Difference between revisions of "Markets"

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== Player shops ==
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== Personal shops ==
  
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== Player stalls ==
 
== Player stalls ==

Revision as of 01:20, 15 June 2020

Marketplaces are constructed service buildings that are available for placement by mayors of any Town (stage 4) node or higher. These are distinct from a market, which is the unique node building that unlocks at Village (stage 3) of Economic nodes.[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]

Bulletin boards

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Bulletin boards are available within nodes[3] and player taverns.[4]

Personal shops

Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Economic nodes.[7][11][12]

  • When a character creates a personal shop, a billboard pops up above them with a custom advertisement message for items or services available on that character's person. Purchasers can interact directly with the character to purchase these items or services.[13]

A player shop is where you have a certificate to essentially create a shop with your character and a little billboard will pop up above you as you sit down for that shop and advertise a custom message that you want say that has to sell things and/or services that are on your person. So players can then come up to you and they can interact with you. So you reside yourself to that shop.[13]Steven Sharif

Player stalls

Niküan player stall concept art.[14]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[14]

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[16], in Marketplaces (the constructible building available for placement by mayors of any Town (stage 4) node or higher), or as business buildings on freehold plots.[17][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.[18]

  • Player stalls are rentable by node citizens.[19]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[18]
  • Player stalls are linked to a player's warehouse.[20]
  • Player stalls do not require the attendance of the character or for that character to be online.[19]
    • An attendant NPC is assigned to the stall.[20][18] This may be an "image" of the player.[6]
  • Players are able to input required items for repair and also purchase required materials for that repair.[21]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[22]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[11]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[6]
    • These give the location of the stall so players can travel there and purchase the items.[6]
  • Stall sales are also listed in auction houses.[23]
    • This may no longer be accurate.[7]

Economy

Currency concept art.[24]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[25]Jeffrey Bard

The economy in Ashes of Creation is regionalized.[26][27][28]

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.[45]

Economic nodes

Economic nodes are focused on trade and merchants.[47]

If playing the game of supply and demand is something you enjoy, the Economic Node Type is one you’ll want to find citizenship in. Whether it’s trading goods across land and sea, hoarding the income you make, or purchasing whatever you fancy, Economic Nodes provide a plethora of ways for players in Ashes of Creation to grow their fortune, build their reputation, and attain rare goods or fame. During the Expedition stage of this Node, players will encounter merchants looking for the help of brave adventurers and curious artisans. If you choose to aid them, the once-small Expedition could grow into a sprawling Metropolis with rare items from lands afar![46]

Merchants

Alpha-2 Vendor NPC work-in-progress UI.[48]

Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[47]

  • Merchant NPCs are identified by a golden shimmer on their nameplates.[49]
  • Merchant NPCs will in general be able to buy items from players.[50]

Economic node benefits

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[46]

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.[46]

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.[46]

Unique node buildings

Each node type has a unique service building associated with it that can be activated at Village (stage 3) of node advancement.[52] The unique building plays a central role in the progress of civilization for a server.[46]

Auction house

Alpha-1 Auctioneer NPC.[53]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[46]

Auction houses enable players to list items at specific nodes.[33][28]

  • Previously this was stated to be at the economic node in which the auction house is located. The new quote may not necessarily contradict this statement.[16]
Auction houses allow items and resources to be listed for sale at a specific node location.[33]Steven Sharif
  • A listing fee will be charged to list items in the auction house.[16]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[16]
    • This will be possible through an auctioneer emissary NPC in that node.[16]
    • Items cannot be listed in non-economic vassal nodes.[16]
  • Items listed are also visible in community boards (bulletin boards).[7]
That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[56]Jeffrey Bard

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[36]

  1. Over-enchanting carries the risk of destroying that item[57], rendering it useless for use temporarily.[58]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[57]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[59]
  4. Corrupted players who die can lose gear.[60]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[60][61][62] Zero percent durability will unequip an item, increasing its repair costs.[63]

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..[62]

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.[61]Steven Sharif

Caravans

Alpha-2 caravan being escorted to the Miraleth node.[64]

The Caravan System is a major aspect of the economy in Ashes of Creation. While the rewards can be great for moving massive amounts of Commodities and other materials across the world of Verra, players can choose to be Caravan attackers or defenders, making these hotspots for PvP battles.[65]

Caravans are vehicles that facilitate the transfer of cargo across Verra.[67][39][68][69][70][71][72][73][74]

Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[75]Steven Sharif

Escrow system

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
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.[88]

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.[89][90][91][92][93][94][95]

  • 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.[90]
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.[90]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.[89][91][92][95]
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.[92]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[89][96][97][95]
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.[97]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[98][99][100][101][102][103]

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.[101]Steven Sharif
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.[112]Steven Sharif
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.[74]

Artwork

See also

References

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  115. crafting-corruption.png
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