Экономика

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Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[2]

Описание изменений:

  • There will be no central auction house or warehouse.[2]
  • There will be item decay and other ways to combat inflation.[3]
  • There will be player to player trading.[4]

Marketplaces

Marketplaces are constructed service buildings that are available for placement by mayors of any Посёлок (стадия 4) node or higher. These are distinct from a market, which is the unique node building that unlocks at Деревня (стадия 3) of Economic nodes.[5]

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.[5]Steven Sharif

A node's government decides the placement of its marketplace. After that, the community must come together to build it.[5][6]

Marketplace UI

Template:Marketplace UI

Киоски игроков

Niküan player stall concept art.[7]

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.[7]

Киоски игроков (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[9], in Marketplaces (the constructible building available for placement by mayors of any Посёлок (стадия 4) node or higher), or as business buildings on freehold plots.[10][5]

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.[5]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.[11]

  • Player stalls are rentable by node citizens.[12]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[11]
  • Player stalls are linked to a player's warehouse.[13]
  • Player stalls do not require the attendance of the character or for that character to be online.[12]
    • An attendant NPC is assigned to the stall.[13][11] This may be an "image" of the player.[14]
  • Players are able to input required items for repair and also purchase required materials for that repair.[15]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[16]
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[17]
  • Доски объявлений that list the items available in player stalls can be accessed from anywhere in the region.[14]
    • These give the location of the stall so players can travel there and purchase the items.[14]
  • Stall sales are also listed in auction houses.[18]
    • This may no longer be accurate.[19]

Преимущества экономических узлов

Экономические узлы that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Аукционный дом listings with all others.[20]

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.[20]

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.[20]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[22]

  1. Over-enchanting carries the risk of destroying that item[23], rendering it useless for use temporarily.[24]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[23]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[25]
  4. Corrupted players who die can lose gear.[26]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[26][27][28] Zero percent durability will unequip an item, increasing its repair costs.[29]

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..[28]

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.[27]Steven Sharif

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[30]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[28]

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.[33]Steven Sharif
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.[28]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[23]

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.[22]Steven Sharif
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.[37]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[39]

Player to player trading

There is player-to-player trading in Ashes of Creation.[40][41][42][43]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[42]Steven Sharif
The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[41]Steven Sharif

Banking

Banking between characters is being discussed.[51]

Account management

Предварительный просмотр дизайна веб-сайта Ashes of Creation (в разработке).[52]

Косметика может быть переназначена другим персонажам (альтернативный вариант) в пределах учетной записи, но может быть активен только на одном персонаже за раз.[53][54][55]

  • Скорее всего, будет перезарядка для перераспределения косметики между персонажами.[53]

Караваны

3D-рендер каравана из Alpha-1. Модель за авторством Adam Will.[57]
Караваны предоставляют возможность перемещения товаров для игроков, желающих заработать.[58]

Система караванов — одна из систем PvP в открытом мире, тесно связанная с балансом между возможностями и риском. Караваны предоставляют возможность перемещения товаров для игроков, желающих заработать.[58]

  • Караваны предназначены для перевозки личных товаров, а также припасов для замков и узлов, могут использоваться для помощи в выполнении заданий.[60]
  • Караваны можно отправлять только из узлов, развившихся до этапов деревни или выше; аналогичное требование касается пункта назначения каравана — это должен быть узел этапа деревня или выше.[61]
  • Караваны могут нести товары больше, чем одного игрока.[62]

Sharemarket

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Узлы, Guilds and Social organizations.[64][65][66]

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[67]

Системы безопасности

Начиная с альфы-0 для противодействия читерам, эксплойтам, ботам, продаже золота, дупликации предметов и других явлений, влияющих на экономику, в игре будут присутствовать системы безопасности.[47][48][49][50]

  • Эти системы собирают данные игроков и помечают ненормальную активность для проверки. В комбинации с функциями сообщений игроками о нарушениях, они в реальном времени генерируют heatmap, обращающую внимание на необычное поведение.[47][50]
Мы ведь уже встроили в игру с самого начала по сути поведенческие метрики. Итак, в игре, когда игрок делает обычные вещи и получает обычное золото, это все хорошо, но если в учетной записи игрока начинают появляться идентификаторы предметов, которые выходят за рамки нормы, например; большое количество золото или важные легендарные предметы, что он делает в бэкэнде, он этим помечает учетную запись для просмотра, чтобы мы могли посмотреть, откуда взялся этот предмет. Это исходит от известного продавца золота, или от помеченного бота, или от кого-то еще; а потом мы исследуем. Таким образом, мы будем очень жестко относиться к способностям игроков разрушать системы естественной экономики с помощью RMT или ботов.[47]Steven Sharif
  • Игроки, пойманные за использованием читов, будут заблокированы.[50]

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[68][69][70][71][72]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[73] Currently freeholds may be acquired via auction.[74][75][76][77][78][79]
    • A grace period will occur before the housing becomes available for auction.[73]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[73]
    • At the end of the auction, the highest bidder will win the house.[73]
  • Housing will have a base price that scales with the number of citizens in the node.[80]
    • There is no cap on the price of player-originated housing sales.[81]
    • In-node housing will be at a premium, and is expected to be hotly contested.[72]
    • The more apartments that have been purchased in a node, the higher the price scales.[82]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[84]Steven Sharif
  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[80]
  • Players will not be able to exceed their allotment of housing in the game.[90]
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • Rental and leasing concepts are under consideration.[90]

Business chains

Нет причин, по которым вы не могли бы лицензировать свое имя кому-то другому, у кого тоже есть фригольд и у кого тоже есть гостиница, и работать вместе.[91]Jeffrey Bard

Смотрите также

Ссылки

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  18. steven-player-stalls-shops.png
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  21. economic-metro-linking.png
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