Markets, trading, jobs and upgrading systems

Post by DnSpecific on 2021-06-12 20:44:12

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Post by Azherae on 2021-06-12 21:04:49

Hi.

In the MMOs where these have been somewhat tested, they have either failed or led to a change in player behaviour that some people consider undesirable. Not entirely though.

The 'players make everything' market doesn't work very well, but 'NPCs selling things for more than a player would ever need, to make it', does. This leads to Auction House or Player Stall activity, niches for production, and relationships. It can be important to provide the items at some NPC at a high cost, though, for many reasons.

Upgrade and Creation being done while you are not playing the game personally is the cornerstone of crafting in Black Desert Online, but the result is that people literally leave their characters doing Mass Production for entire 3 day weekends while they are visiting family. Whoever can leave the game running the longest, gets the rewards (or the economy collapses in a specific way).

If you meant 'setting the thing to craft without your character there and doing something else', it's not as bad, but it tends to cause the same effect, just slower.

Everything else you implied is already planned in the game or directly related to a planned system (except maybe the Queues). I know a lot of this isn't exactly on the Crafting page in the Wiki and a lot of it comes from different little videos, so I'll just say this.

In the Alpha Test, you currently have to gather quite a few materials to make something, the droprates and gatherable points are lower than even I would expect for a game like this, and you have to take those materials to an Alchemy Table or smithing Furnace.

Post by Dygz on 2021-06-12 22:54:43

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