Better Incentive for Owning Territories

You cannot do that because it will cause the same effect. The solution is to devalue the power of using that gold. In this case most gold is by companies, especially key zones, to exploit and control what is on the market and what could challnge them in “power”.

All you need to do is create an azoth based system to allow people to select perks, that would result in devaluing the gold usage in such a way. People would be competitive in wars over night because of such a change and build exploration would not cost millions.

Azoth costs could be worked into it to encourage activities that are done and are not done so much, and this would facilitate large amounts of running various content activities. TLDR the game would become very active and busy, very balanced out side of mechanical workings, and class distribution would even out more

and because you use advanced verbiage that means you do?

The gold is already in the hands of few people?

So what is the fix to oligarchs ?

It’s fucked because these people have like 50+ million gold.

The only fix is pumping more gold in for others to access. The only reason prices are this high is because these guilds dictate MP.

Tbh you sound like someone benefiting from the system and this is the hill you’re dying on to keep power.

Once crafters realize no one is buying their stuff, prices will drop.

This is also caused by massive inflation due to bots farming resources and also because no one specializes in anything. Everyone can be everything so there is no interdependence in the economy.

This economic issue is much more complex than free market tax money and how it’s spent

You thinking small. Have big picture in mind? How a single system can’t work on its own, thought about it?
Think again, and all pros cons incentives, reason, gameplay experience, time investments, competitivenes. Think from these aspects, and make ideas based on that and make sure everything works cohesevly and not overloking a single aspect but combining everything together. Then maybe you will have interesting working system with indepth mechanics.

by the way, evfery system we had since launch was created for Full Loot PvP game. No teleports, risky traveling with resources, concious home choosing. etc. Was it 800 Azoth cost to teleport with 800 wieght ? And when 50 azoth cost 150 gold, that would equal 2400 gold for single risk free teleport ,

No, its in the hands of companies. Its not the same, though you think that just because officers and leaders control it it is. The players collectively create pressure on such leaders not to abuse that gold. this can cause outcasting. So there is some control mechanics to it.

I’ll give you a hint on how to solve problems. 1. I dentify what the problem is. 2. Validate it. 3. Create a sure-fire solution. 4… Recommend it to be implemented.

you cant be serious.

Suggestions do not need to be fledged out here on these forums. Any time i have done such, the inexperienced systems designers go off and do stupid things with it. It’s pointless to do so, especially for random players.

Get off this. You will not get it. I am telling you as a game designer, its stupidity to fulfill such a request. We knew this in the 90’s. How can you not?

this is a great idea but requires ample time investment 1-3 months per piece for true BiS to be feasible

Such stupidity would invalidate the entire system. 300 ish azoth per a perk change. Call it a day. It does not need to be more complex.

I emphasizing that the systems were based on full loot pvp and later then Devs softened and little by little removed everything. No need Full Loot PvP or systems for a PvE Game.

No, the devs got good feedback from other seasoned designers and from the research team. From a business perspective and for the longevity of the game catering to forced pvp systems would destroy this game. It would be impossible for this game to recover any amount of people with such things.

Slaughter of the noobs all over, or those who have not progressed enough or bought gold to get bisx3. Absolutely not. You will find me as a designer in full blown war with you over such a change, and i am a pure pvper as a player.

So how does a master craftsman in the economy make money with that system genius??

the whole economy tanks because everyone can do everything without reliance on anyone.

Therefore crafted goods become worthless.

How is that different than not letting them use the money to begin with my guy?

Glad we came full circle on why big guilds should hold tax money and poach/payout other players and ruin whole servers while also creating the least social / interdependent economy in MMO gaming history

Not really. People will cater to laziness over farming. Such gear will still have value in it, because people are simply lazy. This has always remained true and modern design theory is wrapped around this single concept. Entire games make hundreds of millions a year because of this.

Eso uses the same system with some salvaging and time gating worked into it. Plenty of gear in that game still has value.

There it is, found the guy benefitting from the current system

Can everyone do every craft in ESO or do you need to specialize?

Also what is the time investment required to craft them?

I ask because crafting in NW right now is a joke, I can get to 200 quite easily and am completely self sufficient

Yes, and its very very easy to level. you simply deconstruct gear you get in dungeons and you gain experience (or in new worlds version, skill level).

You can go from 0 to max level inside of a week of just spamming dungeons and leveling. Crafting to power level is way faster. Specific sets require you to run dungeons a few times, and the “best gear” often drops from either a dungeon, or a raid. “commonly used gear” is crafted, not obtained, and in eso you generally run multiple sets (each armor set has its own bonus’s, or perks and you gain more based on how many pieces you have. Sets can be 2, 3, 4 or 5 pieces).

To respec a perk, you need only take that item to a crafting station and deconstruct it (called research) to obtain the ability to “spec” into that perk on the respected armor slot, and type.

So if i want to learn resilient, i take it to the station and deconstruct it (research it), wait a few hours or a day, and then any futher gear i have thats “light armor legs” that i research the perk on, can be changed for azoth equivs.

So in the end you could “craft” gear for the sake of selling it for people to buy for research, of new world took such a system. Change are howevver that the new world systems designers will do something stupid to make it unpractical and silly.

Could we not create a more meaningful system that follow traditional MMO roots?

No offense, ESO is riddled with pay for convenience and I’d rather not use that as the “model” economy.

Traditionally, a master craftsman gathered the dragon scales, the mithril ore etc. It was legendary because it’s difficult to get.

I don’t see why we can’t get better utilization of the dead legendary materials , perhaps a platinum scarab, etc to create a grind to create value, and full control over all perks and style of the armor

Also, I’m a firm believer that people should only be able to master 1-2 crafts so specialization would be required.

It’s not really about copying their economic model. Its about a solution to so many problems in new world, i am only pointing out that such a recommendation can be found in other games, like eso.

“reforging” stats or bonus’s is also done in wow, and many other games. Why should new world not have the same feature, especially when it brings about significant improvements to class balance, war balance, and invalidates current “abusive” uses of intended mechanics.

Also on the note of copying ESO.

If the combat in new world was identical-ish to it(eso) new would would be amazing. Eso has a lot to teach new world, for example “casting at a specific target” when “targeted over” it. Blocking is another great addition that new world could acquire here where blocking could counter cc effects from both players and bosses. This is a highly innovative concept in eso that has gone really unnoticed but should be changing the industry when it come sto blocking.

Eso’s pve gameplay is amazing, largely due to the concept of “you much block now to avoid this one shot damage and only take a very small amount if any”.

I do want to say this, and i think its extremely important. I have talked about game design out the wazoo in new world, to new world guilds so much so that people are likely annoyed with me at this point, but to be honest i really don’t care. Its my passion and i enjoy it and i am extremely good at it. That being said…

I strongly believe that crafting systems that are done in most mmo’s need a massive rework. ags’s team innovates but they innovate in all the wrong places for all the wrong reasons often making things very odd or unpractical.

I believe that crafting systems should be made into a gameplay style, much like we have pve and pvp. In the mmo i am building i am doing just that, but its a concept i am taking from my game and encouraging in new world. If the ags team innovated with this we’d be onto something big for them.

I’d also add that Roleplay has similar potential but proves more challenging from a point of addressing abuses to empower such gameplay styles.

I see, yes reforging on dropped gear could be cool but it would invalidate crafters. I’d rather that crafting was the route for BiS gear with. small % chance to get it from RNG, because at this point weaponsmithing is near worthless because you can get everything from OPR , arenas or dungeons, for pretty much near BiS.

Ennead dungeon will make this worse more so.

These systems were brought up many times in prior alphas and betas but were not implemented.

For example interactive smithing with mini games as you proposed.

I for one am very excited for Ashes of Creation. You should check out their crafting wiki.

Alot of my points copy their systems

If you could reforge one part and not the other it would invalidate the latter. In other words, no one would ever buy crafted gear. Its better that the crafted gear fills the rule of the “common set”, which people generally go to. For this reason fundamentally it cannot be expensive. The third perk is a very serious problem. The power Levels that come from it are the cause of people not taking zones like everfall (etc).

We need to address crafting and its issues seperately. The economic model likely needs tweaks to improve it. One of the things that have puzzled me is that the ags team seems to provide resoruces in the game much like they do with amazon.com, in a great amount. I am unsure if this was a design based choice, or if this position was taken by some economist; Either way it provides lots of resources for very little gold return.

This in return creates a economic model where people may very little return on their investments, which invalidates crafting and resource harvesting for many people out side of a few items that are in high demand. I think reducing the amount of resources that each node (for example a tree) provides will improve this situation and allow a more casual friendly position of gold making via resource harvesting etc. The problem is however, this may help validate goldbots, so the question really is “is the trade worth it”. I believe it is as i always advocate for a casual friendly/pve oriented position as a designer, even though i am a hardcore pvp based player myself. My intent is to do what is best for the larger population (and i am speaking of those that left the game as much as the ones in it).

AoC has caught my attention for a few reasons. First, their criminal system may very well solve the eternal debate of “pve vs pvp”, and has the potential of changing and improving the gaming industry if they do it correctly. I have seem similar systems in many games, eso is one of them, however, they have never really worked in a pvp setting.

If we look back to runes of magic, or silkroad we see similar systems. For example in silkroad there was traders, bandits, and bounty hunters. The traders would physically carry stuff (via a mount) from city to city. Some times 30-40m gold equiv in new world evaluation. The bandits would try to kil them and the mounts, and the bountry hunters would get paid gold to kill bandits.

To my or any other reasonable designer worth their salt we’d assume that this system would work because it uses a value of “three”, its basically the magic number in game design, however, that did not happen. What took place is that people eventually learned that being a bandit paid far more gold than a bounter ever could. The result was a bunch of pvpers killing pve based traders (which you can imagine was not good for retention rates).

The AoC Team has also done something very interesting with city building. I had done some limited thinking and napkin design at solving the old “how do we let people build cities anywhere in the open world” but those answers often come up with very complex systems, which mine did. While i did think of limiting each zone to one city, i had not considered forcing that location because i had ruled that it was “to restrictive” to the “build anywhere concept”. AoC took another path on a road that i did not feel like walking. I am very eager to see the results of such a choice.

It is from the many things that other designers do that empower me to expand my positions and understanding of design. I am greatful to them for making mistakes for me, some may call it wisdom on my part, but i admire them for working through such hardships.

I see what you’re saying. I don’t know if it needs to be as easy as being tied to simply azoth as that does invalidate crafting as a whole because if we would re roll perks even the dungeon grind becomes invalidated just taking your example in a simple way.

However, magically attuning a piece, which would require a crafter to do and resources which I know you are against would validate the grind.

There has to be some element of time commitment imo because it opens up something meaningful for those who want to be crafters.

Many of my friends quit because they were promised crafting, when in reality NW offers very meaningless crafting aside from a few rare recipes for server first Orichalcum chests which at the time of them being found was like hitting the lotto.

Or specific BoP crafts that only they can use, when they could have made it so they could at least make some money.