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Template:Economy
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Marktplaatsen 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.[3]
- There will be no central auction house or warehouse.[3]
- 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 (material sinks), deconstruction mechanics and other gold sinks to combat inflation.[5][6]
- The developers are considering the use of adaptive price points in merchant shops based on the amount of gold being generated or sunk in the economy.[5]
- There will be player to player trading.[7][8]
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.[9] – Peter Pilone
The economy present in Alpha-1 is not reflective of the final state of the game.[10]
- ↑ Ashes of Creation Press Kit.
- ↑ Video, 2017-04-30 (8:02).
- ↑ 3.0 3.1 Unreal Engine Interview, 23 May 2017.
- ↑
- ↑ 5.0 5.1 Podcast, 2021-04-11 (31:02).
- ↑ Livestream, 2017-05-05 (10:47).
- ↑ Livestream, 2017-05-15 (10:32).
- ↑ Livestream, 2018-01-18 (46:56).
- ↑ Video, 2017-04-30 (6:54).
- ↑ Livestream, 2021-03-26 (43:55).