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{{Economic regions}}
 
{{Economic regions}}
  
== Buying and selling ==
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=== Castle regions ===
  
{{Player merchants}}
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{{Castle regions}}
  
=== Player stalls ===
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== Economic node benefits ==
  
{{Player stalls}}
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{{Economic node benefits}}
  
=== Personal shops ===
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=== Unique economic node buildings ===
  
{{Personal shops}}
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* [[Marketplaces|Marketplace]]
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=== Auction house ===
 
=== Auction house ===
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{{Bulletin boards}}
 
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=== Merchant NPCs ===
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=== Player stalls ===
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=== Player shops ===
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{{Player shops}}
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== Item sinks ==
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{{Merchants}}
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=== Item durability ===
  
== Currencies ==
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{{Item durability}}
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=== Item deconstruction ===
  
{{Currency}}
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{{Item deconstruction}}
  
=== Gold ===
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=== Power creep ===
  
{{Gold}}
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=== Bound currencies ===
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== Population based scaling ==
  
{{Bound currencies}}
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== Player to player trading ==
 
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{{Escrow system}}
 
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=== Caravan insurance ===
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=== Mailing items ===
  
{{Caravan insurance}}
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{{Mailing items}}
  
=== Mailing items ===
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=== Account management ===
  
{{Mailing items}}
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=== Gear binding ===
 
=== Gear binding ===
  
 
{{Gear binding}}
 
{{Gear binding}}
 
== Theft ==
 
 
{{Theft}}
 
  
 
== Storage ==
 
== Storage ==
  
 
{{Storage}}
 
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=== Warehouses ===
 
 
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=== Player housing storage ===
 
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{{Caravan types}}
 
{{Caravan types}}
  
=== Raft caravans ===
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=== Trade ships ===
  
{{Raft caravans}}
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{{Trade ships}}
  
 
== Artisan classes ==
 
== Artisan classes ==
  
 
{{Artisan classes}}
 
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{{Artisan progression}}
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{{Resource locations}}
  
 
=== Gathering professions ===
 
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{{Crafting professions}}
 
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=== Artisan tools ===
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=== Artisan supply chain ===
 
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== Taxes ==
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== Trade agreements ==
  
=== Node taxes ===
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{{Node taxes}}
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=== Trade routes ===
  
==== Housing taxes ====
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{{Trade routes}}
  
{{Housing taxes}}
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== Sharemarket ==
  
===== Housing foreclosures =====
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{{Sharemarket}}
 
 
{{Housing foreclosures}}
 
 
 
=== Castle taxes ===
 
 
 
{{Castle taxes}}
 
 
 
== Item sinks ==
 
 
 
{{Item sinks}}
 
 
 
=== Item durability ===
 
 
 
{{Item durability}}
 
 
 
=== Item deconstruction ===
 
 
 
{{Item deconstruction}}
 
 
 
=== Power creep ===
 
 
 
{{Power creep}}
 
  
 
== Security systems ==
 
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=== Game masters ===
 
 
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=== Two-factor authentication ===
 
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== World manager ==
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== Real estate ==
  
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=== Loot tables ===
 
 
 
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==== Glint ====
 
  
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== Player owned businesses ==
  
=== Population based scaling ===
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{{Player owned businesses}}
  
{{Population based scaling}}
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=== Taverns ===
  
== Trade agreements ==
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{{Tavern progression}}
  
{{Trade agreements}}
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=== Business chains ===
  
=== Trade routes ===
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{{Business chains}}
 
 
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== Sharemarket ==
 
 
 
{{Sharemarket}}
 
 
 
== Real estate ==
 
 
 
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== Visuals ==
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== Artwork ==
  
 
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* [[Crafting]]
 
* [[Crafting]]
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* [[Marketplaces]]
 
* [[Caravans]]
 
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* [[Player stalls]]
 
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* [[Artisan supply chain]]
 
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* [[Currency]]
 
* [[Currency]]
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* [[Rocco Scandizzo]]
  
 
== References ==
 
== References ==

Wersja z 23:04, 5 wrz 2019

Currency concept art.[1]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[2]Jeffrey Bard

The economy in Ashes of Creation is regionalized.[3][4][5]

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

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[23]

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]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[3]
  • 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

Castle regions

E1G9zelXIAY0WNO.jpg

Guild castles influence a castle region around them.[26]

Economic node benefits

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[32]

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.[32]

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.[32]

Unique economic node buildings

Auction house

Alpha-1 Auctioneer NPC.[33]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[32]

Auction houses 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.[34]
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.[34]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[34]
    • This will be possible through an auctioneer emissary NPC in that node.[34]
    • Items cannot be listed in non-economic vassal nodes.[34]
  • Items listed are also visible in community boards (bulletin boards).[35]
That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[38]Jeffrey Bard

Bulletin boards

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Bulletin boards are available within nodes[40] and player taverns.[41]

Player stalls

Niküan player stall concept art.[46]

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.[46]

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[34], in Marketplaces (the constructible building available for placement by mayors of any Town (scena 4) node or higher), or as business buildings on freehold plots.[48][49]

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.[49]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.[50]

  • Player stalls are rentable by node citizens.[51]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[50]
  • Player stalls are linked to a player's warehouse.[52]
  • Player stalls do not require the attendance of the character or for that character to be online.[51]
    • An attendant NPC is assigned to the stall.[52][50] This may be an "image" of the player.[43]
  • Players are able to input required items for repair and also purchase required materials for that repair.[53]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[54]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[55]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[43]
    • These give the location of the stall so players can travel there and purchase the items.[43]
  • Stall sales are also listed in auction houses.[56]
    • This may no longer be accurate.[35]

Player shops

Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Economic nodes.[35][55][58]

  • 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.[59]

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.[59]Steven Sharif

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[13]

  1. Over-enchanting carries the risk of destroying that item[60], rendering it useless for use temporarily.[61]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[60]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[62]
  4. Corrupted players who die can lose gear.[63]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[63][64][65] Zero percent durability will unequip an item, increasing its repair costs.[66]

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..[65]

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.[64]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.[67]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[65]

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.[70]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.[65]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[60]

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 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.[74]Steven Sharif
  • Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.[76]

Power creep

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.[77]

Population based scaling

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.[78]

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.[78]

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.[78]Jeffrey Bard

Player to player trading

There is player-to-player trading in Ashes of Creation.[79][80][14][15]

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.[14]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.[80]Steven Sharif

Escrow system

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[88]

Mailing items

CDL-1920.png
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.[89]Steven Sharif

Account management

Strona do zarządzania kontem jest używana do przypisania pierwszy lub kolejny raz przedmiotów z crowdfundingu do konkretnej postaci:[92]

Gear binding

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[95]

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.[97]Steven Sharif

Storage

Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[98][99][100]

Player housing storage

Chests are a type of furniture that provides localized storage within a specific house.[103][104][105]

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Banking

Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[113]

Caravans

Alpha-2 caravan being escorted to the Miraleth node.[115]

The Caravan System is a major aspect of the economy in Ashes of Creation. While the rewards can be great for moving massive amounts of Commodities and other materials across the world of Verra, players can choose to be Caravan attackers or defenders, making these hotspots for PvP battles.[116]

Caravans are vehicles that facilitate the transfer of cargo across Verra.[118][16][119][120][121][122][123][124][23]

Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[125]Steven Sharif

Caravan types

Tier 5 personal caravan on route from Winstead to Miraleth in Alpha-2. 3D model by Hal Anderson.[138]

There are different types of Caravans in Ashes of Creation.[120][139]

Trade ships

Alpha-2 raft caravan in the Riverlands biome.[144]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[142]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[145][146][121][147]

Artisan classes

Artisan classes and their professions.
Gathering professions Processing professions Crafting professions

Artisan classes (also referred to as Artisan branches) allow a player to specialize in one or more of the three artisan skill trees: Gathering, Processing, and Crafting.[151]

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.[152]Kory Rice

Within each of the three artisan classes lies different professions.[153]

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.[154]Steven Sharif
  • There are profession-specific quests.[156]
  • Professions will be balanced based on testing.[157]
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.[157]Steven Sharif
Artisan progression.[161][171][172]
Artisan level Artisan certification Profession limit per character
1-10.[173][174] Novice.[161][175] 22.[161][171]
10-20.[176][174] Apprentice.[161] 5.[161][171]
20-30.[176] Journeyman.[161][172] 4.[161][171]
30-40.[176] Master.[161][172] 3.[161][171]
40-50.[176][177] Grandmaster.[161][172] 2.[161][178][171]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Gathering, Processing and Crafting).[180] Progression in each artisan profession is per-character.[158][157][159][155]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[171]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[186]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[188]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[162]Steven Sharif
Alpha-1 mine shaft.[189]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[23]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[190]

  • 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.[191][7][8]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[6][7][8][9][5]
    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.[8]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.[8][9][192]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[6][192]
    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.[6]Steven Sharif
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.[193]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[195]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Gathering professions

Processing professions

Crafting professions

Artisan tools

Crafting an apprentice herbalism gathering tool in Alpha-2.[198]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[199]Steven Sharif

Gathering Halcyonite using a mining pick gathering tool.[200]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[200]Kory Rice

Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[200][201][202][203]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[203]Steven Sharif
  • Tools will have durability and lifespans.[199][7][209]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[7]
    • Tools may become non-repairable, requiring re crafting.[199][209]
  • Artisans will not need to rely on other trees in order to make their tools.[202]
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[207]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[203]Kory Rice

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

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.[210][211] Each stage of the chain may require caravans to transport goods from one artisan to another.[188]

  1. Obtaining raw materials:[60]
  2. Refining the raw materials with the Processing profession.[211]
  3. Crafting the finished product using its crafting recipe.[211]

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.[214]Steven Sharif

Trade agreements

Mayors can enter into trade agreements with other nodes to facilitate trade between the nodes.[119][120][215]

  • There are a limited number of trade agreements that a node can have.[119]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
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.[218]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[120]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[219]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • Roads for the transit goods via the caravan system.[220]
    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.[220]
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.[219]Steven Sharif

Sharemarket

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[223][224][225]

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[226]

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.[227][228][80][84][85][86][87]

  • 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.[228]
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.[228]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.[227][80][84][87]
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.[84]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[227][229][230][87]
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.[230]Steven Sharif

Two-factor authentication

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Token-based two-factor authentication (2FA) was expected to be in place for Alpha-1.[231]

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[232][233][234][235][236]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[237] Currently freeholds may be acquired via auction.[238][239][240][241][172][242]
    • A grace period will occur before the housing becomes available for auction.[237]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[237]
    • At the end of the auction, the highest bidder will win the house.[237]
  • Housing will have a base price that scales with the number of citizens in the node.[243]
    • There is no cap on the price of player-originated housing sales.[244]
    • In-node housing will be at a premium, and is expected to be hotly contested.[236]
    • The more apartments that have been purchased in a node, the higher the price scales.[245]
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.[247]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".[243]
  • Players will not be able to exceed their allotment of housing in the game.[253]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Rental and leasing concepts are under consideration.[253]

Player owned businesses

Shop sign concept art.[254]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[255]Steven Sharif

Taverns

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[256][255]

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.[256]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[257][255]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • There may be quests that can only be gathered from player-owned taverns.[255]

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.[258]Jeffrey Bard

Artwork

See also

References

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  218. Transmisja na żywo, 2018-04-8 (AM) (18:59).
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  221. Transmisja na żywo, 2017-05-17 (30:53).
  222. Kickstarter - We Just Broke $1,500,000!
  223. 223.0 223.1 steven-stock-markets.png
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  225. 225.0 225.1 225.2 Stock Exchange.jpg
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  227. 227.0 227.1 227.2 steven-anti-cheat.png
  228. 228.0 228.1 228.2 Wywiad, 2023-07-09 (1:47:04).
  229. steven-penalties.png
  230. 230.0 230.1 Transmisja na żywo, 2022-08-26 (1:32:45).
  231. Wywiad, 2018-08-21 (40:44).
  232. 232.0 232.1 steven-selling-freeholds.png
  233. 233.0 233.1 Transmisja na żywo, 2020-06-26 (47:32).
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  235. MMOGames interview, January 2017
  236. 236.0 236.1 Node series part II – the Metropolis.
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  244. Wywiad, 2020-07-08 (33:34).
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  248. stevenclarification.png
  249. Transmisja na żywo, 2017-05-19 (32:23).
  250. steven-freehold-sales.png
  251. Transmisja na żywo, 2020-06-26 (56:08).
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