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↑ Ashes of Creation Press Kit.
↑ فيديو, 2017-04-30 (8:02).
↑
↑
↑ 5.0 5.1 5.2 Unreal Engine Interview, 2017-05-23.
↑ البث المباشر, 2022-05-27 (1:00:23).
↑ البث المباشر, 2020-07-31 (1:05:58).
↑ البث المباشر, 2020-07-25 (1:04:50).
↑ البث المباشر, 2017-05-08 (54:26).
↑
↑
↑ 12.0 12.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (31:02).
↑ البث المباشر, 2017-05-10 (10:47).
↑ البث المباشر, 2017-05-15 (10:32).
↑ البث المباشر, 2018-01-18 (46:56).
↑ البث المباشر, 2023-10-31 (1:06:32).
↑ فيديو, 2023-10-31 (3:34).
↑ مقابلة, 2023-09-10 (53:47).
↑ البث المباشر, 2021-10-29 (1:06:31).
↑ مقابلة, 2020-07-18 (27:11).
↑ البث المباشر, 2017-05-24 (44:14).
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The economy in Ashes of Creation is regionalized.[3][4][5]
- Gatherable resources 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.[6][7][8][9][5]
- There is no central auction house or warehouse.[10][5]
- Auction houses in up to two economic metropolises (including their vassal nodes) can be linked with the linked economy superpower.[11]
- There will be item decay (material sinks), deconstruction mechanics and other gold sinks to combat inflation.[12][13]
- 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.[12]
- There will be player to player trading.[14][15]
- The primary method to generate gold in the economy is through glint, which is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements.[16][17][18][19][20][21]
- 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]