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Player owned businesses: Różnice pomiędzy wersjami
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=== Processing buildings === | === Processing buildings === | ||
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=== Freehold progression === | === Freehold progression === |
Wersja z 19:16, 9 kwi 2023
Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[2] – Steven Sharif
Freehold professions
- Artisan buildings on freeholds enable placement of processing and crafting stations.[3][4]
- Business buildings on freeholds allow freehold owners to provide services to other players.[5]
Processing buildings
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[8][9][3][4][10]
- Artisan buildings are required to be placed on freehold (and node) plots to unlock placement of processing stations.[8][5][11]
- Each processing profession has four processing stations that unlock as players progress through their artisan building tech trees.[12][13][5]
- Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[14] – Kory Rice
- Master and grandmaster processing can only take place on freeholds.[5][15]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[17] – Steven Sharif
- Processing stations have queue slots that allow jobs to be queued at that station.[18] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[19]
- Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
- A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[20] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with processing stations.[18] These elements act to throttle the introduction of processed materials from raw gatherables into the economy.[17]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[17] – Steven Sharif
- Processing times, yields, queue times, and job sizes can increase based on node progression, service building upgrades, node policies, and relics.[21][18][10]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[10] – Steven Sharif
- Processing stations are distinct from crafting workstations that are used to craft finished goods.[15][9]
- The developers are considering a decay system for processing stations similar to item decay for gear.[22]
- Q: Do processing stations wear out over time? Do they have to be repaired?
- A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[22] – Steven Sharif
Freehold progression
Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[23]
- Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[23]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[23] – Steven Sharif
Taverns
The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[24][2]
- 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.[24] – Steven Sharif
- Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[25][2]
Player merchants
Player stalls, personal shops, and auction houses enable buying from and selling to other players.[26]
- Player merchants will not be able to be placed on ships.[27]
Player stalls | Personal shops | Auction houses | |
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Cost |
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Location |
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Player presence | N/A | ||
Storage |
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Advertising |
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PvP |
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N/A |
Player stalls
Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[33], 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.[45][34]
- All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[34] – Steven Sharif
Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[28]
- Player stalls are rentable by node citizens.[29]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[28]
- Player stalls are linked to a player's warehouse.[37]
- Player stalls do not require the attendance of the character or for that character to be online.[29]
- Players are able to input required items for repair and also purchase required materials for that repair.[46]
- Player stalls may still operate during node siege declaration. This is subject to testing.[47]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[31]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[39]
- These give the location of the stall so players can travel there and purchase the items.[39]
- Stall sales are also listed in auction houses.[26]
- This may no longer be accurate.[30]
Personal shops
Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Economic nodes.[30][31][32]
- These certificates allow the placement of a personal shop near the unique building in an economic node or on a freehold.[30][31][32]
- Once the economic node has reached metropolis stage, personal shops may be placed anywhere in the world.[30][32]
- When a character creates a personal shop, a billboard pops up above them with a custom advertisement message for items or services available on that character's person. Purchasers can interact directly with the character to purchase these items or services.[36]
A player shop is where you have a certificate to essentially create a shop with your character and a little billboard will pop up above you as you sit down for that shop and advertise a custom message that you want say that has to sell things and/or services that are on your person. So players can then come up to you and they can interact with you. So you reside yourself to that shop.[36] – Steven Sharif
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.[49] – Jeffrey Bard
Auction house
Auction houses enable players to list items at specific nodes.[51][52]
- Previously this was stated to be at the economic node in which the auction house is located. The new quote may not necessarily contradict this statement.[33]
- Auction houses allow items and resources to be listed for sale at a specific node location.[51] – Steven Sharif
- A listing fee will be charged to list items in the auction house.[33]
- 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.[33]
- Items listed are also visible in community boards (bulletin boards).[30]
- Integrated auction houses allow players to purchase items directly from remote auction houses.[30]
- Purchases of materials and gatherables will be automatically deposited within the listing node's local warehouse. Players will need to travel to that warehouse to retrieve them. Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.[38][33]
- Purchases of anything other than materials and gatherables will be mailed to the purchaser.[38]
- There may be a taxation difference between auction houses versus other player businesses.[33]
- On a regular cadence, a number of a node's freehold parcels become available to be bid for at auction.[53]
- 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.[54]
- That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[54] – Jeffrey Bard
Auction house locations
Auction houses accompany unique node buildings in Economic nodes.[35]
- Markets in Village level economic nodes have auction houses that allow raw resources and crafting materials to be posted.[35]
- Exchanges in Town nodes have expanded auction houses that allow all goods/items to be posted.[35]
- Economic nodes that have reached the metropolis stage unlock the linked economy superpower.[35]
- Up to two economic metropolises may be linked in this manner.[56]
- Metropolis level economic nodes enable worldwide sale prices for auction houses across Verra.[35]
- Items listed in one linked economic node can be bid on from any other linked economic node.[35]
- Linked economies also connect an economic metropolis and its vassal economic nodes.[30][35]
See also
References
- ↑ Transmisja na żywo, 2019-06-28 (51:37).
- ↑ 2.0 2.1 2.2 2.3 Podcast, 2018-04-23 (29:56).
- ↑ 3.0 3.1 3.2 Transmisja na żywo, 2023-04-07 (31:49).
- ↑ 4.0 4.1 Transmisja na żywo, 2022-06-30 (1:08:02).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Development Update with Freehold Preview.
- ↑ Video, 2023-11-30 (46:59).
- ↑ 7.0 7.1 Video, 2023-11-30 (48:22).
- ↑ 8.0 8.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 9.0 9.1
- ↑ 10.0 10.1 10.2 Podcast, 2021-04-11 (40:20).
- ↑ Video, 2023-06-30 (15:34).
- ↑ Wywiad, 2023-07-09 (33:55).
- ↑ Transmisja na żywo, 2023-06-30 (33:26).
- ↑ Transmisja na żywo, 2023-06-30 (37:30).
- ↑ 15.0 15.1 15.2 Video, 2023-06-30 (16:02).
- ↑ 16.0 16.1 Transmisja na żywo, 2023-06-30 (38:18).
- ↑ 17.0 17.1 17.2 17.3 Transmisja na żywo, 2022-02-25 (1:12:27).
- ↑ 18.0 18.1 18.2 Transmisja na żywo, 2023-11-30 (1:26:16).
- ↑ Video, 2023-11-30 (39:15).
- ↑ Transmisja na żywo, 2023-11-30 (1:28:10).
- ↑ Video, 2023-11-30 (43:43).
- ↑ 22.0 22.1 Wywiad, 2023-07-09 (54:46).
- ↑ 23.0 23.1 23.2 Podcast, 2018-05-11 (48:29).
- ↑ 24.0 24.1 Transmisja na żywo, 2022-12-02 (1:22:30).
- ↑ Transmisja na żywo, 2023-06-30 (27:52).
- ↑ 26.0 26.1 26.2 26.3
- ↑
- ↑ 28.0 28.1 28.2 28.3 28.4 Transmisja na żywo, 2017-05-10 (16:36).
- ↑ 29.0 29.1 29.2 29.3 29.4
- ↑ 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 30.11 Transmisja na żywo, 2020-07-31 (1:34:06).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Transmisja na żywo, 2017-10-16 (59:39).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5
- ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 Transmisja na żywo, 2019-05-30 (1:26:16).
- ↑ 34.0 34.1 34.2 Wywiad, 2020-07-08 (55:05).
- ↑ 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 Know Your Nodes: Economic Node Type.
- ↑ 36.0 36.1 36.2 36.3 36.4 Transmisja na żywo, 2020-10-30 (1:03:52).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 Transmisja na żywo, 2020-10-30 (1:04:59).
- ↑ 38.0 38.1 38.2 38.3
- ↑ 39.0 39.1 39.2 39.3 Transmisja na żywo, 2017-05-10 (35:16).
- ↑ Wywiad, 2020-07-08 (57:46).
- ↑ Transmisja na żywo, 2020-04-30 (1:14:44).
- ↑
- ↑ 43.0 43.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Transmisja na żywo, 2020-05-29 (1:00:57).
- ↑ Transmisja na żywo, 2023-06-30 (25:05).
- ↑
- ↑ Transmisja na żywo, 2020-10-30 (1:06:09).
- ↑ Ashes of Creation Store: Confectioner’s Delight.
- ↑ Transmisja na żywo, 2017-05-26 (50:00).
- ↑ Transmisja na żywo, 2020-03-28 (1:04:49).
- ↑ 51.0 51.1
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ Transmisja na żywo, 2023-06-30 (1:13:53).
- ↑ 54.0 54.1 Transmisja na żywo, 2021-03-26 (1:15:03).
- ↑ Ashes of Creation - The visuals.
- ↑