers cannot be refunded or exchanged for different items.[3]

Referral program

Players who refer and invite new players can receive 15% of their account purchases back as Intrepid Bucks.[7]

  • This only applies to purchases made with an applicable payment method. Purchases redeemed using Intrepid Bucks are not eligible.[7]
  • Personal information, including usernames, are not used for referrals due to privacy constraints.[8]

Referrals require the registration of a new account, either with a personal referral code or via a referral link.[7]

  • Referrals cannot be retroactively attached to an existing account.[9]

Looting

Alpha-2 looting UI preview.[10]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[10]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[11]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[12][13][14]

  • Group loot rules are defined on a per-rarity basis.[10]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[11]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[15]
  • There won't be auto-looting pets.[16]
  • It will be possible to kick a player from a party prior to them acquiring loot.[17]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[17]Steven Sharif
Free-for-all.[14]
  • Whoever is first to loot gets the loot.[12]
Lootmaster.[10][14]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[14]
Round-robin.[10][14]
Need or greed.[10][14]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Bidding system.[14]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[14]
    • The highest bidder wins the item.[14]
    • The gold then goes into a pool that is split among the rest of the party members.[14]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[19][20][21][22][23][24][25]

  • A broad spectrum of approaches are going to be utilized in order to try to protect the integrity of the game once it launches. Testing of these systems will begin leading up towards Alpha-2.[20]
Security is always at the top of any concern when you have a closed system like an MMO is... We've seen a lot of MMO is launch without security in place and the economy gets ruined as a result thereafter. And every band-aid that's slapped on top of that wound is just making things worse. And so part of why you take the time in order to ensure that things are done correctly is also the security component of things; and that's where testing with a live audience is a bit different also than testing with a Q&A audience as well, because you're going to get those bad actors- and we call them bad actors because ultimately they're attempting to destroy the fun for others... So what we've done is we've hired some security experts who've worked on massive other MMOs like World of Warcraft and other games, and they bring with them lot of experience; and we're going to be testing that in leading up towards Alpha-2. It's a very important part of Alpha-2. It's not something that we really addressed with Alpha-1 because again, that was a much more barebones functional testing experience. We did see some issues during Alpha-1 and we made it important for Alpha-2 to test those systems. We have a broad spectrum of approaches that we're going to be utilizing in order to try to protect the integrity of the game once it launches.[20]Steven Sharif
  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[19][21][22][25]
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.[22]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[19][26][27][25]
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.[27]Steven Sharif

See also

References