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Économie
Les Marchés dans Ashes of Creation sont régionaux, ce qui signifie que chaque marché a sa propre personnalité. Parce que les ressources vont changer de lieu quand elles sont épuisées, les joueurs vont donc se déplacer en permanence autour du monde, à la recherche des meilleures ressources pour leur artisanat, et des meilleurs marchés pour leurs objets.[3]
- Il n'y aura pas d'hôtel des ventes ou d'entrepôt central.[3]
- Les hôtels des ventes dans deux métropoles économiques maximum (y compris leurs noeuds vassaux) peuvent être reliées grâce au super-pouvoir d'économie liée .[4]
- Il y aura une dégradation des objets ainsi que d'autres moyens pour combattre l'inflation.[5]
- Il y aura des échanges entre joueurs.[6][7]
Une caractéristique majeure de notre économie qui diffère de la plupart des MMOs fantasy, est que nous ne l'abordons pas de manière globale. Nous essayons plutôt de découper le monde en régions, et faire que chacune se concentre de manière indépendante, et en même temps qu'elles fonctionnent bien sûr ensemble.[8] – Peter Pilone
Economic regions
Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[10][11]
- Les régions de château sont plus grandes et englobent plusieurs autres régions économiques.[10]
- Les nœuds sont le ciment qui retient les châteaux et les régions économiques ensemble, soit dans l'harmonie ou le chaos.[12]
- Les ZI (Zones d'influence) des nœuds changent et se modifient en fonction de la progression du nœud et de ses voisins.[10]
- Les régions de château, les régions économiques et les ZI (Zones d'influence) des nœuds peuvent se chevaucher.[13]
L'ensemble de la carte serait sous l'influence d'une des 5 régions de château. Cependant, les régions de châteaux ne sont pas le seul TYPE de région - il y a aussi des régions économiques, entre autres.[11] – Sarah Flanagan
Castle regions
Les châteaux de guilde influencent une région de château autour d'eux.[14]
La région d'un château représente 1/5ème du monde du jeu.[15] Les régions d'un château, les régions économiques et les zones d'influence (ZOI) des nœuds peuvent se chevaucher.[16][13]
Les limites de la région du château ne changent pas.[16] Les châteaux de guilde peuvent imposer une taxe sur tous les revenus des nœuds situés dans leur région.[18][19]
Bénéfice de Nœud économique
Les Nœuds économiques qui ont atteint le statut de métropole débloquent le super-pouvoir économie liée. Les nœuds économiques avec ce super-pouvoir partagent entre eux leurs listes d'Hôtel des ventes.[20]
- Jusqu'à deux métropoles économiques peuvent être liées de cette manière.[4]
- Les noeuds économiques du niveau de métropole permettent d'activer les prix globaux pour l'hôtel des ventes dans tout Verra.[20]
- Il est possible d'enchérir sur les objets listés dans un noeud économique lié depuis l'autre noeud lié.[20]
- Les économies liées connectent également la métropole économique et ses nœuds économiques vassaux.[20]
Les nœuds économiques qui ont atteint le statut de métropole débloque le super-pouvoir “Économie liée”. Chaque nœud économique avec ce super-pouvoir débloqué partage ses listes d'Hôtel des ventes avec tous les autres, ce qui signifie qu'il est possible d'enchérir sur les objets listés dans un nœud économique lié depuis un autre nœud lié. Les économies liées connectent également une Métropole et chacun de ses noeuds économiques vassaux.[20]
Le Super-pouvoir de l'Économie liée a le potentiel de créer un marché massif qui s'étend dans le monde entier. Ce qui permettra aux joueurs d'obtenir et de vendre des produits avec facilité, accordant à ceux qui ont accès à ces noeuds économiques un chemin rapide vers la fortune dans les terres de Ashes of Creation.[20]
Unique economic node buildings
Hôtel des ventes
Auction houses enable players to list items at specific nodes.[22][3]
- 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.[23]
- Auction houses allow items and resources to be listed for sale at a specific node location.[22] – Steven Sharif
- A listing fee will be charged to list items in the auction house.[23]
- Nœuds Vassaux 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.[23]
- Items listed are also visible in community boards (bulletin boards).[24]
- Integrated auction houses allow players to purchase items directly from remote auction houses.[24]
- 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.[25][23]
- Purchases of anything other than materials and gatherables will be mailed to the purchaser.[25]
- There may be a taxation difference between auction houses versus other player businesses.[23]
- On a regular cadence, a number of a node's freehold parcels become available to be bid for at auction.[26]
- 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.[27]
- That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[27] – Jeffrey Bard
Bulletin boards
Bulletin boards are available within nodes[29] and player taverns.[30]
- A market UI lists the current items available for sale in the node and in the same economic region.[31][32]
- This includes items for sale in player stalls and auction houses.[24]
- Players can't purchase directly from the market UI. Instead it gives the location of player stalls where the items may be purchased.[33]
- Encourage localized grouping.[30]
- Enable posting of jobs.[29]
- Quest sponsorship.[34]
Étals de joueur
Étals de joueur (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[23], in Marchés (the constructible building available for placement by mayors of any Town (organiser 4) node or higher), or as business buildings on freehold plots.[37][38]
- 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.[38] – 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.[39]
- Player stalls are rentable by node citizens.[40]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[39]
- Player stalls are linked to a player's warehouse.[41]
- Player stalls do not require the attendance of the character or for that character to be online.[40]
- Players are able to input required items for repair and also purchase required materials for that repair.[42]
- Player stalls may still operate during node siege declaration. This is subject to testing.[43]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[44]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[32]
- These give the location of the stall so players can travel there and purchase the items.[32]
- Stall sales are also listed in auction houses.[45]
- This may no longer be accurate.[24]
Boutiques de joueur
Certificates to place Boutiques personnelles (player-owned shops) may be purchased by citizens and non-citizens from Nœuds économiques.[24][44][47]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[24][44][47]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[24][47]
- 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.[48]
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.[48] – Steven Sharif
Débarras d'objets
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[5]
- Over-enchanting carries the risk of destroying that item[49], rendering it useless for use temporarily.[50]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[49]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[51]
- Corrupted players who die can lose gear.[52]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[52][53][54] Zero percent durability will unequip an item, increasing its repair costs.[55]
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..[54]
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.[53] – Steven Sharif
Item durability
There is item durability (item decay) in Ashes of Creation.[54]
- Item durability loss occurs on death.[53][56][57]
- Equipement stored in a player's inventory (that is not equipped) does not lose durability when that player dies.[58]
- Item decay does not destroy items, but it acts as an materials sink.[52][53][54]
- 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.[59] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[56][61][62]
- 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.[54] – Steven Sharif
Item deconstruction
Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[49]
- 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.[5] – 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.[63][64][5]
- 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.[63] – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[65]
Excès de puissance
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[66]
Population based scaling
The prices that PNJs 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.[67]
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.[67]
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.[67] – Jeffrey Bard
Player to player trading
Il y aura du commerce entre joueurs dans Ashes of Creation.[6][7]
- Q : Ashes of Creation aura-t-il du commerce entre les joueurs ? Y'aura-t-il quelque chose qui m'empêchera de donner de l'argent à un ami qui est nouveau dans le jeu, pour l'aider à se lancer rapidement ?
- R: Rien ne vous empêchera de faire ça.[6] – Steven Sharif
Escrow system
- An escrow system is planned to prevent griefing in the crafting system.[69]
- 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.[69]
Mailing items
Les objets et les ressources ne pourront pas être envoyées par courrier par les joueurs.[70][71]
Les achats autres que les matériaux et les ressources provenant des maisons de ventes seront envoyées par courrier à l'acheteur.[25]
Gestion de compte
La page de gestion de compte permet d'assigner ou de réassigner les objets provenant du crowdfunding à un personnage:[73]
- Apparences et cosmétiques.[74]
- Changer les objets de personnage s'ils sont uniquement utilisable par un personnage à la fois.[75]
Un joueur a le droit de posséder plusieurs comptes à condition de respecter les règles concernant le multi-boxing.[76]
Equipement lié
Il pourra y avoir de l'équipement lié (BoE ou BoP) mais ça sera plutôt l'exception que la règle, puisque ça n'encourage pas les objectifs pour l'économie.[77]
- Peu d'équipements seront liés à un compte ou à un personnage dans Ashes of Creation.[78][79]
- L'économie du jeu est basée autour de l'artisanat et la détérioration des objets.[78]
- L'équipement est obtenu via l'artisanat, la collecte et le traitement ainsi qu'avec les boss de raids et de donjons.[79]
A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[79] – Steven Sharif
Stockage
Stockage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[80][81][82]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[83]
Player housing storage
Coffres are a type of furniture that provides localized storage within a specific house.[85][86][87]
- Players must obtain and place storage containers in their player-owned housing.[86]
- Different grades of storage containers have different inventory capacities.[86]
- There are restrictions on the grades of storage containers available in different types of houses.[86]
- Access permissions can be set to allow others to access a player's personal storage devices.[85][88][89][90]
- Personal storage chests may be set to permit access by family or guild members.[89][91]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[85]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[92]
- Objets de collecte 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.[93]
- Corrupt players are not able to utilize storage systems.[94][95][96]
- Personal caravans may be launched from any point of storage (including chests).[97]
Banking
Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[98]
- Banking between characters will likely be restricted to furniture and completed items.[90]
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[99]
Caravanes
Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[9]
- Les caravanes sont faites pour le transfert de biens personnels et de Quêtes ainsi que des ressources pour les Châteaux de guilde et les Nœuds.[102]
- Les caravanes ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[103]
- Les caravanes peuvent transporter des produits pour plus d'un joueur.[104]
- Le système de Marquage de joueur JcJ ne s'applique pas aux caravanes.[105]
Types de caravanes
Il existe différents types de Caravanes dans Ashes of Creation.[107][108]
Le système de caravane est un autre point important du système de nœud. Elles sont l'une des activités économiques principales et il existe plein de différents types de caravanes.[108] – Jeffrey Bard
Trade ships
Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[111][112][113][114]
- Unlike merchant ships, raft caravans are capable of transitioning to and from land caravans at the point of intersection of land and water.[112][113][115][110][114]
- Raft caravans may only be used in rivers.[116]
- Currently the stats of the raft are informed by the components of the caravan. This may be changed based on testing.[117][110]
- By default, raft caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[110]
Classes artisanales
Les classes d'artisan permettent aux joueurs de se spécialiser dans un ou plusieurs des arbres de compétences suivants skill trees.[118]
L'artisanat et la collecte sont un élément très important de l'économie sur lequel les joueurs auront un contrôle direct. Que vous souhaitiez établir une plantation tentaculaire autour de votre maison, ou parcourir le vaste monde sauvage à la recherche de trésors et de ressources.[9]
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[119] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[120][121]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[122]
- Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[123]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[124]
- La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [127]
- Choisir une profession n'affecte pas les stats des joueurs.[128]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[120]
Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[122] – Steven Sharif
Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[121] – Steven Sharif
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[130]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[131][132][133]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[134][132][133][135][3]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[133] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[133][135][136]
- There will be moving resources such as herds of animals that are constantly moving around the world.[134][136]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[134] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[137][138]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[137] – Steven Sharif
- Resources respawn on a cooldown basis.[135]
- Resources won't be locked to the node system.[135]
- Starting resource points may be different on each server.[140][141]
Gathering professions
Processing professions
Crafting professions
- Arcane Engineering
- Armor smithing
- Menuiserie
- Jewel cutting
- Leatherworking
- Scribing
- Tailoring
- Weapon smithing
outils d'artisan
La classe artisanale de Collecte nécessite la création et l'utilisation d'outils de récolte qui permettent la collecte des ressources.[143][144]
- La progression dans la classe artisanale de collecte déverrouille des outils de récolte de meilleur niveau, qui permettent de collecter des ressources de plus haut niveau.[145]
- Un collecteur de compétence maximale déverrouillera des outils de maître qui lui permettront d'accéder aux ressources de la plus haute qualité.[132]
- Les outils auront une durabilité et une durée de vie.[132][146]
- Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[143]
Les outils progressent au sein de l'arbre d'artisanat, donc votre aptitude à collecter, traiter ou fabriquer va nécessiter les outils correspondants à cette étape de fabrication afin d'accomplir la tâche en question. Ainsi, vous ne pourrez pas extraire du cuivre et du mithril avec le même outil.[144] – Steven Sharif
Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[143]
Artisan supply chain
Les artisans dans Ashes of Creation doivent choisir une voie dans leur arbre de compétences d'artisanat. Cette interdépendance crée une chaîne d'approvisionnement allant des matières premières jusqu'au produit fini.[147][148] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[123]
- Obtenir les matières premières :[49]
- En utilisant le métier de Collecte.
- En tuant des monstres et des boss.[149]
- Par la déconstruction d'armes ou d'armures.
- En les achetant à d'autres joueurs.
- Raffiner les matières premières grâce au métier de Traitement.[148]
- Fabriquer le produit fini en utilisant sa recette de fabrication.
En tant qu'artisan, vous allez vouloir savoir où certaines recettes peuvent être complétées ; quels nœuds ont la capacité de créer ce pour quoi vous avez transformé les ressources que vous avez récoltées ; et ensuite, vous allez vouloir planifier votre itinéraire afin d'y acheminer les marchandises ou faire en sorte de vous trouver dans une zone où vous pouvez à la fois collecter et fabriquer. Donc il y aura beaucoup de planification qui sera nécessaire.[151] – Steven Sharif
Trade agreements
Maires can enter into trade agreements with other nodes to facilitate trade between the nodes.[152][108][153]
- There are a limited number of trade agreements that a node can have.[152]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[152][108]
- Trade agreements affect reputation between the nodes.[154][155]
- Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[156] – Steven Sharif
Routes commerciales
Routes commerciales in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[158]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[158]
- Economic relationships between nodes established by Maires or node citizens.[157][108]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[157][108]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[157] – Steven Sharif
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nœuds, Guildes and Organisations sociales.[161][162][163]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[163]
- This is a planned feature for the launch of Ashes of Creation.[161]
- The value of stocks is influenced by world events and the performance of nodes, Organisations sociales or guilds.[164]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[163]
- There is no regulatory commission to restrict the purchase and sale of stocks.[164]
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.[165][166][167][168][169][170][171]
- 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.[166]
- 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.[166] – 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.[165][167][168][171]
- 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.[168] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[165][172][173][171]
- 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.[173] – Steven Sharif
Two-factor authentication
Token-based two-factor authentication (2FA) was expected to be in place for Alpha-1.[174]
Immobilier
Les joueurs achètent les actes d'Habitation de joueur depuis le Nœud lui-même.[175] Les joueurs peuvent également acheter et vendre des propriétés aux autres joueurs.[176]
- Les habitations auront un prix de base qui évoluera avec le nombre de citoyens à l'intérieur du Nœud.[177]
- Une Habitation de nœud coûtera très cher, et sera très contestée.[176]
- Plus le nombre d'Appartements est élevé dans un Nœud, plus le prix évoluera.[178]
- Les développeurs étudient une méthode de vente aux enchères pour les nouvelles propriétés qui deviennent disponible à l'achat lors de l'Avancement de Nœud.[179]
- Un période de grâce sera mise en place avant qu'une habitation devienne disponible pour la vente aux enchères.[179]
- Des enchères seront ensuite acceptées commençant par la valeur minimale basée sur le nombre de citoyens dans ce nœud.[179]
- A la fin de l'enchère, l'enchère la plus élevée remportera la maison.[179]
- Une Habitation statique et des Appartements peuvent être listés et vendus aux autres joueurs.[180][181]
- Il n'y a pas de limite sur les prix de la vente d'une maison organisée par les joueurs.[182]
- Une Habitation de joueur détruite durant un siège de nœud ne peut plus être vendue.[183]
- Une Propriété privée ne peut pas être vendue aux autres joueurs.[180] Sujet à des changements suite aux tests.[184]
Il n'y a pas de limite sur les prix d'une vente organisée par les joueurs. Ils seront déterminés essentiellement par l'offre et la demande à l'intérieur du jeu et il n'existe pas de barrière artificielle jusqu'où la demande peut augmenter.[182] – Steven Sharif
- La propriété d'une maison peut retourner au Nœud si le propriétaire échoue à payer ses taxes foncières. Une balance et des pénalités seront chargées au nouvel acheteur de la maison à la manière d'un "processus de saisie".[177]
- Les joueurs ne pourront pas excéder leur allocation d'habitation dans le jeu.[185]
Cela permettra aux joueurs de transférer des biens immobiliers. Cela inclut ... des maisons statiques, des appartements qu'ils possèderaient ; et ils peuvent vendre ceux-ci car ils auront une quantité limitée et finie.[185] – Steven Sharif
Le concepts de location et de prêt sont considérés à ce jour.[185]
Certains concepts que nous avons sont par exemple la location ou le prêt qui pourraient éventuellement permettre aux joueurs de louer une propriété pour une période de temps où les droits de contrôles sur l'utilisation des emplacement de stockage de la zone, contrôler les meubles ou les points d'accès ; ce genre de choses.[185] – Steven Sharif
Player owned businesses
Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[187] – Steven Sharif
Tavernes
The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[188][187]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[188] – Steven Sharif
- Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[189][187]
Business chains
There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[190] – Jeffrey Bard
Artwork
Voir également
Les références
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- ↑ 56.0 56.1 56.2 56.3 Entrevue, 2020-07-29 (16:46).
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- ↑ Direct, 2020-08-28 (2:05:07).
- ↑ 59.0 59.1 Podcast, 2021-09-29 (32:35).
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- ↑ Entrevue, 2020-07-29 (15:04).
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- ↑
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- ↑ 80.0 80.1 Vidéo, 2023-06-30 (19:20).
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- ↑ Direct, 2023-06-30 (18:45).
- ↑ 84.0 84.1 Direct, 2021-06-25 (22:34).
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- ↑ Direct, 2021-04-30 (1:12:33).
- ↑ 89.0 89.1 Direct, 2020-06-26 (51:58).
- ↑ 90.0 90.1 Direct, 2019-06-28 (1:23:31).
- ↑
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- ↑ Entrevue, 2020-07-08 (57:46).
- ↑ Direct, 2023-02-24 (1:12:24).
- ↑ Direct, 2022-10-28 (24:28).
- ↑ Direct, 2021-04-30 (1:14:49).
- ↑
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- ↑ Direct, 2018-04-8 (AM) (23:18).
- ↑ Direct, 2020-05-29 (1:03:35).
- ↑ Vidéo, 2019-07-16 (0:00).
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- ↑ Entrevue, 2017-01-20 (4:19).
- ↑ Entrevue, 2018-05-11 (28:21).
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- ↑ Direct, 2024-01-31 (1:07:587).
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- ↑
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- ↑ 137.0 137.1 Direct, 2023-03-31 (59:10).
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- ↑
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- ↑ Direct, 2017-05-19 (37:03).
- ↑ Direct, 2020-04-30 (54:33).
- ↑ 143.0 143.1 143.2 143.3 Entrevue, 2020-03-27 (9:00).
- ↑ 144.0 144.1 Entrevue, 2018-05-11 (38:25).
- ↑ Direct, 2020-04-30 (53:11).
- ↑ 146.0 146.1
- ↑ Entrevue, 2020-07-20 (20:17).
- ↑ 148.0 148.1 Direct, 2017-05-10 (8:22).
- ↑ Direct, 2017-07-18 (38:30).
- ↑ Direct, 2017-05-26 (26:00).
- ↑ Entrevue, 2018-05-11 (24:18).
- ↑ 152.0 152.1 152.2 Direct, 2023-08-31 (2:10:23).
- ↑ City hall.
- ↑ Blog: Development Update with Village Node.
- ↑ Direct, 2023-08-31 (44:21).
- ↑ Direct, 2018-04-8 (AM) (18:59).
- ↑ 157.0 157.1 157.2 157.3 Podcast, 2021-09-29 (8:38).
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- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 161.0 161.1
- ↑ 162.0 162.1 Direct, 2017-05-17 (11:27).
- ↑ 163.0 163.1 163.2
- ↑ 164.0 164.1 Entrevue, 2018-10-20 (5:51).
- ↑ 165.0 165.1 165.2
- ↑ 166.0 166.1 166.2 Entrevue, 2023-07-09 (1:47:04).
- ↑ 167.0 167.1
- ↑ 168.0 168.1 168.2 Entrevue, 2020-07-19 (1:12:37).
- ↑ Direct, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 171.0 171.1 171.2 Direct, 2018-02-09 (20:40).
- ↑
- ↑ 173.0 173.1 Direct, 2022-08-26 (1:32:45).
- ↑ Entrevue, 2018-08-21 (40:44).
- ↑ MMOGames interview, January 2017
- ↑ 176.0 176.1 Node series part II – the Metropolis.
- ↑ 177.0 177.1 Direct, 2020-06-26 (53:41).
- ↑ Direct, 2017-05-12 (52:01).
- ↑ 179.0 179.1 179.2 179.3 Direct, 2017-05-12 (55:01).
- ↑ 180.0 180.1 Direct, 2020-06-26 (47:32).
- ↑ Direct, 2020-06-26 (54:03).
- ↑ 182.0 182.1 Entrevue, 2020-07-08 (33:34).
- ↑ Direct, 2020-06-26 (1:02:12).
- ↑ Direct, 2020-06-26 (56:08).
- ↑ 185.0 185.1 185.2 185.3 Direct, 2019-05-30 (1:23:41).
- ↑ Direct, 2019-06-28 (51:37).
- ↑ 187.0 187.1 187.2 187.3 Podcast, 2018-04-23 (29:56).
- ↑ 188.0 188.1 Direct, 2022-12-02 (1:22:30).
- ↑ Direct, 2023-06-30 (27:52).
- ↑ Direct, 2017-05-26 (50:00).