Economy: Unterschied zwischen den Versionen
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− | + | {{Economy}} | |
− | + | == Economic regions == | |
− | + | {{Economic regions}} | |
− | + | == Buying and selling == | |
− | + | {{Player merchants}} | |
− | + | === Player stalls === | |
− | |||
− | |||
− | + | {{Player stalls}} | |
− | + | === Personal shops === | |
− | + | {{Personal shops}} | |
− | + | === Auction house === | |
− | === | + | {{Auction house}} |
+ | |||
+ | === Bulletin boards === | ||
− | {{ | + | {{Bulletin boards}} |
− | === | + | === Merchant NPCs === |
− | {{ | + | {{Merchants}} |
− | == | + | == Currencies == |
− | {{ | + | {{Currency}} |
− | === | + | === Gold === |
− | {{ | + | {{Gold}} |
− | === | + | === Bound currencies === |
− | {{ | + | {{Bound currencies}} |
== Player to player trading == | == Player to player trading == | ||
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{{Player to player trading}} | {{Player to player trading}} | ||
− | == | + | === Escrow system === |
− | + | {{Escrow system}} | |
− | === | + | === Caravan insurance === |
− | {{ | + | {{Caravan insurance}} |
− | == Mailing items == | + | === Mailing items === |
− | + | {{Mailing items}} | |
+ | |||
+ | === Gear binding === | ||
+ | |||
+ | {{Gear binding}} | ||
+ | |||
+ | == Theft == | ||
+ | |||
+ | {{Theft}} | ||
+ | |||
+ | == Storage == | ||
+ | |||
+ | {{Storage}} | ||
+ | |||
+ | === Warehouses === | ||
+ | |||
+ | {{Warehouses}} | ||
+ | |||
+ | === Player housing storage === | ||
+ | |||
+ | {{Player housing storage}} | ||
+ | |||
+ | === Banking === | ||
+ | |||
+ | {{Banking}} | ||
== Caravans == | == Caravans == | ||
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{{Caravans}} | {{Caravans}} | ||
− | == | + | === Caravan types === |
− | {{ | + | {{Caravan types}} |
+ | |||
+ | === Raft caravans === | ||
+ | |||
+ | {{Raft caravans}} | ||
== Artisan classes == | == Artisan classes == | ||
{{Artisan classes}} | {{Artisan classes}} | ||
− | |||
− | |||
=== Gathering professions === | === Gathering professions === | ||
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{{Artisan supply chain}} | {{Artisan supply chain}} | ||
− | == | + | == Taxes == |
+ | |||
+ | === Node taxes === | ||
+ | |||
+ | {{Node taxes}} | ||
+ | |||
+ | ==== Housing taxes ==== | ||
+ | |||
+ | {{Housing taxes}} | ||
+ | |||
+ | ===== Housing foreclosures ===== | ||
+ | |||
+ | {{Housing foreclosures}} | ||
+ | |||
+ | === Castle taxes === | ||
+ | |||
+ | {{Castle taxes}} | ||
+ | |||
+ | == Item sinks == | ||
+ | |||
+ | {{Item sinks}} | ||
+ | |||
+ | === Item durability === | ||
+ | |||
+ | {{Item durability}} | ||
+ | |||
+ | === Item deconstruction === | ||
− | {{ | + | {{Item deconstruction}} |
− | == | + | === Power creep === |
− | {{ | + | {{Power creep}} |
== Security systems == | == Security systems == | ||
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{{Security systems}} | {{Security systems}} | ||
− | == | + | === Game masters === |
+ | |||
+ | {{Game masters}} | ||
+ | |||
+ | === Two-factor authentication === | ||
+ | |||
+ | {{Two-factor authentication}} | ||
+ | |||
+ | == World manager == | ||
+ | |||
+ | {{World manager}} | ||
+ | |||
+ | === Loot tables === | ||
+ | |||
+ | {{Loot tables}} | ||
+ | |||
+ | ==== Glint ==== | ||
+ | |||
+ | {{Glint}} | ||
+ | |||
+ | === Population based scaling === | ||
+ | |||
+ | {{Population based scaling}} | ||
+ | |||
+ | == Trade agreements == | ||
− | {{ | + | {{Trade agreements}} |
− | == | + | === Trade routes === |
− | {{ | + | {{Trade routes}} |
− | == | + | == Sharemarket == |
− | {{ | + | {{Sharemarket}} |
− | == | + | == Real estate == |
− | {{ | + | {{Real estate}} |
− | == | + | == Visuals == |
− | {{#dpl:category = {{ | + | {{#dpl:category = {{ROOTPAGENAME}} |
− | |mode | + | |mode = gallery |
− | |namespace= file | + | |noresultsheader = - None - |
+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦class="image" link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
+ | |order = descending | ||
+ | |ordermethod = firstedit | ||
+ | |namespace = file | ||
}} | }} | ||
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* [[Crafting]] | * [[Crafting]] | ||
+ | * [[Markets]] | ||
+ | * [[Caravans]] | ||
+ | * [[Player stalls]] | ||
* [[Artisan supply chain]] | * [[Artisan supply chain]] | ||
* [[Currency]] | * [[Currency]] | ||
− | |||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:Reactive world]][[Category: Economy]] | [[Category:Reactive world]][[Category: Economy]] |
Version vom 5. Februar 2024, 00:35 Uhr
The economy in Ashes of Creation is regionalized.[3][4][5]
- 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.[6][7][8][9][5]
- There is no central auction house or warehouse.[10][5]
- Auktionshäuser in up to two economic metropolises (including their vassal nodes) can be linked with the linked economy superpower.[11]
- There will be item decay (material sinks), deconstruction mechanics and other gold sinks to combat inflation.[12][13]
- 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.[12]
- There will be player to player trading.[14][15]
- 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.[16][17][18][19][20][21]
- 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.[22]
Economic regions
Economic regions are static areas defined by geographic points of interest.[3][4][5]
- Castle regions are larger and encompass multiple economic regions.[3]
- Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[24]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[25]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[4] – Sarah Flanagan
Buying and selling
Spieler-Stände, personal shops, and auction houses enable buying from and selling to other players.[26]
- Player merchants will not be able to be placed on ships.[27]
Spieler-Stände | Personal shops | Auction houses | |
---|---|---|---|
Cost |
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Location |
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|
|
Player presence | N/A | ||
Storage |
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Advertising |
|
|
|
PvP |
|
N/A |
Spieler-Stände
Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[33], in Marktplätze (the constructible building available for placement by mayors of any Stadt (Stufe 4) node or higher), or as business buildings on freehold plots.[45][34]
- 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.[34] – 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.[28]
- Player stalls are rentable by node citizens.[29]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[28]
- Player stalls are linked to a player's warehouse.[37]
- Player stalls do not require the attendance of the character or for that character to be online.[29]
- Players are able to input required items for repair and also purchase required materials for that repair.[46]
- Player stalls may still operate during node siege declaration. This is subject to testing.[47]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[31]
- Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[39]
- These give the location of the stall so players can travel there and purchase the items.[39]
- Stall sales are also listed in auction houses.[26]
- This may no longer be accurate.[30]
Personal shops
Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Wirtschaftliche Nodes.[30][31][32]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[30][31][32]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[30][32]
- 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.[36]
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.[36] – Steven Sharif
Auction house
Auktionshäuser enable players to list items at specific nodes.[10][5]
- 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.[33]
- Auction houses allow items and resources to be listed for sale at a specific node location.[10] – Steven Sharif
- A listing fee will be charged to list items in the auction house.[33]
- Vasallen-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.[33]
- Items listed are also visible in community boards (bulletin boards).[30]
- Integrated auction houses allow players to purchase items directly from remote auction houses.[30]
- Purchases of materials and gatherables will be automatically deposited within the listing node's local warehouse. Players will need to travel to that warehouse to retrieve them. Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.[38][33]
- Purchases of anything other than materials and gatherables will be mailed to the purchaser.[38]
- There may be a taxation difference between auction houses versus other player businesses.[33]
- On a regular cadence, a number of a node's freehold parcels become available to be bid for at auction.[50]
- Data relating to auction houses, such as price history, volumes, average prices, may be available to players via a mayor-constructed service building in their node.[51]
- That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[51] – Jeffrey Bard
Anschlagbretter
Anschlagbretter are available within nodes[53] and player taverns.[54]
- A market UI lists the current items available for sale in the node and in the same economic region.[55][39]
- This includes items for sale in player stalls and auction houses.[30]
- Players can't purchase directly from the market UI. Instead it gives the location of player stalls where the items may be purchased.[56]
- Encourage localized grouping.[54]
- Enable posting of jobs.[53]
- Sponsoring von Quests.[57]
Merchant NPCs
Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[59]
- Merchant NPCs are identified by a golden shimmer on their nameplates.[60]
- Merchant NPCs will in general be able to buy items from players.[61]
Currencies
Die allgemeine Währung im Spiel wird als Gold bezeichnet.[20][21]
- Es gibt auch bestimmte progressionsbasierte Währungen, welche nicht gehandelt werden können.[20]
- Monster lassen anstatt von Gold Glint fallen.[20]
- Die Spielwährung hat kein Gewicht.[62]
- Es gibt kein Limit, wie viel Währung ein Spieler besitzen kann.[63]
Gold
Gold is the general in-game currency in Ashes of Creation.[64][20][21]
- Gold, silver, and copper coins are present in the game.[65]
- There is no cap on how much gold a player can hold.[63]
- Monster don't drop gold, they instead drop glint. Glint is the primary method for players to generate gold.[16][17][18][19][20][21]
- Game currency does not have weight, but glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[66][62]
- Players do not lose gold upon death, no matter their corruption level, but glint will drop as stolen glint on a character's death, based on applicable death penalties.[18][67][68][69][20][70]
Bound currencies
Bound currencies are specific progression-based currencies that cannot be traded. Bound currencies are utilized by various systems.[64][71][20]
- There are bound currencies that exist within the game; and then there is the general currencies that's usually achieved through certificates and the ability to trade those certificates in to get gold that we've talked about in the past. But some of those bound currencies are like favor: these are points that you achieve doing some divine questlines, participating in divine story-arcs; or honor, which is like PvP-oriented unique currency stuff like that.[64] – Steven Sharif
- Religionen.[20]
- Soziale Organisationen.[20]
- Tavern games (potentially).[72]
- Glint is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements.[16][17][18][19][20][21]
- Arten von Nodes have specific bound currencies that are earned through personal progression within the node.[64][71][73][20]
- Honor at military nodes for completing PvP-related activities.[64][73]
- Favor at divine nodes for completing divine questlines and story arcs.[64][73]
- A bound currency that's used to purchase a number of different types of vendorable items that exist within nodes. It is not player-to-player currency. It is not intended to be traded between players, but instead it interacts with these unique vendors that supply a large segment of necessary components for a number of different things: whether it be crafting, enchantments, a lot of different things that exist within the node. This is the reason why you would want to acquire that currency so you have access to those types of items.[74] – Steven Sharif
- Node currencies stay bound to the player, even if their node is destroyed or they drop citizenship. They will be able to use their node currency once they are a citizen of a new node (of the same type).[75][64]
- Node currency stays with the player even if their node is destroyed or they drop citizenship. This is something that you have available to you and you carry forward to your next location. But you may only spend your node currency at nodes that you're a citizen of.[75] – Steven Sharif
- Players must have enough node reputation in order to purchase certain items with node currency.[75]
- You have to have enough node rep to be able to buy certain tiers of things from the node with your node currency. Even though the currency is generic, you still need the rep with the node to unlock better purchases.[75] – John Collins
Handel zwischen Spielern
Es wird Handel zwischen Spielern in Ashes of Creation geben.[14][15]
- Spieler-zu-Spieler-Handel und die Möglichkeit, Gegenstände in öffentlichen Lagern zu lagern ist für verdorbene Spieler deaktiviert.[77]
- Q: Wird es in Ashes of Creation einen Spieler-zu-Spieler-Handel geben? Wird mich irgendetwas davon abhalten, einem Freund, der neu im Spiel ist, einen Haufen Spielgeld zu schenken, damit er schnell auf die Beine kommt?
- A: Nichts wird euch daran hindern.[14] – Steven Sharif
Treuhandsystem
- An escrow system is planned to prevent griefing in the crafting system.[78]
- 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.[78]
Caravan insurance
Caravan insurance will not be an in-game system in Ashes of Creation.[79] Previously it was stated that insurance was able to be purchased from a caravansary prior to the launch of a caravan.[80][81]
- There's nothing to say that that can't be player organized. If some particular guild wanted to go and create a caravan mercenary corp that helped aid in the defense and transit of caravans, they could employ some type of insurance system.[79] – Steven Sharif
Versenden von Gegenständen
- Raw gatherables and materials are not able to be mailed by players.[82][83][84]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[38]
- Social messages sent via mail will be received instantly.[82]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[82]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[82] – Steven Sharif
Bindung von Ausrüstung
Möglicherweise gibt es eine gewisse Gear Bindung (BoE or BoP) aber dies wird eher eine Ausnahme als die Regel sein, da dies die Erreichung der Ziele für die Wirtschaft nicht erleichtert.[85]
- In Very little Ashes of Creation ist nur sehr wenig Ausrüstung an den Account oder die Seele gebunden.[86][87]
- Die Spielökonomie basiert auf der Herstellung und dem Abbau von Gegenständen.[86]
- Ausrüstung wird durch Herstellung, Sammeln und Verarbeitung zusammen mit Raid- und Dungeonbossen erhalten.[87]
Vieles, was wir in den Spielen, die wir normalerweise vor uns haben, erlebt haben, ist, dass viele Dinge an den Account und an die Seele des Charakters gebunden sind ... Stattdessen ist hier nur sehr wenig an den Charakter gebunden. Sehr, sehr wenig. Die überwiegende Mehrheit der Ausrüstung – ja, ihr erhaltet questbezogene Ausrüstung als Belohnung – aber es wird nicht, sagen wir, ein Set in einem Dungeon sein, und ihr müsst den Dungeon immer wieder durchlaufen. Stattdessen möchten wir wirklich die Abhängigkeit von der Wirtschaft und Handwerkern, Sammlern und Verarbeitern betonen, um einen Großteil der Ausrüstungsstruktur im Spiel zu unterstützen, kombiniert mit der der Welt-Raid-Bosse und Dungeon-Bosse; keine sich wiederholende Questreihe durch einen einzelnen Dungeon.[87] – Steven Sharif
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[88][89]
- There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[88][90]
That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[90] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[31]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[89] – Steven Sharif
Storage
Lagerpunkte gibt es in Lagerhäusern innerhalb von Nodes und in Truhen die in Grundbesitz und statischen in-node Häusern plaziert werden können.[92][93]
Lagerhäuser
Lagerhäuser sind Lagerstellen innerhalb einer Node.[92][94][40][41]
- Durch Lagerhäuser könnten Spieler nicht-materielle Güter zwischen Alts transferieren. Dies schließt Ressourcen, Materialien oder andere Sachen, die auf das Karawanen-System angewiesen sind, aus.[94]
- Nachdem Krieg gegen eine Node erklärt wurde, können Spieler keine Güter mehr aus Lagern dieser Node entnehmen.[41]
- Spieler-Marktstände sind mit dem Lagerhaus des Spielers verbunden.[37]
- Ein Teil aller Materialien (Handwerkskunst-Komponenten) und Sammlerstücke, die in erfolgreich belagerten Nodes gelagert wurden, können durch die Sieger als Kriegsbeute geplündert werden.[40][41][42]
- Ganze Gegenstände (hergestellte Gegenstände) sind nicht anfällig für Plünderungen während einer Node-Belagerung.[37]
- Persönliche Karawanen können von jeder Lagerstätte (inklusive Warenhäusern) aus gestartet werden.[95]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[97][98][99]
- Players must obtain and place storage containers in their player-owned housing.[98]
- Different grades of storage containers have different inventory capacities.[98]
- There are restrictions on the grades of storage containers available in different types of houses.[98]
- Access permissions can be set to allow others to access a player's personal storage devices.[97][100][101][102]
- Personal storage chests may be set to permit access by family or guild members.[101][103]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[97]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[41]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[40]
- Corrupt players are not able to utilize storage systems.[104][105][77]
- Personal caravans may be launched from any point of storage (including chests).[95]
Bankwesen
Nodes entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie den Verkauf von Waren oder die Lagerung von Gegenständen.[106]
- Banktransfer zwischen Charakteren wird wahrscheinlich auf Möbel und fertiggestellte Gegenstände beschränkt sein.[102]
- Eine Fähigkeit des Lagerhauses kann es Spielern ermöglichen, nicht-materielle Güter zwischen alternativen Charakteren zu transferieren. Alle Ressourcen, Materialien oder Güter, die für den Transport auf das Karawanen-System angewiesen sind, sind hiervon ausgeschlossen.[94]
Karawanen
Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[23]
- Die Karawanen sind für den Transport von persönlichen Gütern und Aufträge, sowie von Vorräten für Gildenburgen und Knotenpunkten bestimmt.[109]
- Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[110]
- Karawanen können Güter von mehreren Spielern transportieren.[111]
- Das PvP-Markierungssystem gilt nicht für Karawanen.[112]
Karawanen-Typen
Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[114][115]
Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[115] – Jeffrey Bard
Raft caravans
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[118][119][80][120]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[119][80][121][117][120]
- Raft caravans may only be used in rivers.[122]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[123][117]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[117]
Handwerksklassen
Sammeln professions | Verarbeitung professions | Handwerkskunst professions |
---|---|---|
Handwerksklassen (also referred to as Artisan branches) allow a player to specialize in one or more of the three artisan skill trees: Sammeln, Verarbeitung, and Handwerkskunst.[124]
- We want players to interact with each other. We want the professions to make stuff for the other professions that are useful. I am influenced quite a bit by the Star Wars Galaxies style crafting; and just having people in your network that could supply the metal that you need to make your armor, and the flowers that you need to make your potions, and maybe the potions that you need to make your enchantments. That to me was really interesting; and part of the economic gameplay of being a good crafter, being a good gatherer, is having that system; and it really plays into the economic field of a particular server. You can come in and be like, I want to be the the potion mogul here; and having good sources and having a guild that supports you is just really interesting. And without narrowing down what you have access to yourself, it takes away from the ability to achieve that.[125] – Kory Rice
Within each of the three artisan classes lies different professions.[126]
- Characters within a single account (Alts) may have different professions.[127][128]
- Q: How do you feel about players creating alts that allow them to cover every profession?
- A: I think that's fine and I think that when we design the game, we design with that in mind as well; and that's why we have certain restrictions on the number of Grandmaster professions that one particular character can do.[127] – Steven Sharif
- Handwerkliche Entwicklung in each profession is per-character.[131][130][132][128]
- Progression within each profession requires the completion of certification quests.[133]
- There are limits to the number of professions a character can achieve certain tiers of progression to.[134]
- Artisan progression does not directly relate to progression in a character's adventuring class, but there are requirements that take into account dangers, locations, toolsets, and surveying options that are level dependent.[135][136][137]
- Characters gain XP as they progress their artisan professions, but it should be expected that some artisans will have significantly higher artisan level than their adventuring level.[138][139][135]
- Choice of profession does not affect a player's stats.[140]
- Handwerksklassen and their professions are not affected by a character's religion, or class.[141][142]
- Race likely won't affect the artisan system.[141][142] Certain influences may instead be housed in a background selection that isn't intrinsically tied to race.[141]
- When it comes to balancing a system that's something that we do during testing phases. When it comes to architecting the system itself and identifying the areas in which certain certain professions excel, where they interact with ancillary systems, their interconnectivity across the artisanship system as a whole, the important part there is to identify how that the interconnectivity lives with the other professions in the artisanship system. And what type of reliance you have on particular professions to complete the path of crafting or introduction of new items into the economy.[130] – Steven Sharif
- A work order system is planned that will help players find artisans in nodes.[143]
Berufe des Sammelns
Berufe der Verarbeitung
Berufe der Handwerkskunst
Handwerkliche Lieferkette
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.[144][145] Each stage of the chain may require caravans to transport goods from one artisan to another.[146]
- Obtaining raw materials:[147]
- Refining the raw materials with the Verarbeitung profession.[145]
- Handwerkskunst the finished product using its crafting recipe.[145]
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.[150] – Steven Sharif
Taxes
Knotenpunkt-Steuern
Bürgermeister können Steuersätze für ihre Node festlegen.[151]
- Dazu gehört auch das Festlegen von Steuersätzen, die für Wirtshausspiele gelten.[152][153]
Bürgermeister/Node-Regierungen weisen Ressourcen, Steuern, und Aufträge zu , um bei der Entwicklung der Node zu helfen.[154]
- Steuergelder fließen nur in die Finanzierung der Nodeentwicklung. Dieses Gold kann nicht vom Bürgermeister oder einem anderen Spieler abgehoben werden. [155][156]
- Die Steuersätze skalieren basierend darauf, wann ein Spieler einer Node als Bürger beigetreten ist. Das Ziel ist es, finanziellen Druck auf die Node-Populationen auszuüben, indem die Steuern mit fortschreitenden Nodes, immer teurer werden, anstatt harte Bevölkerungsobergrenzen einzuführen. [157]
Übergeordnete (souveräne) Nodes erhalten einen Teil von allen Steuern aus Unterkünften und Dienstleistungen, welche von ihren Vasallen-Nodes gesammelt werden. [155][158]
- Diese Steuer wirkt sich nicht unbedingt auf den einzelnen Bürger, da die Steuersätze der Bürger von ihren Nodes bestimmt werden , aber die Finanzen der Node wird von der Besteuerung beeinflusst, die von seiner übergeordneten Node erhoben wird.[158]
Housing taxes
When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[159]
- A player's tax charge will be determined by the number of structures built on their plot.[160][156]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[161][162][163][160][156]
- Buildings that require permits will have additional upkeep costs.[161]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[161]
- Housing foreclosures result from failing to pay property taxes or other fees.[161]
Housing foreclosures
Housing foreclosures result from failing to pay property taxes or other fees.[164][161]
- Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[164]
- The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[165]
- Materialien and resources (such as livestock) that were stored on foreclosed freeholds will be included in the auction for the deed to that freehold. Stored and placed props, such as furniture will be returned to the previous owner.[161]
- If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[161]
- Non-payment of the game subscription will also result in loss of player housing.[166]
Castle taxes
Gildenschlösser impose a tax on all revenue for the nodes within its region.[168][169]
- The monarch sets the tax rate, and can use those proceeds to upgrade defenses, maintain the castle's direct nodes, or provide buffs and benefits to the citizens of that region.[167]
- Castle taxes are carried via NPC generated caravans from the nodes that fall under the castle's purview to one of the castle nodes at the end of each week leading up to a castle siege.[170]
- In addition to taxes, Castles also influence crop yields, resources and events within its region.[171]
- Part of the tax and resources gathered are applied to the castle for improvements.[168][172][173]
- The remainder of tax income can be used by the guild for whatever they want.[168][174]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[175]
- Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[168] – Steven Sharif
Zerstörung von Gegenständen
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[13]
- Over-enchanting carries the risk of destroying that item[147], rendering it useless for use temporarily.[176]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[147]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[177]
- Corrupted players who die can lose gear.[178]
- Haltbarkeit der Gegenstände (item decay) does not destroy items, but it acts as a materials sink.[178][179][180] Zero percent durability will unequip an item, increasing its repair costs.[181]
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..[180]
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.[179] – Steven Sharif
Haltbarkeit der Gegenstände
There is item durability (item decay) in Ashes of Creation.[180]
- Item durability loss occurs on death.[179][182][70]
- Ausrüstung stored in a player's inventory (that is not equipped) does not lose durability when that player dies.[183]
- Materialien are required in order to restore the performance of decayed items.[184][179][182][46][185]
- Item decay does not destroy items, but it acts as an materials sink.[178][179][180]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[184] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[182][186][187]
- 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.[180] – Steven Sharif
Dekonstruktion von Gegenständen
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[147]
- There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[13] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[188][189][13]
- Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[188] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[190]
Power creep
Die Entwickler beabsichtingen den Power-Creep durch Item Senken, die fehlende Ausrüstungsbindung,und das Fehlen von pay-to-win oder pay-to-convenience in Ashes of Creation zu begrenzen.[191]
Sicherheitssysteme
Ab Alpha-0 werden Sicherheitssysteme vorhanden sein, um Cheating, Exploiting, Botting, gold selling/Goldverkauf/Echtgeldtransaktionen (RMT), Artikelvervielfältigung und andere Dinge zu bekämpfen, die sich auf die Wirtschaft auswirken. [192][193][194][195][196][197][198]
- Um die Integrität des Spiels nach der Veröffentlichung zu schützen, wird ein breites Spektrum an Ansätzen zum Einsatz kommen. Die Tests dieser Systeme werden im Vorfeld von Alpha-2 beginnen.[193]
- Sicherheit steht immer an erster Stelle, wenn man ein geschlossenes System hat, wie es bei einem MMO der Fall ist ... Wir haben gesehen, dass viele MMOs ohne vorhandene Sicherheit gestartet werden und die Wirtschaft dadurch ruiniert wird. Und jedes Pflaster, das auf diese Wunde geklebt wird, macht die Sache nur noch schlimmer. Ein Grund dafür, warum sie sich die Zeit nehmen, um sicherzustellen, dass die Dinge richtig erledigt werden, ist also auch die Sicherheitskomponente; Und da ist das Testen mit einem Live-Publikum etwas anders als das Testen mit einem Frage-und-Antwort-Publikum, weil es diese schlechten Schauspieler gibt – und wir nennen sie schlechte Schauspieler, weil sie letztendlich versuchen, den Spaß anderer zu zerstören ... Was wir also getan haben, ist, dass wir einige Sicherheitsexperten eingestellt haben, die an großen anderen MMOs wie World of Warcraft und anderen Spielen gearbeitet haben und viel Erfahrung mitbringen; und das werden wir im Vorfeld von Alpha-2 testen. Es ist ein sehr wichtiger Teil von Alpha-2. Das ist etwas, was wir bei Alpha-1 nicht wirklich angesprochen haben, da es sich wiederum um ein viel einfacheres Funktionstest-Erlebnis handelte. Wir haben während der Alpha-1 einige Probleme festgestellt und haben es für Alpha-2 wichtig gemacht, diese Systeme zu testen. Wir verfügen über ein breites Spektrum an Ansätzen, mit denen wir versuchen werden, die Integrität des Spiels nach der Veröffentlichung zu schützen.[193] – Steven Sharif
- Diese Systeme sammeln Benutzerdaten und kennzeichnen ungewöhnliche Aktivitäten zur Untersuchung. In Kombination mit Spieler-Meldefunktionen wird eine Live-Heatmap erstellt, die auf ungewöhnliches Verhalten aufmerksam macht.[192][194][195][198]
- Wir haben das Spiel bereits zu Beginn im Wesentlichen mit Verhaltensmetriken ausgestattet. Wenn ein Spieler also im Spiel normale Dinge tut und normales Gold erhält, ist das alles gut und schön, aber wenn auf dem Spielerkonto Gegenstands-IDs angezeigt werden, die außerhalb der Norm liegen, z. B. eine große Menge B. Gold oder bedeutende legendäre Gegenstände, was es im Back-End tut: Es markiert das Konto zur Ansicht, damit wir einen Blick darauf werfen können, woher dieser Gegenstand stammt. Kommt es von einem bekannten Goldverkäufer oder einem gemeldeten Bot oder was auch immer? und dann untersuchen wir. Daher werden wir es den Spielern ziemlich schwer machen, die natürlichen Wirtschaftssysteme durch RMT oder Botting zu untergraben.[195] – Steven Sharif
- Botter, Cheater, Gold sellers, und RMTers, werden vom aktiven GM/Community-Team mit schweren Strafen belegt.[192][199][200][198]
- Es ist wichtig zu beachten, dass es eine Heiligkeit gibt, die innerhalb des Spiels vor RMTing geschützt werden muss; Und lasst mich auf etwas eingehen: Aber in Spielen, die ich gespielt habe und bei denen das Unternehmen oder der Herausgeber keine Regeln durchsetzt, wird es zum Standard, dass man Gold kauft, wenn man wettbewerbsfähig sein will. Wenn man in bestimmten Spielen auf den obersten Rängen mithalten will und jeder Gold kauft, muss man fast entweder das Gold kaufen oder man wird einfach nicht in der Lage sein, mit diesen Leuten zu konkurrieren, und das ist ein wirklich beschissenes Gefühl . Entschuldigt mein Französisch, ich entschuldige mich. Das ist beschissen; Und damit das nicht der Fall ist, liegt es in der Verantwortung sowohl des Herausgebers als auch der Entwickler, dafür zu sorgen, dass wir strenge Praktiken aus CS-Sicht – aus Sicht des Kundendienstes – anwenden, um unsere Regeln durchzusetzen und sicherzustellen, dass Spieler sind sich bewusst, dass ein großes Risiko besteht, wenn sie sich daran beteiligen. Es wird kein Schlag auf die Hand sein. Es wird kein „Wir haben es dir einmal gesagt, wir haben es dir zweimal gesagt, wir haben es dir drei, vier, fünf und sechs Mal gesagt, okay. Wir nehmen nur etwas Gold weg“ sein, dieses Ding. Wir müssen sicherstellen, dass solche Dinge gefürchtet werden, denn Ashes verfügt über aktive GMS, einen aktiven Kundenservice und ein aktives Community-Team.[200] – Steven Sharif
Game masters
Game masters (GMs) werden auf den Ashes of Creation Servern anwesend und aktiv sein. [194][201][200][202]
- Was den Kundenservice angeht, planen wir, Spiel-GMs einzusetzen. Wir planen, den Menschen den bestmöglichen Service zu bieten. Und wir werden unser Serviceteam so weit ausbauen, wie wir es brauchen, wenn unsere Spielerbasis wächst.[201] – Margaret Krohn
- Die Richtung, in die ich Intrepid als Unternehmen einschlage, besteht darin, dass ein erheblicher Teil der durch das Spiel erzielten Einnahmen nicht nur in die Erstellung zusätzlicher Inhalte und Updates für das Spiel fließt, sondern meiner Meinung nach auch in die Betreuung, wie ich es gerne nenne ; Und dass es bei der Betreuung um mehrere Dinge geht: Es geht darum, aktive und anwesende GMs auf den Servern zu haben. Es geht darum, ein interagierendes Community-Team zu haben, das immer präsent und bereit ist, an Forumsdiskussionen, Streams und Updates teilzunehmen.[202] – Steven Sharif
- Es wird ein Standard-Eskalationssystem geben, bei dem je nach Schwere des jeweiligen Verstoßes unterschiedliche Maßnahmen ergriffen werden. Die Maßnahmen können vom Entzug (der illegitimen Gegenstände oder der Währung) bis zum vorübergehenden oder dauerhaften Bann reichen.[202]
- Befolgt einen Standardansatz für ein Eskalationssystem, bei dem bestimmte Verstöße zu sofortigen und automatischen Sperren führen und einige Verstöße einen Weg nach vorne bieten, auf dem Maßnahmen ergriffen werden, die das Konto sperren oder entziehen können oder einige Chat-Sperren oder die Möglichkeit bieten, über eine Woche oder länger zu spielen Also... Wenn du Gold kaufst und abhängig von der Schwere des Verstoßes, kannst du von der Entfernung der Items, über eine vorübergehende Sperre bis hin zu einer dauerhaften Sperre alles bekommen.[202] – Steven Sharif
- Botter, Betrüger, Goldverkäufer und RMTer müssen mit harten Strafen vom GM und den Community-Teams rechnen. [200][198]
- Wenn ein Spieler sein Spielerlebnis so weit treibt, dass er einen anderen Spieler wiederholt belästigt, um sein Spielerlebnis zu schmälern, handelt es sich um ein strafbares Vergehen. Wenn du einem Streamer oder einem Spieler folgst und die Absicht habst, ihn vom Spielen abzuhalten oder zum Aufgeben zu zwingen, ist das eine schmutzige Spielermentalität. Es ist eine schlechte Spielermentalität. Es ist die Denkweise eines Trauernden. Das ist in der Ökosphäre der Gemeinschaft von Ashes of Creation nicht erwünscht. Und im Ergebnis handelt es sich um eine brauchbare Supportdienstsituation. Hier werden Warnungen ausgesprochen und Maßnahmen gegen den Kontoinhaber einer Person ergriffen, deren einziger Zweck darin besteht, das Spielerlebnis des Spiels zu stören und negativ zu beeinflussen.[201] – Steven Sharif
- Spieler, die außerhalb des Spieldesign agieren, um andere Spieler zu belästigen oder zu belästigen können vom Kundendienst strafrechtlich verfolgt werden. [203]
- Ich glaube, dass wir bisher in der Entwicklung den Grad an Kundenservice und Community-Engagement unter Beweis gestellt haben, der nach unserem Live-Start zu sehen sein wird. Ihr habt jedoch Recht, wenn ihr sagt, dass viele dieser Probleme, die am Rande bestimmter Systeme auftreten können, ein aktives GM-Supportteam erfordern, das für die Behebung der Probleme der Benutzerbasis zur Verfügung steht[205]
- Das ehrenamtliche Moderatorenprogramm wird (nach dem Start) fortgesetzt. [206]
Zwei-Faktor-Authentifizierung
Für Alpha-1 ist möglicherweise eine tokenbasierte Zwei-Faktor Authentifizierung (2FA) vorhanden. [207]
World manager
The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[208]
- A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[209] – Steven Sharif
- Prices of glint.[210]
- A heatmap of experience being gained to apply to node advancement.[210]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[211]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[212]
- Transit of resources and goods between regions to drive quest rewards for nodes.[210]
- For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[210] – Steven Sharif
Beute-Tabellen
- Mobs drop glint, Gegenstände, and crafting materials in preference to gold.[20][21]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[66][18][68][69][20][70]
- The rarity of glint increases with the mob's level.[214]
- Loot tables are disabled for player controlled monsters.[215]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[216]
- Experience debt decreases the drop rate percentages from monsters.[217]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[218][219]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[218][220][221]
- Legendary equipment is only dropped by Legendary world bosses.[222]
- Loot tables will likely not be affected by weather conditions.[224] This was previously listed as a possible effect.[225]
- There won't be specific loot drops for artisans.[226] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[227]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[226]
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[16][17][18][19][20][21]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[229] – Steven Sharif
- Glint is not localized to specific regions.[66][18][68][69][20][70] Previously it was stated that glint was specific to an economic region.[210][20][230][21]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[66]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[231]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[18][210][20][230][21] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[232][18]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[18][68][69][20][70] Glint taken from caravan wreckages is also classed as stolen.[233] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[18][68]
- Glint may be used to pay housing taxes and citizen dues.[229][18][19]
- Glint can be stored within node warehouses.[20]
- Glint is not intended as crafting materials.[19]
Bevölkerungsbasierte Skalierung
The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[234]
The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[234]
Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything 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 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.[234] – Jeffrey Bard
Handelsabkommen
Regierungen von Nodes können Handelsabkommen mit anderen Nodes beschließen. Jede Node, die an einem solchen Handelsabkommen teilnimmt, kann Karawanen mit Materialien zu der anderen senden; wodurch die Wirtschaft beider Nodes verbessert wird. Dies gibt Erfahrung für alle Involvierten, trägt zum Wachstum der Node bei, und hilft bei dem Bau von Gebäuden.[235]
Söldnergilden werden für viele Organisationen einen praktischen Nutzen haben. Ich denke, dass man damit viele Geschäfte machen kann; und eines unserer Systeme in unseren Handselsabkommen, ist die Einrichtung eines Treuhandkontos für genau diese Art von Vereinbarungen (Handelsabkommen zwischen Nodes).[236] – Steven Sharif
Handelsrouten
Handelsrouten in Ashes of Creation beziehen sich auf:
- Roads für den Transport von Gütern über das Karawanensystem.[238]
- Ihr habt vielleicht einen Bergpass und im Winter ist dieser Bergpass immer geschlossen und so ändern sich die Handelsrouten auf dem Land mit Karawanen und das ist etwas, das nicht nur auf zyklischer Ebene existieren kann, sondern auch dynamisch basierend auf Spieleraktivitäten. [238]
- Wirtschaftliche Beziehungen zwischen Nodes, die von Bürgermeister oder Nodebürgern gegründet wurden.[237][115]
- Vereinbarungen werden getroffen, um über NPC-gesteuerte Karawanen Waren zu handeln, welche für bestimmte Nodes oder Nodetypen einzigartig sind.[237][115]
- Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[237] – Steven Sharif
Aktienmarkt
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Gilden and Soziale Organisationen.[241][242][243]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[243]
- This is a planned feature for the launch of Ashes of Creation.[241]
- The value of stocks is influenced by world events and the performance of nodes, Soziale Organisationen or guilds.[244]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[243]
- There is no regulatory commission to restrict the purchase and sale of stocks.[244]
Immobilien
Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[245] Spieler können Immobilien auch mit anderen Spielern handeln.[246]
- Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[247]
- In-Node Behausungen werden teuer und vermutlich sehr umkämpft sein.[246]
- Je mehr Apartments in einer Node gekauft wurden, desto höher skaliert der Preis.[248]
- Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[249]
- Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[250][251]
- Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[252]
- Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[253]
- Grundbesitz kann nicht an andere Spieler verkauft werden.[250] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[254]
There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[252] – Steven Sharif
- Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[247]
- Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[255]
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[255] – Steven Sharif
Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[255]
Some concepts that we have is going to be rental or leases that could be had allowing players to lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that stuff.[255] – Steven Sharif
Bildmaterial
2022-05-28 2018-04-01
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 1.2 Ashes of Creation Press Kit.
- ↑ Video, 2017-04-30 (8:02).
- ↑ 3.0 3.1 3.2 3.3
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 5.4 Unreal Engine Interview, 2017-05-23.
- ↑ Liveübertragung, 2022-05-27 (1:00:23).
- ↑ Liveübertragung, 2020-07-31 (1:05:58).
- ↑ Liveübertragung, 2020-07-25 (1:04:50).
- ↑ Liveübertragung, 2017-05-08 (54:26).
- ↑ 10.0 10.1 10.2
- ↑
- ↑ 12.0 12.1 Podcast, 2021-04-11 (31:02).
- ↑ 13.0 13.1 13.2 13.3 Liveübertragung, 2017-05-10 (10:47).
- ↑ 14.0 14.1 14.2 Liveübertragung, 2017-05-15 (10:32).
- ↑ 15.0 15.1 Liveübertragung, 2018-01-18 (46:56).
- ↑ 16.0 16.1 16.2 16.3 Liveübertragung, 2023-10-31 (1:06:32).
- ↑ 17.0 17.1 17.2 17.3 Video, 2023-10-31 (3:34).
- ↑ 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 Interview, 2023-09-10 (53:47).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Liveübertragung, 2021-10-29 (1:06:31).
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 20.14 20.15 20.16 20.17 20.18 20.19 20.20 20.21 20.22 20.23 20.24 Interview, 2020-07-18 (27:11).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Liveübertragung, 2017-05-24 (44:14).
- ↑
- ↑ 23.0 23.1 23.2 About Ashes of Creation.
- ↑
- ↑
- ↑ 26.0 26.1 26.2 26.3
- ↑
- ↑ 28.0 28.1 28.2 28.3 28.4 Liveübertragung, 2017-05-10 (16:36).
- ↑ 29.0 29.1 29.2 29.3 29.4
- ↑ 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 30.11 Liveübertragung, 2020-07-31 (1:34:06).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Liveübertragung, 2017-10-16 (59:39).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5
- ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 Liveübertragung, 2019-05-30 (1:26:16).
- ↑ 34.0 34.1 34.2 Interview, 2020-07-08 (55:05).
- ↑ 35.0 35.1 35.2 35.3 35.4 Know Your Nodes: Economic Node Type.
- ↑ 36.0 36.1 36.2 36.3 36.4 Liveübertragung, 2020-10-30 (1:03:52).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 Liveübertragung, 2020-10-30 (1:04:59).
- ↑ 38.0 38.1 38.2 38.3 38.4
- ↑ 39.0 39.1 39.2 39.3 39.4 Liveübertragung, 2017-05-10 (35:16).
- ↑ 40.0 40.1 40.2 40.3 Interview, 2020-07-08 (57:46).
- ↑ 41.0 41.1 41.2 41.3 41.4 Liveübertragung, 2020-04-30 (1:14:44).
- ↑ 42.0 42.1
- ↑ 43.0 43.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Liveübertragung, 2020-05-29 (1:00:57).
- ↑ Liveübertragung, 2023-06-30 (25:05).
- ↑ 46.0 46.1
- ↑ Liveübertragung, 2020-10-30 (1:06:09).
- ↑ Ashes of Creation Store: Confectioner’s Delight.
- ↑ Liveübertragung, 2020-03-28 (1:04:49).
- ↑ Liveübertragung, 2023-06-30 (1:13:53).
- ↑ 51.0 51.1 Liveübertragung, 2021-03-26 (1:15:03).
- ↑ Liveübertragung, 2017-05-19 (33:57).
- ↑ 53.0 53.1 Liveübertragung, 2017-10-31 (28:58).
- ↑ 54.0 54.1 The mighty beard!
- ↑ Liveübertragung, 2017-05-12 (53:08).
- ↑ Liveübertragung, 2017-05-10 (16:37).
- ↑ Liveübertragung, 2017-10-31 (30:34).
- ↑ Video, 2023-08-31 (25:00).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Video, 2020-05-31 (5:25).
- ↑ Liveübertragung, 2021-01-29 (1:11:29).
- ↑ 62.0 62.1 Liveübertragung, 2017-05-26 (54:00).
- ↑ 63.0 63.1 Liveübertragung, 2021-03-26 (1:07:00).
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 Podcast, 2023-07-15 (15:14).
- ↑ Video, 2023-01-27 (4:09).
- ↑ 66.0 66.1 66.2 66.3
- ↑
- ↑ 68.0 68.1 68.2 68.3 68.4 Liveübertragung, 2021-03-26 (1:07:33).
- ↑ 69.0 69.1 69.2 69.3
- ↑ 70.0 70.1 70.2 70.3 70.4 Podcast, 2017-05-05 (43:05).
- ↑ 71.0 71.1
- ↑ Interview, 2021-06-13 (18:40).
- ↑ 73.0 73.1 73.2 Interview, 2023-07-09 (19:56).
- ↑ Liveübertragung, 2023-08-31 (1:01:10).
- ↑ 75.0 75.1 75.2 75.3 Liveübertragung, 2023-08-31 (1:05:23).
- ↑ Ashes of Creation - The visuals.
- ↑ 77.0 77.1 Liveübertragung, 2021-04-30 (1:14:49).
- ↑ 78.0 78.1 Liveübertragung, 2017-05-10 (32:22).
- ↑ 79.0 79.1 Liveübertragung, 2023-10-31 (1:21:02).
- ↑ 80.0 80.1 80.2 Liveübertragung, 2022-08-26 (1:20:17).
- ↑ Liveübertragung, 2022-07-29 (3:21).
- ↑ 82.0 82.1 82.2 82.3 Liveübertragung, 2021-01-29 (1:14:53).
- ↑ Video, 2018-09-06 (3:53).
- ↑ Liveübertragung, 2018-07-09 (50:16).
- ↑ Liveübertragung, 2017-05-15 (13:06).
- ↑ 86.0 86.1 Interview, 2020-07-18 (52:57).
- ↑ 87.0 87.1 87.2 Interview, 2018-08-24 (4:15).
- ↑ 88.0 88.1 Interview, 2021-02-07 (16:05).
- ↑ 89.0 89.1 Podcast, 2017-05-05 (43:05).
- ↑ 90.0 90.1 Interview, 2021-02-07 (19:00).
- ↑ Liveübertragung, 2020-05-29 (41:45).
- ↑ 92.0 92.1 Interview, 2018-12-06 (20:30).
- ↑ Video, 2020-05-31 (47:32).
- ↑ 94.0 94.1 94.2 Liveübertragung, 2018-04-8 (AM) (23:18).
- ↑ 95.0 95.1
- ↑ 96.0 96.1 Liveübertragung, 2021-06-25 (22:34).
- ↑ 97.0 97.1 97.2 Liveübertragung, 2021-07-30 (1:14:33).
- ↑ 98.0 98.1 98.2 98.3 Video, 2020-05-31 (47:32).
- ↑ Liveübertragung, 2018-08-17 (10:54).
- ↑ Liveübertragung, 2021-04-30 (1:12:33).
- ↑ 101.0 101.1 Liveübertragung, 2020-06-26 (51:58).
- ↑ 102.0 102.1 Liveübertragung, 2019-06-28 (1:23:31).
- ↑
- ↑ Liveübertragung, 2023-02-24 (1:12:24).
- ↑ Liveübertragung, 2022-10-28 (24:28).
- ↑
- ↑ Liveübertragung, 2020-05-29 (1:03:35).
- ↑ Video, 2019-07-16 (0:00).
- ↑ Liveübertragung, 2017-05-15 (45:20).
- ↑ Interview, 2017-01-20 (4:19).
- ↑ Interview, 2018-05-11 (28:21).
- ↑
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 114.0 114.1 114.2 Liveübertragung, 2017-07-28 (19:43).
- ↑ 115.0 115.1 115.2 115.3 115.4 115.5 Video, 2019-07-15 (2:12).
- ↑ Video, 2024-01-31 (15:35).
- ↑ 117.0 117.1 117.2 117.3 Liveübertragung, 2020-04-30 (58:05).
- ↑ Video, 2024-01-31 (15:27).
- ↑ 119.0 119.1 Video, 2023-10-31 (28:06).
- ↑ 120.0 120.1 Liveübertragung, 2018-04-8 (AM) (15:46).
- ↑ Liveübertragung, 2020-05-29 (1:28:38).
- ↑ Liveübertragung, 2024-01-31 (1:07:587).
- ↑ Liveübertragung, 2024-01-31 (1:08:47).
- ↑
- ↑ Video, 2023-11-30 (38:08).
- ↑
- ↑ 127.0 127.1 Liveübertragung, 2023-11-30 (1:34:25).
- ↑ 128.0 128.1 Liveübertragung, 2017-05-24 (32:07).
- ↑ Podcast, 2021-04-11 (44:29).
- ↑ 130.0 130.1 130.2 Liveübertragung, 2022-04-29 (1:13:00).
- ↑
- ↑ Liveübertragung, 2019-07-26 (1:09:46).
- ↑ Video, 2023-11-30 (16:40).
- ↑
- ↑ 135.0 135.1 Liveübertragung, 2023-04-07 (1:00:55).
- ↑ Liveübertragung, 2022-10-28 (1:32:38).
- ↑ Liveübertragung, 2020-07-31 (1:31:11).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ Video, 2023-11-30 (36:00).
- ↑ Liveübertragung, 2017-07-18 (37:25).
- ↑ 141.0 141.1 141.2 Liveübertragung, 2023-02-24 (1:18:05).
- ↑ 142.0 142.1 Liveübertragung, 2020-08-28 (2:05:21).
- ↑ Podcast, 2023-12-03 (16:06).
- ↑ Interview, 2020-07-20 (20:17).
- ↑ 145.0 145.1 145.2 145.3 Liveübertragung, 2017-05-10 (8:22).
- ↑ Liveübertragung, 2017-05-10 (6:12).
- ↑ 147.0 147.1 147.2 147.3 147.4 147.5 147.6 147.7 Liveübertragung, 2017-05-08 (20:41).
- ↑ Liveübertragung, 2017-07-18 (38:30).
- ↑ Liveübertragung, 2017-05-26 (26:00).
- ↑ Interview, 2018-05-11 (24:18).
- ↑ 151.0 151.1 Liveübertragung, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑
- ↑ 155.0 155.1 Liveübertragung, 2022-08-26 (1:10:16).
- ↑ 156.0 156.1 156.2
- ↑ Interview, 2020-03-27 (0:30).
- ↑ 158.0 158.1 Interview, 2018-05-11 (57:02).
- ↑
- ↑ 160.0 160.1 Liveübertragung, 2023-06-30 (1:45:22).
- ↑ 161.0 161.1 161.2 161.3 161.4 161.5 161.6 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Interview, 2023-07-09 (54:46).
- ↑ 164.0 164.1 Liveübertragung, 2023-08-31 (24:13).
- ↑ Liveübertragung, 2023-07-28 (1:29:07).
- ↑ Liveübertragung, 2017-05-24 (42:22).
- ↑ 167.0 167.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 168.0 168.1 168.2 168.3 Liveübertragung, 2021-04-30 (1:01:10).
- ↑
- ↑ Liveübertragung, 2020-08-28 (1:39:02).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Interview, 2020-07-30 (16:17).
- ↑ Interview, 2020-07-18 (55:01).
- ↑ 178.0 178.1 178.2 Liveübertragung, 2021-05-28 (1:53:04).
- ↑ 179.0 179.1 179.2 179.3 179.4 Interview, 2021-02-07 (13:14).
- ↑ 180.0 180.1 180.2 180.3 180.4 Podcast, 2017-05-13 (25:55).
- ↑ 181.0 181.1
- ↑ 182.0 182.1 182.2 182.3 Interview, 2020-07-29 (16:46).
- ↑ Liveübertragung, 2020-08-28 (2:05:07).
- ↑ 184.0 184.1 Podcast, 2021-09-29 (32:35).
- ↑ Interview, 2020-07-19 (51:11).
- ↑ Interview, 2020-07-29 (15:04).
- ↑ Liveübertragung, 2017-05-05 (20:41).
- ↑ 188.0 188.1
- ↑ Liveübertragung, 2021-07-30 (1:16:05).
- ↑
- ↑ Interview, 2018-10-20 (2:53:52).
- ↑ 192.0 192.1 192.2
- ↑ 193.0 193.1 193.2 Interview, 2023-07-09 (1:47:04).
- ↑ 194.0 194.1 194.2
- ↑ 195.0 195.1 195.2 Interview, 2020-07-19 (1:12:37).
- ↑ Liveübertragung, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 198.0 198.1 198.2 198.3 Liveübertragung, 2018-02-09 (20:40).
- ↑
- ↑ 200.0 200.1 200.2 200.3 Liveübertragung, 2022-08-26 (1:32:45).
- ↑ 201.0 201.1 201.2 Liveübertragung, 2022-10-28 (29:32).
- ↑ 202.0 202.1 202.2 202.3 Interview, 2020-07-08 (48:30).
- ↑ Liveübertragung, 2022-10-28 (13:53).
- ↑
- ↑
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interview, 2018-08-21 (40:44).
- ↑ Interview, 2020-07-19 (1:10:55).
- ↑ Liveübertragung, 2022-10-14 (57:22).
- ↑ 210.0 210.1 210.2 210.3 210.4 210.5 Interview, 2020-07-19 (1:08:22).
- ↑ Interview, 2020-07-18 (10:04).
- ↑ Interview, 2020-07-08 (1:00:15).
- ↑ Video, 2023-01-27 (16:44).
- ↑ 214.0 214.1
- ↑ Liveübertragung, 2017-05-03 (35:25).
- ↑ Interview, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 218.0 218.1 Interview, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Interview, 2020-07-20 (21:57).
- ↑ Liveübertragung, 2018-04-8 (PM) (55:49).
- ↑ Liveübertragung, 2020-07-25 (46:08).
- ↑ Liveübertragung, 2020-12-22 (1:15:01).
- ↑ Liveübertragung, 2022-05-27 (1:14:46).
- ↑ Video, 2022-05-27 (2:21).
- ↑ 226.0 226.1 Liveübertragung, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 228.0 228.1 228.2 Video, 2023-10-31 (4:45).
- ↑ 229.0 229.1 229.2 Video, 2023-10-31 (5:06).
- ↑ 230.0 230.1 Interview, 2019-04-17 (49:55).
- ↑ Video, 2023-10-31 (6:07).
- ↑ Video, 2023-10-31 (8:05).
- ↑
- ↑ 234.0 234.1 234.2 Liveübertragung, 2018-06-04 (39:15).
- ↑ Rathaus.
- ↑ Liveübertragung, 2018-04-8 (AM) (18:59).
- ↑ 237.0 237.1 237.2 237.3 Podcast, 2021-09-29 (8:38).
- ↑ 238.0 238.1 Video, 2022-05-27 (17:15).
- ↑ Liveübertragung, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 241.0 241.1
- ↑ 242.0 242.1 Liveübertragung, 2017-05-17 (11:27).
- ↑ 243.0 243.1 243.2
- ↑ 244.0 244.1 Interview, 2018-10-20 (5:51).
- ↑ MMOGames interview, January 2017
- ↑ 246.0 246.1 Node series part II – the Metropolis.
- ↑ 247.0 247.1 Liveübertragung, 2020-06-26 (53:41).
- ↑ Liveübertragung, 2017-05-12 (52:01).
- ↑ 249.0 249.1 249.2 249.3 Liveübertragung, 2017-05-12 (55:01).
- ↑ 250.0 250.1 Liveübertragung, 2020-06-26 (47:32).
- ↑ Liveübertragung, 2020-06-26 (54:03).
- ↑ 252.0 252.1 Interview, 2020-07-08 (33:34).
- ↑ Liveübertragung, 2020-06-26 (1:02:12).
- ↑ Liveübertragung, 2020-06-26 (56:08).
- ↑ 255.0 255.1 255.2 255.3 Liveübertragung, 2019-05-30 (1:23:41).