Ashes of Creation explores economy-centric nodes at the heart of its player city system

    
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Ashes of Creation is speaking my language this week in its lengthy dev blog on the game’s economic node. Nodes, you’ll recall, are the 103 (at launch) pre-planted centers of influence spread across the game for players to settle around and build up as cities, in divine, military, scientific, and economic form.

“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,” Intrepid Studios says. “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!”

The economic node gets a unique commerce building depending on its stage: special markets, auction halls, player shops and stalls, high-end business licenses and work orders, specialty stables, hunting lodges… it’s extensive. Linked economies with shared auction halls are even on the table for superpower groups.

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tiltowait

The only thing I worry about is them putting the buy/sell market completely in the hands of the players. In MMO games where this occurs (*most of them) the market is quickly taken over by a combination of low-selling alts, and economics majors, effectively ruining the system for the average player (no profit possible from transporting/making goods, because you will always be undersold, or bought out by those controlling the market with massive amounts of currency.

It’s just no fun for the average player, so they go full-combat, or just make alts and make gear for themselves.

The solution (as I see it) is to be able to profit by transporting(!)/crafting/selling goods for fixed prices- not vendor-trash prices- that make the activity worth doing for the average player. Not having to deal with economics majors and mass-producing alts is very important for the fun-factor. I have nothing against either existing in a game, but I want to be able to play as a merchant, move goods from point a to b, and be able to make a good profit while not having to deal with selling to players.

Easy Rider
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Easy Rider

Yeah, but i think that devs know this and will do something about that.

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tiltowait

That’s what I’m hoping too, but I’m nervous about what. So many games boast ‘player-run economy!’ and then the big reveal is the same old model. Archeage did it right, and I know AoC designers played that, so I’m hoping for improvements on (or even a straight copy of) the trade-pack system.

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tiltowait

Hmm, went to the AoC wiki and did some reading, got more hyped than I like for a game coming in a couple years! I’m unsure how their caravan/trade-stall system will work out but it sounds promising. What I will be primarily looking for is smuggling factor (can I log in at 2 AM, or just get lucky, and solo a valuable caravan through, make some good money? If my luck fails, will it break me, or can I just try again?)

Easy Rider
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Easy Rider

Interesting system, how many nodes on the whole map ?

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Eamil

The number they’ve thrown around is 103

Godnaz
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Godnaz

As is tradition with economic based conquest MMO’s, there will be guilds with large rosters, an officer core for every pertenant aspect of the game and intelligent, sociapathic leadership with aspirations of ruling their portion of the realm. Those guilds will attempt to build alliances (which we all know alliances never work when money and power are involved) only to backstab each other vying for influence and success.

The battles will be bloody, economic pricing will be cutthroat and the drama as salty as ever. Should be a hoot. Thank goodness, most of these games allow for players to carve out thier own share to play and live happily.

laelgon
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laelgon

Every sandbox game is required to have a Chinese mega zerg of thousands of players, a Russian alliance that’s doing their own mysterious thing in a corner, and a bunch or western alliances that constantly bicker and argue because they are run by people with delusions of grandeur. Such is sandbox MMO law.

When the more organized Chinese group starts steamrolling the game world, western players must demand region locking, which will be ignored. Such is sandbox MMO law.

There must be at minimum five prominent guilds with blatantly racist or homophobic names and/or logos. Such is sandbox MMO law.

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Eamil

Second law is contravened by EVE Online’s Chinese server

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Dean Greenhoe

Sounds like a good place to sell my vast hoard of harvestables.

laelgon
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laelgon

I’m torn between the fact that the design sounds incredibly appealing, and my distrust of the company after the whole Battle Royale fiasco. If they actually release the game and have managed to crack the dynamic world formula, I can see myself spending a lot of time with this game.

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Mikey's Bored

to be fair, they really did use the BR mode for the reason’s they claimed in the first place, many people even enjoyed it, and it actually worked and identified a lot of issues for them that they have been able to address early in development rather than finding out later and having a much bigger problem later on.

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Sorenthaz

Yeah, but it was a BR still so there’s a lot of stigma around that since a lot of folks glued to MMOs seem to hate BRs.

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Mr.McSleaz

To be fair, they took our money under the guise that it would be used for a Subscription Based MMORPG with NO Cash Shop. They then built a F2P Battle Royale WITH a Cash Shop.
You will not convince me that Backer’s money was Not used to make that Battle Royale.

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Sorenthaz

They said multiple times that the BR mode was basically an alpha combat test and their alpha roadmap included a testing period strictly revolving around the PvP systems before expanding into the MMO testing phases. Obviously things didn’t go quite as expected but it doesn’t look like they compromised on their goals or anything like that. The expected time frames for getting alpha/beta/etc. was unrealistic to begin with.

Then again I guess I just have the expectation that it’ll be ready when it’s ready, similar to when I backed Project Gorgon and Bloodstained Ritual of the Night.

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Doctor Sweers

To be faaaaaiiiiiirrrr!

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Doctor Sweers

btw…if you all haven’t watched Letterkenny yet I highly recommend it ;)

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Eamil

I’ve never understood this trend of mocking a phrase on the basis that it’s frequently said. Like “actually.” Sure, it’s the start of a correction. If you don’t want to be corrected don’t be wrong! ;)