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Player stalls: verschil tussen versies
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Regel 3: | Regel 3: | ||
== Stall features == | == Stall features == | ||
− | [[Player stalls]] have a visually representative aesthetic that indicates the [[Items|items]] for sale at that stall. | + | [[Player stalls]] have a visually representative aesthetic that indicates the [[Items|items]] for sale at that stall.{{livestream|5 May 2017|19m11|UnQ1Cve-bXE}} |
* For example: [[Potions]], Fabric will be visually represented in a stall. | * For example: [[Potions]], Fabric will be visually represented in a stall. | ||
− | The number of stalls in a marketplace scales with the [[Node development|node's size]]. | + | The number of stalls in a marketplace scales with the [[Node development|node's size]].{{livestream|5 May 2017|17m47|UnQ1Cve-bXE}} |
− | Stalls need to get renewed regularly, and that renewal is disabled once a [[Node siege]] is declared until resolved. You also cannot be attacked or robbed while in a stall. | + | Stalls need to get renewed regularly, and that renewal is disabled once a [[Node siege]] is declared until resolved. You also cannot be attacked or robbed while in a stall.{{livestream|16 October 2017|59m39|SXFRa5XlhOY}} |
− | An escrow system is planned to prevent griefing. | + | An escrow system is planned to prevent griefing.{{livestream|5 May 2017|32m37|UnQ1Cve-bXE}} |
== PvP == | == PvP == | ||
− | Players will not be able to be attacked or robbed while occupying a [[Player stalls|player stall]]. | + | Players will not be able to be attacked or robbed while occupying a [[Player stalls|player stall]].{{livestream|16 October 2017|59m41|r701cyS3w6o}} |
− | Player stalls may not be renewed during a [[Node siege|siege declaration]]. | + | Player stalls may not be renewed during a [[Node siege|siege declaration]].{{livestream|16 October 2017|59m41|r701cyS3w6o}} |
== Economic node benefits == | == Economic node benefits == |
Versie van 4 apr 2018 02:44
Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[3], in Marktplaatsen (the constructible building available for placement by mayors of any Town (fase 4) node or higher), or as business buildings on freehold plots.[4][5]
- All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[5] – Steven Sharif
Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[6]
- Player stalls are rentable by node citizens.[7]
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.[6]
- Player stalls are linked to a player's warehouse.[8]
- Player stalls do not require the attendance of the character or for that character to be online.[7]
- Players are able to input required items for repair and also purchase required materials for that repair.[10]
- Player stalls may still operate during node siege declaration. This is subject to testing.[11]
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[12]
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[9]
- These give the location of the stall so players can travel there and purchase the items.[9]
- Stall sales are also listed in auction houses.[13]
- This may no longer be accurate.[14]
Stall features
Player stalls have a visually representative aesthetic that indicates the items for sale at that stall.[15]
- For example: Potions, Fabric will be visually represented in a stall.
The number of stalls in a marketplace scales with the node's size.[16]
Stalls need to get renewed regularly, and that renewal is disabled once a Node siege is declared until resolved. You also cannot be attacked or robbed while in a stall.[17]
An escrow system is planned to prevent griefing.[18]
PvP
Players will not be able to be attacked or robbed while occupying a player stall.[19]
Player stalls may not be renewed during a siege declaration.[19]
Economische node voordelen
Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de verbonden economie superkracht. Economische nodes met deze superkracht delen hun veilinghuiscatalogus met alle andere economische nodes.[20]
- Totaan twee economische metropolen kunnen op deze manier verbonden worden.[21]
- Metropool level economische nodes staan wereldwijde verkoopprijzen over Verra voor hun veilinghuizing toe.[20]
- Op items die vermeld zijn in een verbonden economische node kan geboden worden via elke andere verbonden economische node.[20]
- Verbonden economieën verbinden ook de economische metropool en zijn economische vazalnodes.[20]
Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de superkracht "Verbonden Economie". Elke economische node met deze superkracht ontgrendelt de mogelijkheid om de veilinghuiscatalogus te delen met alle anderen, wat betekent dat men kan bieden op de items die in de ene verbonen economische node vermeld zijn in elke andere verbonden economische node. Verbonden economieën verbinden ook een metropool en elke vazal economische nodes die bij die metropool horen.[20]
De Verbonden Economie superkracht heeft de mogelijkheid om een grootse markt de maken die de hele wereld omtrekt. Dit staat spelers toe om items met gemak te kopen en verkopen, mits ze toegang hebben tot deze economische nodes. Dit is een sneller pad naar vermogen in het land van Ashes of Creation.[20]
Item sinks
It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[22]
- Over-enchanting carries the risk of destroying that item[23], rendering it useless for use temporarily.[24]
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.[23]
- A portion of resources and materials are lost when caravans or nodes are destroyed.[25]
- Corrupted players who die can lose gear.[26]
- Item durability (item decay) does not destroy items, but it acts as a materials sink.[26][27][28] Zero percent durability will unequip an item, increasing its repair costs.[29]
An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[28]
The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[27] – Steven Sharif
Item durability
There is item durability (item decay) in Ashes of Creation.[28]
- Item decay does not destroy items, but it acts as an materials sink.[26][27][28]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[33] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[30][35][36]
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[28] – Steven Sharif
Item repair
Item repair will cost crafting materials.[27][34][28]
- 0% durability will unequip items, increasing its repair cost.[29]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[30][10][34]
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.[26]
- There is no limit to the number of times an item can be repaired.[38]
There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[39]
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[39] – Steven Sharif
Zie ook
Referenties
- ↑ 1.0 1.1 Ashes of Creation Instagram, 2020-08-19.
- ↑ Livestream, 2020-05-29 (1:00:57).
- ↑ Livestream, 2019-05-30 (1:26:16).
- ↑ Livestream, 2023-06-30 (25:05).
- ↑ 5.0 5.1 Interview, 2020-07-08 (55:05).
- ↑ 6.0 6.1 6.2 Livestream, 2017-05-10 (16:36).
- ↑ 7.0 7.1
- ↑ 8.0 8.1 Livestream, 2020-10-30 (1:04:59).
- ↑ 9.0 9.1 9.2 Livestream, 2017-05-10 (35:16).
- ↑ 10.0 10.1 10.2
- ↑ Livestream, 2020-10-30 (1:06:09).
- ↑ Livestream, 2017-10-16 (59:39).
- ↑
- ↑ Livestream, 2020-07-31 (1:34:06).
- ↑ Livestream, 2017-05-05 (19:11).
- ↑ Livestream, 2017-05-05 (17:47).
- ↑ Livestream, 2017-10-16 (59:39).
- ↑ Livestream, 2017-05-05 (32:37).
- ↑ 19.0 19.1 Livestream, 2017-10-16 (59:41).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Know Your Nodes: Economic Node Type.
- ↑
- ↑ Livestream, 2017-05-10 (10:47).
- ↑ 23.0 23.1 Livestream, 2017-05-08 (20:41).
- ↑ Interview, 2020-07-30 (16:17).
- ↑ Interview, 2020-07-18 (55:01).
- ↑ 26.0 26.1 26.2 26.3 Livestream, 2021-05-28 (1:53:04).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 Interview, 2021-02-07 (13:14).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Podcast, 2017-05-13 (25:55).
- ↑ 29.0 29.1 29.2
- ↑ 30.0 30.1 30.2 30.3 30.4 Interview, 2020-07-29 (16:46).
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Livestream, 2020-08-28 (2:05:07).
- ↑ 33.0 33.1 Podcast, 2021-09-29 (32:35).
- ↑ 34.0 34.1 34.2 34.3 Interview, 2020-07-19 (51:11).
- ↑ Interview, 2020-07-29 (15:04).
- ↑ Livestream, 2017-05-05 (20:41).
- ↑
- ↑ Livestream, 2020-09-30 (1:01:45).
- ↑ 39.0 39.1 39.2 Livestream, 2021-05-28 (1:04:29).