Template:Economy: verschil tussen versies
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<blockquote>''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.''{{video|30 April 2017|8m02|Vut1tIsfoww}}{{ndash|[[Jeffrey Bard]]}}</blockquote> | <blockquote>''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.''{{video|30 April 2017|8m02|Vut1tIsfoww}}{{ndash|[[Jeffrey Bard]]}}</blockquote> | ||
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+ | * There will be no central [[Auction house|auction house]] or [[Warehouses|warehouse]].{{web|https://www.unrealengine.com/en-US/showcase/how-intrepid-studios-is-looking-to-reinvent-the-mmorpg-with-ashes-of-creation|Unreal Engine Interview, 23 May 2017.}} | ||
+ | ** [[Auction houses]] in up to two [[Economic nodes|economic]] [[Metropolises|metropolises]] (including their [[Vassal nodes|vassal nodes]]) can be linked with the [[Linked economy|linked economy]] [[Superpower|superpower]].{{quote|economic-metro-linking.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/581203313437966394}} | ||
+ | * There will be [[Item sinks|item decay]] and other ways to combat inflation.{{livestream|5 May 2017|10m47|UnQ1Cve-bXE}} | ||
+ | * There will be [[Player trading|player to player trading]].{{livestream|15 May 2017|10m32|1duIKUf8gVs}}{{livestream|18 January 2018|46m56|mD1q3aTRcPY}} | ||
<blockquote>''One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.''{{video|30 April 2017|6m54|Vut1tIsfoww}}{{ndash|[[Peter Pilone]]}}</blockquote> | <blockquote>''One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.''{{video|30 April 2017|6m54|Vut1tIsfoww}}{{ndash|[[Peter Pilone]]}}</blockquote> |
Versie van 5 sep 2019 23:04
Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[2]
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.[3] – Jeffrey Bard
- There will be no central auction house or warehouse.[2]
- Auction houses in up to two economic metropolises (including their vassal nodes) can be linked with the linked economy superpower.[4]
- There will be item decay and other ways to combat inflation.[5]
- There will be player to player trading.[6][7]
One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.[8] – Peter Pilone