Re: Econ-Friday Ranting (a Reference Post)

Post by Ludullu on 2025-10-27 05:43:43

We have not received permission from lamina5432 to share the quoted post.
You mean powerlvl-wise?

They could just go with the amount required (as they already do for tiers) and then just adjust the required numbers by type. Here's an example of lowest vs highest tier of swords from the same grade in L2
suwvpcmtluoi.png

The atk value of the sword goes up by 50%, while in crafting requirements 2 items go up by ~50% with 3 items going up by ~300%. And the 50% items only went up that much because they required higher tier mats to be crafted, while the 300% stuff could be crafted from the most basic mats.

Alternatively, I'm sure there's enough minerals/trees/fish/plants out there to fill out 45 different steps of gathering.

Post by Azherae on 2025-10-27 13:49:59

We have not received permission from lamina5432 to share the quoted post.

Geology is the most 'complex', 'game dependent' one, but basic geology Gameplay design would dictate that Riverlands would be largely sedimentary rocks.

This wouldn't be correct, what they have now is just as correct or even moreso. The reason one might use design differently is because of player intellect limitations. I definitely have friends/group members who won't 'understand why igneous rocks could be commonly available in specific sub-areas in the Riverlands'.

So rocks are more usefully deployed/used as things that are different between nodes, than things that are hugely different in availability between biomes, imo.

From the Econ Design perspective (according to my mental model of it, anyway) the thing you care about for sorting Rocks is 'which of the three types of Rock' and 'how hard is it to work with' and then you just pile them up, literally, by 'difficulty of work', into ArtC(N) categories. The design language of 'Grey', 'White', 'Red' used in Throne and Liberty is actually quite good as a shorthand for rock types even if it isn't quite 'right', at least for me, a person who has only ever studied Geology for exactly this purpose (World Design stuff for gaming, and I definitely think players shouldn't need accreditations in Chemistry to know where to find rocks).

Basically there's no clear answer, but if I at least throw out what I have for the other things above:
ArtC1: Sandstone, 'Red Clay', Limestone, Gabbro (this is the non-volcanic mountains one)
ArtC2: Shale, Calcite/Dolomite, Granite (mountains again)
ArtC3: Diorite, Marble, Bauxite, maybe Basalt
ArtC4: Slate, Andesite, Mica, definitely Basalt if not used before

etc. From there you'd have to get more specific by far, and 'by far' I mean 'more than most games would ever do'. If I was asked to 'somehow make a pathway for Stonemasonry that was equal to other Artisanship Paths', I know I'd end up spending most of my time trying to find rocks that most players would recognize by name, and then I'd be counting on the popularity of MineCraft and the various mods it has, to carry the Knowledge Path through.

BDO tried but the reason BDO manages is that it doesn't focus too much on the actual rocks you get from hitting rocks, instead it focuses on what ores you get.

There are a bunch of additional complications that come in from the way Ashes handles Artisanship categories but I don't want to use this post as yet another club in the bludgeoning my group 'wants to do' relative to that, so instead, to keep within the standard method:
  1. Gathering the rocks falls under mining anyway
  2. Processing the rocks doesn't require that mining results actually have every ArtC(N), you could skip evens, for example
  3. Crafting with the non-ore rocks is nearly never related to gear in a way that isn't explained via gemstones

So there are multiple ways to do it, one could take some thing similar to the above, skip the Evens, and 'cap Casuals out' at Shale and Granite, thereby making Marble something 'special' and making Basalt 'a tier of thing required for higher grade molds and such' (to withstand higher melting temp metals).

One could just make up names for commonly found rocks (that's pretty much what geologists did for a century) and fill them in however you like as long as you have a rough idea approximately what rock the name represents (if you're being serious about this I think it actually requires more knowledge, because you are slapping new names on things like 'silica undersaturated foid-bearing pyroxenite'). This seems like a good path for Ashes, imo, 'Halcyonite' and such. This would be sufficient to fill in the 'Evens'.

One could look through a ton of historical rock names/uses and pick out whatever sounds good, as long as you know the classifications. I think this one takes the least 'real effort' but is prone to 'mistakes', and idk if AI would be helpful, or detrimental, to this one. This is imo the riskiest relative to Knowledge Paths since it can create friction between 'people who actually know what/where a rock is supposed to be, and those who don't', whereas the previous moreso 'boosts engagement'. I don't know what Wyrdstone is, but trying to work it out, assuming that the designer had some real concept of it (i.e. that the visuals somewhat match something they got from whatever composition they had in mind) would probably be more 'fun'.

One of those things where 'the best approach' is decided by your staff, as most things in MMOs should be, assuming you ever want to launch it. Players can give a rough idea of how they want something to turn out, and certainly what they don't like, but it's the Designers/Devs that know things like "I can save 20 man hours by just putting Marble as a rare drop from Limestone/White Rocks in canyons/deposits and nowhere else".

There will always be players that are pedantic enough to not respect Developer time even when they're trying, it's just something Devs unfortunately have to live with. On the other hand, though, starting the bottom layer of Stone stuff at Basalt and Granite may come back to bite them later just on a design level.

tl;dr - ArtC1: Sandstone, 'Red Clay', Limestone, Gabbro, split up by location/node rather than trying to ensure that it's particularly biome-specific

Post by Azherae on 2025-10-27 14:19:24

Ludullu wrote: »
So if I see a tree, chop a tree and get a "rare" item - I'll assume that I got fairly lucky on the rarity roll, and will expect to get uncom or com the next time I chop that tree. And if I only see rare versions of that item on the market, I'll get kinda upset cause my immediate thought would be "well shit, if I'm not lucky on each and every time I chop that tree - I won't be able to sell shit".

And because I'm told I need to target this down even further, using a hypothetical example that only applies to Throne and Liberty, yet again (multiple ESL friends/guildies):

If I hit a White Rock and get Calcite (just Calcite) and in the visual language of the game, Calcite is in the 'Green Grade' box, but doesn't have 'Quality' in front of it, I personally will assume that all Calcite is Green Grade, and if I hit the same White Rock and get Marble and it is in the 'Blue Grade' box, but is just 'Marble', not 'Rare Marble', for me, this works.

I can see how 'not knowing which Rarity Grades were skipped' in Ashes would be a pain, because the only 'language' being used is the box border. So to be as clear as possible:

FF11 - Kaolin is incredibly rare to get, but there is no indicator of this, a player could randomly get one, assume it was junk, and toss it (less likely because it's on the Chocobo Digger Knowledge Path and diggers would assume 'I've never seen this before in all my digging it must be cool')
BDO - IF there were such a thing as 'Legendary' Kaolin in that game it would certainly still be called just 'Kaolin' and would come in the Yellow(Orange? idk I don't play anymore) border, but you'd know it was important
Throne and Liberty - Growing pains. It doesn't work like the BDO above for materials but probably should (I think this one isn't just 'our preference'), because it works like this for food ingredients and Fish already, but it also puts Quality, Rare, Precious names on things that have the up and down conversion options (this is about to get confusing because Noble <-> Precious conversion doesn't currently exist). Basically I'd expect just 'Kaolin' in the 'Noble' itemborder/box and it would be used to make some level 30-40 vase or something by high level 'Artisans' (those who do Firing, and therefore process Clays).
Ashes of Creation - Growing pains? Everything my group believes was covered in some prior post, I think. If they need Rarity Grades (can totally see it), they have to weigh 'the confusion of skipping some' against 'the mess of Inventory management and Econ Design paths caused by not doing so'.

I guess we can try to collect some data on 'people who definitely think it is good to have every Rarity Grade', because right now I only have data for 'people who would be okay with skipped Grades to fix the issue' and 'people who would be frustrated by skipped Grades but would be ok without any rarity grades for items at all'.

Post by Ludullu on 2025-10-27 21:36:16

Azherae wrote: »
If I hit a White Rock and get Calcite (just Calcite) and in the visual language of the game, Calcite is in the 'Green Grade' box, but doesn't have 'Quality' in front of it, I personally will assume that all Calcite is Green Grade, and if I hit the same White Rock and get Marble and it is in the 'Blue Grade' box, but is just 'Marble', not 'Rare Marble', for me, this works.
I'd be totally fine with this too. I expect some materials to be rare by default (as is ALSO the case in Ashes, which is another fucking pain), so if I get a thing that I haven't seen before or may have seen on the market for a high price - I'll at least pay more attention to what/where I got it from.

In my mind I'd just put it in the same basket as this kind of "nesting doll" of a material. All of the mats in the picture can be acquired directly through drops/spoils, with varying chances.
omqthir8i1ft.png

So if I'm farming a relatively easy to kill mob and it drops DMP - I'll just know "oh, I could make use of this knowledge". But with rarities it's all just "grind this shit until you get a rarer version of it". And obviously the underlying principle is the same - you just farm until you loot it, but, to me, the feeling of looting a "unique" material is soooo much better than just looting a rarer version of something that I have literal thousands of already.

Post by Azherae on 2025-10-31 16:07:53

Finally, a pivot to the other side of this problem!

Progression Paths or as they call it in Throne and Liberty, the Path of Ascension.

I'm not a sandbox/full-loot purist here to argue against this concept, that players play MMOs to progress. But there is a bunch of stuff I can talk about from multiple games to show what I think is an issue to Econ.

Other recent posts from me have gone on about how players need to have some reason to play an MMO while 'Ascending', or they learn that the game is single player until they get to the 'end' which... what? Why?

Grouping
Don't let your story mode be entirely single player. Make duo content that can be soloed by veterans/insane people or where you can choose a path to have an NPC help at some upfront tradeoff or cost. Most people have at least one friend. Many can manage to make at least one friend. If your game has a Level Sync function, even better. Mentors? Great!

There's not much point in a mentor system if your Story Mode doesn't even let the mentor actually help in the fight, but obv not much point if they can just solo it for you either (surely the aforementioned veterans/insane ones still will). The most basic of teamwork mechanics is fine. Even if 80% of players are going to look it up beforehand just to avoid the social anxiety. It also benefits a nontrivial number of people who have at least one friend who also enjoys adventuring and working things out on their own because they get to play an MMORPG together. Amazing.

Don't make your story mode full-group either. This is insane. FF11 roadblocked so many players this way. Anyone who has been tracking any recent Elden Ring: Nightreign discourse understands why 'more than duo' isn't where you aim. You could make an up-tuned version of the fight for full-group that players can choose to do, probably even repeat for fun. This doesn't even need to be mechanically very challenging. Then reuse the assets/attacks/designs.

Econ wise, this makes at least some people care about gearing beyond 'the game should give me enough gear to do this because the story said I should do it, therefore the game should make sure I have the gear for it'. If you make at least one friend, even five minutes of post-progression conversation might lead to someone helping you learn to make money, giving excess gear, encouraging or buying something from you.

An entlrely Single Player story Mode leads to economic isolation

Handouts
But obviously, even in duo, it's good to give some rewards. Even players who love to earn their keep 'out in the world' still feel more connected if clearing content that you are trying to tell them to be emotionally invested in, gives them something.

That something can progress their skills and levels so that they feel 'I grew, now I can try more things'. The issue in games like BDO and TL is that the story is so railroaded that the 'more things' is literally just 'the next story beat'.

FF11 didn't mess up this part particularly. If you cleared a mission, you got a bunch of Rank points toward unlocking the next, but often not enough to be allowed to start the next immediately. You needed to gather and hand in some Crystals to the Gate Guard. Literally just 'please go touch grass (or sand, or dirt, whatever)'. Find something else to do for an hour or two so you remember you are playing an MMO and there are other people in it.

Economically this is a hard thing to judge for most other games, but for Ashes? If you want to claim this game has Econ that matters, this is the bare minimum, but you don't need much more than that. TL originally was somewhat like this too, note. If you just speedran the story you didn't always get enough exp to start the next thing immediately, you needed to at least participate in something else. They pointed you at the 'something else' (events) and those gave good exp too if they happened to be active. If not, you could go exploring.

Without this, you're forced to make your handouts be 'enough power to always do the next story beat so that players aren't frustrated'. The argument a few people give of 'why wouldn't they be frustrated anyway since they aren't doing the thing they want to do' is valid for some games but probably not things like Ashes/TL/BDO (yes even BDO). If they don't want to do MMO things during the 'Path of Ascension' they probably aren't going to want to actually play your MMO when they reach the end either. This could work for New World because it's Box Cost. TL is 'Free but with stuff you buy if you like continuing to play' and Ashes is Sub Fee which is even rougher.

The 'Casual' players of Ashes will absolutely demand rewards for doing story, progression handouts that they earn through time spent on quests and contributing to Settlements/Organizations, etc. Great! They absolutely should have all that, but make them 'touch pixel-grass'. Or they will run through your storybook and then go 'that was a good story you can keep that $15 bai'.

Some will anyway, but I absolutely assure you that if you don't ever trigger the part of their brain that goes 'oh wait this is an MMO and I can work with people/sell things/see other cool people do cool things', even people who might stay, sometimes just leave. Some don't even start, they just watch someone else play the 'Path of Ascension' on a streaming service.

Order of Complexity
Oh boy is this messed up right now in nearly every MMORPG...

BDO is so relatively bad at teaching anything related to the supposed MMORPG part that no one I know even considers it one anymore, possibly not even BDO itself.

Throne and Liberty's actual Path of Ascension is as mentioned, though I should clarify that it makes you do the entire storyline before encouraging/giving you props for doing a single dungeon, a single Trait enhancement, a single 'bought a thing from a merchant'.

There is a literal reward of 3 Green Tier Armor Lithographs given for buying the most basic thing after you finish the entire story mode and are given full Epic II equipment for every gear slot. You cannot even enhance Epic II gear with Green Tier Armor (this has a use still, but it's an extremely backwards complexity flow).

New World was an amazingly similar jankness, in the modern world it's hard not to suspect AI, but it could be easily attributed to the 'Single Player MMORPG' design style.

Ashes is somehow worse than both these things right now. Obviously no heavy critique here, it will improve, but not if the mentality that is causing the BDO and TL issues is also present in Ashes development.

Did I mention that the TL one is 'locked in order' in a specific way? I'll tell you how locked it is.

in 'Step 2' (more like group 2) of this Path, it starts with 'Join or Create Guild'. What? This is always a terrible idea to put anywhere or force, but this is 'in order to get the rest of this loot you must do this'. Then it's 'Purchase Items from a Sundries Merchant'. But that isn't the one that gives the Armor Lithos I mentioned, it is a separate prerequisite one.

Only after doing that, are you allowed to continue on this path to learn stuff that is extremely early-game before finally being allowed to go shopping a second time for those Armor Lithos you don't need.

This is actually a 'net' to catch people who slip through the cracks. The issue is obvious though. The game is now incentivizing 'skipping a bunch of things and only doing them after you hit max level' because, you guessed it, reaching max leve is the prerequisite ending of 'Step 1'.

"You should reach Max level first, then join a guild, then shop at a merchant, then make some Green Armor".

This is not afaik, how this is actually taught. You still do get told to do all these things during the regular flow. This is for 'jogging the minds of/holding on to' players who literally pattern-match autopilot through everything, but that means that Economically everything is so out of order mentally/conceptually that the 'MMORPG' part, especially the Econ part, disappears.

Ashes seems to be locked in a similar 'battle', looking from the outside. The 'just give people stuff so they can get to the end/the PvP' camp seems to exist, from where we sit, outside the glorious Studio. I'm not sure if it is clear, but the above is my group's 'counterargument against that camp'. It is 'the thing that frustrates because it isn't necessary'.

Just like the idea that the camp we are 'technically in' (the Sandboxers that want everything to be discovered, for things to be hard and take long, and for min-maxer Hardcores to experience drag, limits, and 'stress') shouldn't be directly catered to, neither should the 'camp' for whom the Path of Ascension as it is now is a gold star implementation (BDO is probably worse by now).

Optional Rewards
Handouts were called that because they don't usually require anything of the player other than 'walk forward', and again, those are probably good to have, with the only previous 'complaint' being 'require them to also play an MMORPG a little at some point, for your own sake as Developers'.

Optional Rewards need to actually feel like rewards, though, and if your Handouts are too strong, your Rewards don't do anything. That's both Niche Invalidation and Content Invalidation! Wow! It's like punching yourself in the face twice!

Honestly I don't really feel the need to expand on this one. I believe in you, Intrepid, but admittedly my group is running low on visible evidence that they should. Maybe do us a favor and have another good Dev Stream in January where you give more details about 'stuff you worked on but we can't see yet'.

I guess if things are the same in February I'll actually say something about why you should bother rewarding players for going off the Golden Path earlier with stuff that is slightly better than the stuff they get for just staying on it, and how to maybe Econ-ify that, but I prefer to wait and see what you do.

So forgive me in this case, this is just a reaction to the outcomes of 'waiting to see what gets done' in BDO (TL a little, but theirs is just out of order) and Phase 3.

You never promised us anything would actually be good in Phase 3, but it triggers the 'wish to tell you what you should have done' even if you had some good reason for not doing it.

Post by Ludullu on 2025-10-31 22:45:11

Azherae wrote: »
FF11 didn't mess up this part particularly. If you cleared a mission, you got a bunch of Rank points toward unlocking the next, but often not enough to be allowed to start the next immediately. You needed to gather and hand in some Crystals to the Gate Guard. Literally just 'please go touch grass (or sand, or dirt, whatever)'. Find something else to do for an hour or two so you remember you are playing an MMO and there are other people in it.
I'm kinda experiencing this right now in a recently released mmovie called Legend of Ymir. You can run the game on auto (though I curse that you gotta constantly press "automate" button during the main quest), but if you just run through the story, even though it gives you gear and a shitton of xp - the mobs later on become way too strong for you to kill them on auto solo. So I've already had to join several pugs along the way to clear parts of the main story.

And there's also several side quests/tasks that give you some resources that you can use to enhance your gear a bit (or even craft better one), so that continuation of the story is marginally easier.

So when even a fucking mobile auto-mmo can do this kinda thing in 2025 - it'd be reaaaaaal god damn sad if Intrepid fail at this...

Post by Azherae on 2025-11-07 23:09:31

Today I mostly just have an update on the below:
Azherae wrote: »
But certain Niches were entirely destroyed, and in some cases not replaced at all (as of this 'Beta' patch), and if this is permanent then this is bad for Casuals, or at minimum represents a massive change in the Economic structure of the game which I would bet worsens it slowly over time (but this is an extrapolation based on experience from games that don't match up perfectly).

Some minor lost Niches include:
"The Cloth-Armor maker who hunts on Daybreak Shore for materials" - a justified loss for some, this could have been viewed as 'silly', and it has been somewhat replaced, or rather, it would be, if the Metal you can now collect there instead was still needed to make Metal-Armor. (all sub-materials for Armor Crafting were removed in this update, I won't spend the time on explaining the problem with this, can't yet 'prove' it is a real problem and anyone who has read all this probably has a feeling about why, already.
"The Red Fog Island Hermit" - This niche got hit 3x over, with the removal of gatherables from the Island, the removal of the Bait that best targeted the better fish on the island, and the dramatic shift in 'who is progressing Economically' due to some other changes (like the one above).That last one might smooth itself out... maybe, but I wouldn't hold my breath.
"The Dynamic Event Chaser" - This was already on its way out as the content was invalidated by surges in player power, but there are a lot of small effects that go with the 'jump to Tier 3 gear', the 'loss of Purple Material drops (very rare) from specific Event Mobs', and the aforementioned 'you don't need them anyway'.
"The Mountain Climber/Explorer - This niche is lost for a roundabout reason, and it is technically only temporary, but we'll need to see how badly Time-Casuals are affected. Since there was previously no Artisan-skill requirement for gathering (and it is actually still only applied to some things, so it's not fair to say this is lost entirely), players who just like being 'high' could spend their time to get to such places and pick up a few items. Not unique, but definitely 'low competition' and often those were the areas with more concentrated spawns or at least 'the ability to pick up everything on the path. With the addition of multiple easily accessible, pre-marked clusters, it's economically unviable to climb mountains for certain rare resources at the moment without the required Artisanship skill.~

I guess in a few weeks I'll know if the TL side actually spiraled or not, and can add to this more.

Because sometimes it's just nice to be able to talk about nice things, and maybe some people who are outside my group who need to keep hope alive will also like to hear some mostly-nice things.

tl;dr most of the above Niches are back in an update that a lot of people would probably consider really cool. At least A- if not A+ solution to 3 of the four above (the important ones).

Believe in your Devs!

Throne and Liberty has released a slightly weird yet lore-appropriate update wherein their giant flying Divine Beast Cetaceans now spawn/summon floating islands, presumably with their immense gravity magic powers, which then spawn gatherables.

One of those Divine Beasts is tied directly to a Dynamic Event and the spawns are related to success at the event. The other is the 'competitive' one, with a tendency to spawn at the same time as Primetime Bosses (both blocks), pushing the Niche choice at least to the level of 'are you going to try to compete for Bosses, or compete for Materials?'

The first one is the one that the 'Red Fog Island Hermit' uses to 'get their Niche back' even if only a little (I haven't rechecked Red Fog Island itself yet) by going to a floating island at the same time they would have gone over to Red Fog and then staying there. You can't fish but the Fishing aspect of Red Fog was only lost due to a difference in available Fishing Bait anyway. The issue here was their 'economic progress' and that has been restored.

The Mountain Climbers got an extremely interesting restoration of their Niche. If you climb the mountains before the Event, you can use your skill and specific gear/food to fly to some islands before the players who ride the Divine Beast to them, and therefore get the first 'gatherable spawn rotation'. They are also 'not the same as the easily accessible ones that the people riding the back of the Divine Beast get to first. So people on Minutrite get stuff from its gathering points, and mountain climbers get first pick of stuff from islands that are practically designed for them. They can even, with enough skill, use the island hopping to get back to the flight path and get onto Minutrite. This isn't even just one Mountain, I believe one could argue that there are three different islands with 'Early Access Options' from three different mountains.

On the other 'side' (the second Divine Beast, Gigantrite, in the other geo-region), there is a further split between those who spend their time gathering the crystals that Gigantrite drops onto the ground, and those who stay on the Divine Beast's back to get other items. If you know the path Gigantrite will take, you can still do some of the 'mountain climbing' style things to get onto specific islands. Since different islands spawn different resources generally, there is further specialization.

Other minor pain-point removals were performed for gatherers who reached high enough levels in Gathering, which, while still the sort of thing that I would hate to see in Ashes, doesn't offset TL too much since Artisanship is mostly, by their own definition, 'Single Player Content'.

Yet in an even more 'fun' twist, that doesn't quite work out that way when players are 'competing' or rather 'deciding if to compete or not', for those resources.

If a floating island spawns Ore veins and Trees, but has two people on it, they can't both get them all, there will always be a chance to gather something while someone else is gathering. The early result is that a 'Blacksmith' and a 'Lumberjack' auto-sort themselves, each taking what suits them, and maybe the 'White Grade' gathering points of the other. Will this shift later? Maybe, but for now, it's one of those things that makes an MMO feel like an MMO, for this player type (there's nothing on these islands for Tailors, and only a bit for Cooks/'Alchemists'/Fisherfolk, but those people hadn't lost their niches relative to the aforementioned anyway).

You can race people to the top of mountains, using your Stamina Regen gear, squabble with them because you're both trying to gather Sand, do something useful for yourself if you somehow didn't log in fast enough to get to the Boss for your daily PvX encounter, or basically go 'quick guys, while everyone is doing that, since it's night, let's go grab all the loot from the dungeons!'

I guess this is a post about skilfull Niche Revalidation moreso than a rant. Things are still only 'okay' for certain aspects of it, but at the end of the day, Devs want to do a good job. They want us to enjoy the work they are putting in, and at least some of them probably want to listen.

So to whoever on the team is in charge of making crafting not be unbearable, know that we still care. Sometimes it's hard to be patient because we care, after all, who doesn't want to get the chance to do more fun things in a game they're already enjoying, sooner?

But greatness takes time, and MMORPGs also need time to find their own Niches, so keep going.

Post by Azherae on 2025-11-13 20:27:59

Since I'm definitely betting that I won't have time tomorrow, assuming stream doesn't get pushed back again, there's a bit of related stuff to say about the below, now that Throne and Liberty's Niche Revalidation has been done.
Azherae wrote: »
It's moreso that if you tell me to dig in soil deposits in a desert oasis, I'm expecting worms, at best, not 'highly nutrient rich soil'. And I'm definitely not expecting 'Oh, well this spot can yield four different rarity grades of Dirt, but they're all Dirt'.

What makes this even more 'egregious' in TL is the inconsistency. Ore mining points have a random drop of Coal, Leather and Cloth have Soft Leather and Soft Fur Bunch, Rock mining has Rock Dust and Sandstone has Fine Sand. So you know that someone (or an AI) had that concept, but left out the 'special drop from Dirt digging', and here I am, wormless.

When your gathering point for ArtC(n) doesn't have a sensible Rare drop in the obvious way, a quick check for an ArtC(n+1) item option will usually yield something, and save you the scathing complaints of Artisans who know that you basically just diminished them, in a game where they have to choose a path.

Because the Revalidation was important, but now a Niche Equalization pass is needed. Everyone knows why Niche Equalization would be important, right? It doesn't have to be perfect, and it's seldom more work than some event or a gear/ability balance.

I'm not going to go complaining about the Knowledge Path or Micro-Slots of tailoring in Ashes. Any basic Tailoring Guide for the current Alpha will show the 'pain' of that, and it's almost certainly unfinished so 'who cares?'. Throne and Liberty on the other hand is 'live' and therefore valid to rant about(?).

We got Divine Beast islands. These boost Carpenters, 'masons', 'glassblowers', 'smelters', 'blacksmiths', etc. Nothing for Tailors. That's 'fine' because Tailors don't have to do practically anything right now. You just stand near a sheep or llama and press harvest indefinitely.

But what if that wasn't fun? Well then you can go hunt things for Leather, same deal. In Ashes though, you can't. You 'need herbalism' or 'need farming', and it's not gonna be totally clear which. TL so far has chosen to put the two together, in terms of play experience somewhat, and can't reasonably put Llamas on floating whale islands.

What they could put, is 'Cotton'.

Depending on your worldbuild, Cotton can go high in the Micro-Slots, actually. TL puts 'Wool' at ArtC1-Weaving, which is, oddly, also valid, because the specifics of Clothing fibers depend on how the ecology works out. You can do stuff with Cashmere style concepts too (though presumably not call it that, but hey, one could).

Point is that animal fleeces are actually probably easier than plant fibers in many places. The 'important part' is often how you do the combinations if any, and this comes up a lot in 'Weaving'. It doesn't matter if you start at Wool or start at Cotton, having the Blends one or two 'tiers' higher than both of those comes out the same, and if Ashes intends to have Processors within Cloth, managing without Blends might be rough because it won't equalize.

We saw the 'same' in Leather, the current implementation bears out the same hallmark problem (I will never let this in-joke die), but whereas Leather has a specific thing you can do about it, Niche Equalization for Weaving is harder, especially if one wants to keep 'the Casuals'.

Assuming therefore that Wool and Cotton take up ArtC1 and ArtC2 or are equal at one of those levels, those 'Casuals' will end up without much push or feeling of accomplishment even if you give them some forms of Silk and/or Linen at ArtC3, because Settlements won't have the same diversity as the original concept. For the sake of argument let's assume Settlement Diversity drops to BDO tier (if they maintain a conceptual FF11 tier this is mostly moot) but that Freeholds don't have a lot of limitations.

At that point you could do 'Animal Husbandry' + 'Farming' and then have a higher level Weaver make things like 'Velvet' (FF11 Velvet, not real Velvet, Ashes would surely come up with some name). TL can avoid the 'problem' that we see in Ashes therefore relative to the Knowledge Path, and this is the one place I have to bring up something from the current implementation to make the point.

Snowdrop Thread + Daffodil Thread + Hawk Leather.

What?

Yes, this is a fantasy game, with big plans for Econ tiers/slots, but... what? And it's not like I'm claiming more players are going to know what viyella is/was either. It's moreso that the expectation/ability to remember are so much more likely to be lacking.

I guess there's always the consideration that certain blends are quite literally getting into political/religious stuff for some people, but given exactly how that comes up I tend to assume that games/Econ Designers basically have to ignore it.

Summary then!

TL would need to put Cotton or Flax on the Islands for perfect Niche Equalization.
Ashes might have issues with this if they stick to things like Snowdrop and Daffodil Thread, not to mention the other potential Knowledge Path issues for parallel reasons.
The Clothcrafter of my group would greatly prefer that this was not unnecessarily overcomplicated at the lower levels if trying to live outside the Riverlands.
The Herbalist Farmer of my group would greatly prefer that one not simply stick Daffodils and Snowdrops everywhere.
As the Animal Husbandry person, Freehold or not, I like being able to contribute to this early.
If you're aiming for higher levels of Artisanship to enforce more interdependence, equally, please blend some fibers across Gathering(?), Farming, and Husbandry after ArtC3.

Post by Ludullu on 2025-11-13 22:58:29

Azherae wrote: »
For the sake of argument let's assume Settlement Diversity drops to BDO tier but that Freeholds don't have a lot of limitations.
This does bring up a question though. WOULD freeholds have fewer limits?

Hell, SHOULD they? We've already seen region-specific stations as a thing in Ashes (or at least an underlying mehcanic, even if it might've been somewhat of a bug). So what if freeholds' buildings were also limited by the region where you put your freehold in (both for gathering and processing).

Tbh I'm not actually sure which I'd prefer. They'll already be a super limited comodity, with supposedly still the best processing in the game, so if you then put region-locks ON TOP - it might make the entire system even worse.

But on the other hand, if we actually do end up having region-specific station requirements - having unlimited freehold capabilities would make freehold owners unreasonably economically powerful, on top of them literally being the most powerful people around considering that they got a freehold.

And I'd imagine this would heavily impact the crate/caravan routes, cause if guilds don't need to process their goods at specific nodes and can instead just pool all of their gatherables at their freeholds - their trasportation movements would differ quite a bit.

Post by Azherae on 2025-11-14 00:52:48

Ludullu wrote: »
Azherae wrote: »
For the sake of argument let's assume Settlement Diversity drops to BDO tier but that Freeholds don't have a lot of limitations.
This does bring up a question though. WOULD freeholds have fewer limits?

Hell, SHOULD they? We've already seen region-specific stations as a thing in Ashes (or at least an underlying mehcanic, even if it might've been somewhat of a bug). So what if freeholds' buildings were also limited by the region where you put your freehold in (both for gathering and processing).

Tbh I'm not actually sure which I'd prefer. They'll already be a super limited comodity, with supposedly still the best processing in the game, so if you then put region-locks ON TOP - it might make the entire system even worse.

But on the other hand, if we actually do end up having region-specific station requirements - having unlimited freehold capabilities would make freehold owners unreasonably economically powerful, on top of them literally being the most powerful people around considering that they got a freehold.

And I'd imagine this would heavily impact the crate/caravan routes, cause if guilds don't need to process their goods at specific nodes and can instead just pool all of their gatherables at their freeholds - their trasportation movements would differ quite a bit.

Quite frankly? I just don't wanna think about it. I will say that my group came to this game because of interest in things like this:
Azherae wrote: »
Therefore, if Bastok were a Settlement in Ashes of Creation, the Mayor might still build a Leatherworking Guild station because of the Sheep that live in the hills nearby, but the Climate would still make obtaining both Willow Logs and Tea Leaves more difficult, requiring more Farmers to grow it. The other choice would ofc be to export the Sheepskin to an area with more access to these.

The nearby region Altepa Desert would probably be entirely devoid of both Tea Leaves and Willow Logs, but this would be fine because it is also devoid of Sheep. It does, however, have Dhalmels, so the same 'issue' would appear. The choice of if to import/grow Tea Leaves and have Leatherworking in the region, or just Export the Dhalmel Hide.

And if Freeholds allow players to easily bypass this, it would go against our expectations. Those expectations might have been overinterpretations, but they did basically tell us back in Alpha-1 that if you wanted to have Fishing on your Freehold you would be better off placing it so that a River or pond was within the Freehold Footprint.

I would therefore not expect that you can 'decide to raise sheep, fish, and tea in the average Sandsquall Desert Freehold'.

So when I said 'don't have a lot of Limitations' I didn't mean 'you can install a full yield fish pond no matter where you live', I meant it more like BDO, where you can grow Mushrooms in Arehaza, but your yield will be worse for most of them.

And Settlements would maybe be similar to the Bastok/Altepa Desert example. You could get everyone on board with the idea of 'we're gonna go against the trend and be Leatherworkers, we have the Farmers who can handle the Tea Leaves!', but the reason for this would be 'so that you don't have to compete with a nearby Town with an even better setup for (let's say) Mythril Swords' and you want to use the Leather to specialize in Mythril Gauntlets.

I'd be thinking that a Freehold would be the same, just on an even smaller scale.

"Oh, I raise Sheep and such here even though it's not the best climate because we need a few to get materials for our Mythril Armor and don't want to be subjected to bandits."

Basically sitting right in the middle. Not wanting either "you can only make Mythril Armor in this Settlement/Region because you aren't allowed to raise Sheep for enough Leather/Wool back at your Freehold and the Crafting Station therefore literally does not let you' nor 'You can freely raise Sheep anywhere with no downside'.

Risk vs Reward.

Post by Apok on 2025-11-17 15:40:20

We have not received permission from Apok to share this post.

Post by Azherae on 2025-11-17 20:33:37

Obv I agree with everything you said (this time I'll let myself give the Like even though it's 100% shared FF11 bias), but there definitely are players out there giving poor modern MMO devs Design Anxiety.

I figure that Ashes must have this problem a lot, considering how many of their designs are supposedly based on actually needing to commit to things, understand things, and work together. MMO Devs have lots of reasons to be nervous about stuff like that in this era, but hey, at least some are still really trying, so let's be thankful for that.

In case you need to hear it today, Intrepid Devs, still thankful for all your effort no matter how other things seem to be going.

My group is literally celebrating today some new signs of Niche Tuning in Throne and Liberty. Niche Tuning that we have been genuinely looking forward to for months now, with excitement on the level of 'new dungeon release'.

Yep, I'm saying that for us, 'tuning Fish Recipes' and 'releasing an entire new Co-op Dungeon' are equivalently hype.

Everyone likes different things. Keep it up.

Post by Azherae on 2025-11-21 08:48:31

And finally we come full circle back to 10K vs the alternatives.

I can't see how I would go about convincing other players that Ashes is a 10K Economy style game at this point.

In fact, things are looking Dire.

As always I'll try to keep to the 'contract' between Intrepid and their testers/supporters, and talk about other games.

FF11's 10K model breaks down during periods of rampant inflation, caused by something that isn't quite 'bots', but is similar, just too many players with lots of reason to do high level things, but not to spend gil. Long story.

Throne and Liberty's 10K model breaks down only slightly so far and only due to the faster leveling and structure of lower level drops (limited pipelines for their usage).

Both games have been cautious about botting because bots and low level characters/players are very similar. Unfortunately if the least skilled players of your game can make money, bots can make more. The issue is solved by relative value of money for time spent, of course.

TL is now moving in to the phase where less desirable traits on Epic I and Epic II gear pieces are worth less than the Opportunity Cost of Extracting them, making it harder and harder for players not at the top to make any money in a way that doesn't put the Economic Drag pressure on them instead of the top players.

This also deflates the whole economy. In the same space and for the same reason, FF11's economy inflated. The reason is simply that those who are at the top progress the fastest and play more. Eventually they are not logging in to Progress, but to Profit off those trying to Progress. Another place this comes up is that smaller groups and solo players have the same outcome. To enjoy the game they need to progress in whatever activity they choose, but simply being given things isn't really 'enjoyable progress' for the type of person that plays this game type. Ashes doesn't plan to do this, FF11 barely did it, TL is careful about it.

Fixing this by diminishing the hardcore player isn't necessary nor a good idea, it doesn't give the strivers anything to strive for if you show them 'when you get here you will have less fun'.

A mild repetition of a quasi-solution on the TL side then:
  1. Clamped Progression should feed into solo/Casual/side progressions when it starts to be phased out.
  2. Non-Clamped activities should feed into Economic Progression through combination with low level versions of Clamped Progression.
  3. Systems should encourage the 'lowest level' producers to act abundantly but also to interact with each other because together they can multiply value and produce things that top-level consumers don't have time for
  4. Systems should encourage top level producers to 'fight over' the production of things that lower level consumers can't easily win but can see a path to.

The result is that when a Top-Level producer chooses to diminish their target by collecting cheap drops/traits from 'easy content', they join the ranks of Lower Level producers, still having at least some reason to do this (rather than for example, just log out, deflating everything, or 'never make that choice', technically inflating everything).

When a Top-Level Producer has a good day (multiple top-end drops), the progressing mid-level Consumer now has enough money to pass up to them, rewarding them for their skill but without an unnaturally high skill*time multiplier.

If that's too abstract, in short, it's the Furniture/Material deconstruction thing.
"Gear Drops that get phased out should become materials for 'single player/casual' content progressions, particularly those that feed into things like the 'Guild Item' occasionally. Without this, everyone will chase only the latest items and have no reason to interact."

Why am I ranting about this now? Because I have a terrible feeling that someone is going to conclude that having the inflationary effect from Sport Fishing, and the deflationary effect from people fighting during the Harbinger event and similar things, will somehow cancel each other out. When, really, it's just the same pressure on the little guy/smaller guilds, from both ends.

Don't squeeze people out of your game's economy this way.

And if that all seemed too abstract/not related to this game, even now... {That's too bad.} {See you again!}

Post by Azherae on 2025-11-28 22:01:51

After reviewing the previous post with my ESL group members over this week, I need to make more clarifications.

Also, this is the final week before Throne and Liberty's 'Hyperboost' servers merge their Auction Houses into the standard server 'pool', and therefore the timing where I have the 'snapshot' of the latest point in their flow where no large external factor will be influencing prices of things.

The previous post's scenario/information was actually only attainable because of these 'Hyperboost' servers. A great use of them, y'all Econ Modelers know what I mean, right? Since then we've learned of a 'Stealth change' that got in sometime recently.

TL limits upward progression in specific ways when Traiting things. You can trait Epic1 items with Uncommons, but your chance of the trait going up instead of just 'Blessing' (failstack) is only 1% base. For a while, they removed the ability to Trait Epic2 items with Rare1 items, not even that 1% was available. Now it's back, and that acts as a very weak stopgap for the issue with Rare1 items and 'Casuals' because the Extraction Stone cost for Rare1 items is much less. If none of that made sense, please just read on (but for Devs ofc just remember that looking in from outside, this is what your systems, no matter how good, end up feeling or looking for uninitiated/True Casuals, though I don't meant that as discouragement).

In the current system, on a non-Hyperboost server, the value of Extraction Stones has 'fallen'. This is a normal part of MMOs, the issue is that the value falls very unevenly, and this is amplified by the fact that the Casuals have more trouble progressing (and this outcome is not even helping Amazon/FirstSpark, but that's a number-crunching type 'proof' that doesn't apply directly enough to Ashes to validate a derail).
  1. It is understandable that in a 10K type Economy, sometimes 'Unstackable' items fall a bit below the Incentive Threshold (the point where it is worth it to set up to try to sell them)
  2. The reaction of the playerbase at large is normally to pursue other items in the Econ-system until the supply is consumed enough to return the value to 'better'
  3. If the incidental supply is too high, #2 never happens, and usually someone in an Econ Team 'needs' to take an action to resolve this (reasons follow)
  4. If True Casuals do not have the capacity to pursue those other items in order to achieve their Currency Progression in the game, the self-corrective second half of #2 doesn't happen (players are desperately doing the crab barrel thing, a type of market crash on the item that I think is unique to MMOs and old Feudal->Capitalist transitional societies, then happens)
  5. If Hardcore players do not need these items or they are too aware of #4, their reaction causes the self-corrective second half #2 to again, not happen (why pay more when you can just wait for one seller to undercut another?)
  6. If True Casuals get stuck in this state for too long, the item loses any original value and Economic Velocity falls

In the case of TL, if a Rare1 Item costs 5 Extraction Stones to get the Extract and sell it and the floor is 10Lu, one would count the value of an Extraction Stone as 'no less than 1 Lu' (in a game without a price floor, the calculation is done differently, as noted, it's related to how long it takes to list the item, and the value of an Auction House slot or inventory slot, for those unfamiliar with this type of game).

Currently, however, there are many Epic2 Items where the lesser traits cost 50 Stones to Extract but there are still players trying to sell them for 10Lu. To be clear, I am saying that those players are the ones making the mistake, what we care about is why they feel obligated to 'make this mistake'. This is where parallels to Ashes finally 'matter' directly.
  1. The game's gearing system results in everything but the cutting edge PvE content being trivial or unrewarding in terms of progression (if we very explicitly exclude Events)
  2. The game's mob design outside of Co-operative Dungeons is built around the ideas of relatively low challenge, certainly until the next expansion (basically it's a 'Trash Mobs' game but also has harder parts placed separately)
  3. The ways that Casuals could use 'lesser' progression to cleanly get a good experience without either rushing, being carried, or similar, are either limited or BDO-tier (i.e. as complex as understanding BDO Failstack theory)
  4. Since drops from World Bosses are performance dependent, Casuals either are forced into extremely meta behaviours, or basically stand no chance of getting these drops either.
  5. Since most 'Casuals' and smaller guilds cannot defeat Ascended Guild Raid bosses in smallgroup even with the "Hyperboost" gear in certain builds, they are limited to defeating the lower versions (if even that), which only generally provide Rare1, Rare2, and Epic1 gear

Basically it falls toward (but not entirely into) the trap of most games, where the only thing that Devs can do for Casuals is 'give handouts', which in turn require entire informational systems to teach people about the handouts, but ofc the handouts are available to everyone, and there are ways for Hardcores to use them too, so I can't say they are 'even working' (the server separation was handling this).

Now the absolute key point:
Extraction Stones aren't actually worth less, to Hardcore players.
(also very important is that it is not a requirement for those stones 'have a floor value of 1 Lucent', it can be less than that, the issue is with how much less)

This disparity immediately Red Flags, for my group.
Even if a Casual knows where to get the maximum 'monthly amount' of these so that they are keeping up in that regard (let's say it's 750, it's normally around that much if you are devoted to it), Epic3 Extracts cost 50 and Hardcores get better/more valuable drops (either entirely rarer items with average Lucent values on AH of 40+, or they can 'wait for good traits on drops from their grind'). Epic2 Extracts also cost 50, Casuals get drops that even if extracted only give 10-20 Lu.

This is only 'wrong' because of the method of Progression. The Casual player can't 'make sure to grind long enough to get a good drop'. They don't always 'know that they shouldn't waste 50 Extraction Stones to get 10 Lu' (as an Econ-Hardcore-ish player I can get 10 Lu off the 'right trait' for even Rare1 items, if patient). They don't have any access to specialization other than farming location. They don't have Crafting options or related specializations at the moment for controlling Traits (I was gonna leave those two off because they supposedly will not be issues in Ashes but it's confusing without the whole picture, just know that yes, I understand that this is not supposed to happen in Ashes)

We have seen the same in the early part of Ashes A2P2.5 Econ Update in all of the ways it can go wrong instead of just the one way in TL that might vanish next week (that server AH merge) or ifwhenever Housing Updates or Crafting updates integrate 'more' progression options for 'gear below the cutting edge' just enough to support the flow between Casuals and everyone 'above them' in playtime.

This isn't a problem that TL actually needs to solve beyond something like that. The game's Economy is robust enough to endure 'sometimes even the rarest trait of this Epic2 item is worth less than 40 Lu' if they don't invalidate a bunch of old content, and if they intended or accepted that, they could change one value (the number of Extraction Stones needed for such items). Ashes cannot do this without tuning the entire World Manager, and I feel like I do know how much work that is (it's definitely more work than coming up with a new/better integration for the lower level items either from the start or in response).

I'd prefer not to try to come up with some jargon or buzzword to describe this specific problem, as its so fundamental to MMO Economy design and so interconnected to all the pieces. It also parallels way too much to RL economic 'issues' that might muddy the waters, because this is a 'cause' but the 'symptoms' appear in things like Wealth Disparity and Tax Brackets and 'things I definitely don't want to reference in a way that might sound like it makes sense to reference the RL versions'.

For people still paying attention to my rantings that haven't played FF11, yes, the same thing happens in that game, but the specifics play out differently. Same for BDO. It's because the specifics always play out differently that I wrote up this one, because I want to be able to reference the concept quickly even if in Ashes it plays out differently, especially because Ashes has so many systems that result in this sort of thing.

Casuals don't have time to even [/b] notice that this is happening to them, they just give up. You can stem the bleeding by throwing Progression at them, but at some point this becomes unsatisfying, and Ashes doesn't seem like the kind of game where doing that will lead to a positive community outcome (but again, demographic as yet unclear).

I don't want to make this post any longer to explain the impact of simplistic PvE or overly accessible/adversarial 'Econ-casual' content on this problem, so hopefully anyone reading can 'just trust me' for a while.

I pray that I never even need to 'write up the proof'.

Good luck as always, MMO Devs.

Post by Azherae on 2025-12-05 23:13:29

Today's rant is about the bane of MMO Econ Devs' existences. The need for Chase Items.

We're gonna ignore all the psychological twistiness and baggage that comes with people wanting to flex on others to feel better in games or make sure they can win PvP fights or even Achievers/Collectors who are pattern matching so they don't quit. We're going to imagine that there are people out there who are chasing an item because somehow the item itself will make the game more fun for them by itself. If you can't relate to this, just imagine it with me for a bit.

For an Econ-heavy game to work this type of Chase Item is required because otherwise what you have are simply Race Items which are a whole different thing (even if many players can't see how this is true or maybe don't have enough time to play to experience it this way if the item is somehow limited).

A Chase Item is therefore an item you are striving for because you would have more fun if you had it, but also it is best if you have to work for it and aren't just given it directly. 'Good luck with that', I say to Devs, but from the Econ side:

Items with completely unique functions and low droprates don't work well without Pity Drop systems. That's Dev balance work, and this is one of the last things one works on because of the number of things you have to factor for. This comes up in Ashes because Crafting is normally a good way to handle Chase Items but it requires a bit of Clamped progression. Ashes has some ways to get that to happen, tying various Settlement/Organization Progression paths to these Items. Other games like TL use things like Abyss Tokens or Dimensional Contract Tokens, which Ashes doesn't need per se, and Steven doesn't want.

The only necessary thing is that 24h grinding shouldn't be the main way to get them, and avoiding turning them into Race Items is good.

Ashes of Creation is a game about competition and conflict, largely. The current setup of the game means that there are many more Chase Items than there are 'handouts', and there's still a chance that there will be many more Race Items than Chase Items.

So this rant is just here to lay out my understanding of this for reference later, it doesn't really require examples. Anyone who cares about MMO Economies has been watching/studying these types of items and similar for probably at least a decade in various other games. I post because Ashes of Creation is unique. Most games flub this a little bit, get backlash, correct or wait it out depending on the metrics they have available, or die because I guess their Econ Designers flinch or freeze up and don't know what to do when they accidentally create a Race Item when they didn't mean to, or when they accidentally turn things into those via unintentional Content Invalidation.

Ashes of Creation is a PvP-ish game where Content Invalidation can occur via other players. This fails the moment you are not strong enough to compete at something, but lower level content that you can manage does not provide enough of a path to becoming able to compete (lack of Drag on the top players) and there is no system for setting up things like 'Level 40 Ballista Matches' (whether these make players competitive at the top levels is not relevant, they are supposed to be having fun competing at the Level XX cap while they progress their gear/skill toward the Level XX+10 cap').

Beware of creating things that only look like Chase Items but aren't really because your entire game is actually a Race, and from the Econ side doubly beware of Unclamped Progression + Unclamped Trading in a game where you are tying those items to Crafting. Especially because I don't think you can use data from other games at all. Games with Clamped Progression and Semi-clamped Trading have so much more flexibility and leeway with what they can do in Crafting that it's honestly amazing that any game would try to do the trifecta of 'Unclamped Prog + Unclamped Trade + Serious Crafting'.

Ashes of Creation continues to be amazing. I hope someday it becomes amazing in the positive way.

Post by Ludullu on 2025-12-06 00:01:15

The only way I see a Chase Item happening in Ashes is if they manage to create a true horizontal upgradability of items, which only lets you win against certain pvx enemies or only in certain situations.

Otherwise it's all Race. L2 had those elemental stones I talked about previously. It could seem that getting an elemental attribute would be closer to a horizontal upgrade (especially considering the direct counter-pairing of all elements), but you could only put those stones into items of a certain lvl and then the attribute itself could be overwhelmingly resisted only through certain means that took time.

And so, those elemental stones were pretty much a full-on Race item, because if you were the first one to get to a point where you can use as many of them as you can - you'd "win" the game.

A similar situation was true for a certain passive ability that you could get on items. The ability was "have a chance to remove your attackers target on getting hit". Seemingly no direct power increase, but considering that an average player would get lost for a second or two in pvp if they didn't expect to lose their targeting - people who'd get this passive ability on their gear first would have quite a bit of direct power benefit in pvp.

This upgrade was one of the very first things we'd work on, as a guild, on majority of L2 servers we played. And when we managed good timing on getting this ability - oooh boi was the game fun as fuck for us :D People were getting lost for literal seconds just because they did not expect us to already have this upgrade.

P.S. as soon as you got this passive ability on your item - the item was no longer tradeable, so each member had to work on it on their own, even though that work usually required investment and time from the entire guild and could even clash with other member's progress.

Post by Azherae on 2025-12-06 00:14:01

Ludullu wrote: »
The only way I see a Chase Item happening in Ashes is if they manage to create a true horizontal upgradability of items, which only lets you win against certain pvx enemies or only in certain situations.

Otherwise it's all Race. L2 had those elemental stones I talked about previously. It could seem that getting an elemental attribute would be closer to a horizontal upgrade (especially considering the direct counter-pairing of all elements), but you could only put those stones into items of a certain lvl and then the attribute itself could be overwhelmingly resisted only through certain means that took time.

And so, those elemental stones were pretty much a full-on Race item, because if you were the first one to get to a point where you can use as many of them as you can - you'd "win" the game.

A similar situation was true for a certain passive ability that you could get on items. The ability was "have a chance to remove your attackers target on getting hit". Seemingly no direct power increase, but considering that an average player would get lost for a second or two in pvp if they didn't expect to lose their targeting - people who'd get this passive ability on their gear first would have quite a bit of direct power benefit in pvp.

This upgrade was one of the very first things we'd work on, as a guild, on majority of L2 servers we played. And when we managed good timing on getting this ability - oooh boi was the game fun as fuck for us :D People were getting lost for literal seconds just because they did not expect us to already have this upgrade.

P.S. as soon as you got this passive ability on your item - the item was no longer tradeable, so each member had to work on it on their own, even though that work usually required investment and time from the entire guild and could even clash with other member's progress.

Yes, this is how Throne and Liberty sorta-works (could get there, we'll see) and how Path of Exile works (as of recent updates, so basically they were in the 'we'll see' stage and then got there).

So there's no reason why Ashes can't do the same, since its 'sibling game' is capable of managing with minimal changes and those minimal changes wouldn't even be changes within Ashes itself, it's back to just again 'giving what they said they would'.

I'll just paste something from a convo I was having with @JustVine literally a moment ago...
18:50 < GM> well, note that things are pretty buggy
18:51 < GM> (people are currently in Bercant complaining that chests aren't spawning at ALL as noted
18:51 < JustVine> i think it's connected to some tag related to the guard captains and company
18:51 < JustVine> because the usual dreadshots that accompany the boss outside the solo hunting ground also didnt respawn as far as i could tell
18:51 < GM> Def there's enough stuff going on to get some standard type RP out of it, and I have a storm of stuff I can throw at Ashes forums as a result.
18:51 < GM> ok, noted
18:51 < JustVine> but the guards to the entrance to the solo grounds did
18:52 < GM> we'll have to recheck that in the next Starlight
18:52 < JustVine> i did get loot from the event btw idk if you saw
18:52 < JustVine> i got the melee heavy attack earrings
18:52 < GM> (I'm gonna stop calling it Abyss hunt, for various reasons I will call it either Starlight or Starfall)
18:52 < GM> yeah I saw, with Max Health too, so technically big money
18:52 < JustVine> im good with starfall, starlight is a festival and therefore probably shouldnt
18:53 < GM> oh nvm these are tweaked for what we hope is future crafting
18:53 < GM> so the Max Health are the low end
18:53 < GM> that said, that makes it easier on the OTHER side
18:53 < JustVine> as in low end lucent value on ah?
18:53 < GM> so hold those for someone
18:53 < GM> yeah
18:53 < JustVine> oki
18:53 < JustVine> honestly i feel like that's almost all not top end gear now and days ~_~
18:54 < JustVine> it's hard to get a feel for what is like 'loot' in this akward transition phase between nix
18:54 < GM> no, there's a whole system to it
18:54 < GM> they even communicate it somewhat clearly
18:54 < JustVine> ah?
18:54 < GM> what it's missing is the final step
18:54 < JustVine> i might have missed something?
18:54 < GM> the 'you can craft it with control'
18:54 < GM> ok, so for example
18:55 < GM> you know that for earrings, they are 'mana regen trait chance 33%, max mana trait 33%, each other around 5%'?
18:55 < JustVine> yes
18:55 < GM> And you understand 'why' that is, right?
18:55 < GM> roughly.
18:55 < JustVine> to burn conversion stones?
18:56 < JustVine> (cuz they are plentifulish)
18:56 < JustVine> and therefore drives ah prices/lucent demand?
18:56 < GM> not quite.
18:56 < GM> because it isn't a good method of burning conversion stones, if everyone were sensible economists that isn't how it would go
18:57 < GM> In Private Server
18:57 < GM> it would work like this:
18:57 < GM> "If you craft Teardrops of the Fortunate omens with no special modifier items, you get these base odds."
18:57 < GM> so most people wouldn't want to do it, knwoing that their chances of getting a good trait are less than 40%
18:58 < GM> they would have a good reason to try to get modifier items.
18:58 < GM> You could just farm them, but then instead of just treating them as unnecessary, you would Litho the ones with those traits if you weren't new.
18:59 < GM> but then because of the modifier item option, people would actually buy the Lithos.
18:59 < GM> Conversion stones would be a BAD approach for most things because
18:59 < GM> if you GOT Max Mana and didn't want any Mana stuff, like [redacted]
18:59 < GM> using them still gives you 30% chance of getting Mana Regen
18:59 < GM> no matter how you wobble it, you always end up with '30% chance of junk trait'
19:00 < GM> so you ALWAYS end up wanting Special Modifier materials
19:00 < GM> this also supports an economy where people could theoretically SELL Lithos for slightly more, more OFTEN
19:00 < GM> to people who 'still only intend to sell the Extract, but they need the Litho to make the Good Trait version to then sell'
19:00 < GM> so if the Litho was 100 Lu
19:01 < GM> and the Good Trait was like 210 Lu
19:01 < GM> you'd be converting your Special Modifier Materials to 100 Lu
19:01 < GM> EVEN if you then used 50 Extraction Stones to get to sell it and didn't HQ it
19:02 < GM> so the reason it doesn't feel like you 'know what is loot' is because this flow is a step AWAY from the TL system, toward the FF11 type
19:02 < GM> where 'good loot' isn't about 'did you get a good drop in the dungeon' but 'did you craft a good thing to sell'
19:02 < JustVine> hmmm sa
19:03 < JustVine> for the record poe2's economy works similarly, there is a huge section of the economy that is just random found base gear but almost all in demand/worth
buying gear is crafted to tilt the values towards desirable traits
19:03 < GM> but also where newbies can always just farm and have some basic good stuff
19:04 < JustVine> and you do the crafting by getting currency from various poi's on maps
19:04 < JustVine> there is a lot more rng and fine tuning to poe2's crafting as of the last update
19:04 < JustVine> while what you are describing is more deterministic
19:04 < JustVine> but it's still pretty close

Because I'm busy today (Still haven't watched LiveStream yet, seriously considering if I even should), I won't be trying to convert the above into more 'general/acceptable' terms, the type one would use 'outside of friendgroup/guild', but I'm sure that as an L2 player you'll get it (with the reminder that as soon as you do anything to a drop in Throne and Liberty you basically can't sell it anymore without Extracting it or turning it into a Lithograph).

tl;dr Ashes of Creation is in my perspective well-suited to creating Chase Items assuming it has:
  1. Any form of Level Sync/Gear Clamp activities for players not at the top
  2. The Crafting System they implied it will have
  3. A basic understanding of something similar to the above in terms of how to make players desire certain gear pieces.

Post by Ludullu on 2025-12-06 00:37:02

Azherae wrote: »
I'll just paste something from a convo I was having with JustVine literally a moment ago.......

tl;dr Ashes of Creation is in my perspective well-suited to creating Chase Items assuming it has:
  1. Any form of Level Sync/Gear Clamp activities for players not at the top
  2. The Crafting System they implied it will have
  3. A basic understanding of something similar to the above in terms of how to make players desire certain gear pieces.
It's kinda why I dislike the whole rarity scale. Cause having it in the game immediately makes any given item a Race one. I guess there is still the chance that the 2nd point you list could change that situation, by actually letting us control the horizontality of items far enough to separate the "Leg is always best" statement from the game's design. But considering that rarity gives boosts to the substats of an item (and even influences Set stats) - I can't really see how Intrepid will get out of this, even with the promised Crafting Dials.

And having rarities as a way of progressing in power also means that there's fewer alternatives when trying to do that progression. Instead of having 6 different sets of gear with different stats/effects, that also marginally increase in power - you have the same set that vertically increases in power.

And I cannot even imagine the sheer pain in the butt the Crafting Dials will create, if they are actually meant to resolve that "verticality" issue. Definitely do not envy any econ designer that's supposed to uphold a system where choice of mats and their application (including rarities) can semi-equalize a Rare to a Leg, depending on the situation. Especially once you include the supposed "region matters to what mats you get and item costs differ based on whether the item is from a distant region or not".

May their econ designers have stength in the face of this horrid beast.

Post by Azherae on 2025-12-06 00:56:02

Ludullu wrote: »
Azherae wrote: »
I'll just paste something from a convo I was having with JustVine literally a moment ago.......

tl;dr Ashes of Creation is in my perspective well-suited to creating Chase Items assuming it has:
  1. Any form of Level Sync/Gear Clamp activities for players not at the top
  2. The Crafting System they implied it will have
  3. A basic understanding of something similar to the above in terms of how to make players desire certain gear pieces.
It's kinda why I dislike the whole rarity scale. Cause having it in the game immediately makes any given item a Race one. I guess there is still the chance that the 2nd point you list could change that situation, by actually letting us control the horizontality of items far enough to separate the "Leg is always best" statement from the game's design. But considering that rarity gives boosts to the substats of an item (and even influences Set stats) - I can't really see how Intrepid will get out of this, even with the promised Crafting Dials.

And having rarities as a way of progressing in power also means that there's fewer alternatives when trying to do that progression. Instead of having 6 different sets of gear with different stats/effects, that also marginally increase in power - you have the same set that vertically increases in power.

And I cannot even imagine the sheer pain in the butt the Crafting Dials will create, if they are actually meant to resolve that "verticality" issue. Definitely do not envy any econ designer that's supposed to uphold a system where choice of mats and their application (including rarities) can semi-equalize a Rare to a Leg, depending on the situation. Especially once you include the supposed "region matters to what mats you get and item costs differ based on whether the item is from a distant region or not".

May their econ designers have stength in the face of this horrid beast.

It's a thing that is hard to explain 'in Ashes' or 'relative to Ashes' because things are still jank and we don't know what they are considering changing/removing to make that jank go away, but I like to believe that they can look at other games and see what works or doesn't.

It's moreso a question of how much work they intend to put in. As long as they somewhat planned around the amount of work that this often is, I'm pretty sure it will be fine. The Crafting Dials aren't that big a deal if they have their 'item themes' in order.

Idk if this will make any sense but it basically comes down to the fact that certain Greatswords used for big attacks/smashing (in TL, Pakilo Naru GS) can't have the trait 'Buff Duration' which would be used by Tanks or Bruisers, whereas more Generic GS (Broadsword of the Juggernaut) can. It might be a bit more confusing I guess in Ashes if they try to do something like 'Legendary GS can't get this Statline that the Heroic version of the same GS can get', but there are other ways. My point is that the interaction between the Crafting Dials and the Rarity system isn't so rough that I'd assume they needed to take out or downplay one of those things, it's just a lot of work, nothing I'd consider 'a pain'.

Even with my own bias toward really complicated systems aside, it probably isn't the thing that will cause a verticality issue in itself. Solutions like 'this powerful Statline can only go in the last Statline slot on an item[/b] can handle it by forcing real choices.

Post by Ludullu on 2025-12-06 01:43:17

Azherae wrote: »
Idk if this will make any sense but it basically comes down to the fact that certain Greatswords used for big attacks/smashing (in TL, Pakilo Naru GS) can't have the trait 'Buff Duration' which would be used by Tanks or Bruisers, whereas more Generic GS (Broadsword of the Juggernaut) can. It might be a bit more confusing I guess in Ashes if they try to do something like 'Legendary GS can't get this Statline that the Heroic version of the same GS can get', but there are other ways. My point is that the interaction between the Crafting Dials and the Rarity system isn't so rough that I'd assume they needed to take out or downplay one of those things, it's just a lot of work, nothing I'd consider 'a pain'.

Even with my own bias toward really complicated systems aside, it probably isn't the thing that will cause a verticality issue in itself. Solutions like 'this powerful Statline can only go in the last Statline slot on an item can handle it by forcing real choices.
I definitely hope they go for something along these lines. Anything that's more complex than the oversimplified stuff they've been putting out as designs lately.

Like, Steven was listing benefits of lawless zones and said "if guilds want to compete - they can here". Like... Well-designed Guild Wars?! Never heard of them. Who needs a proper intricate design when you can just slap a pvp zone on content and say "yeah, go have fun".

This kinda goes along with your apprehension towards watching today's stream. Cause ohhhh boi, it was pretty much "yeah, this new mechanic - it's only worth it if you go to the pvp zone where people can steal from you at literally any moment" and "oh, this new quasi-permanent pvp zone with pve? Yeah, it drops literal best gear AND gives you the ability to LITERALLY CHOOSE ANY MATERIAL YOU WANT to convert from other drops. Oh, you can also get a debuff that makes you perma-flagged for an hour and it persists through deaths. And no there's 100% no abuses or exploits or insane benefits for the zergs in this mechanic. No siree"

Post by Azherae on 2025-12-07 06:50:41

Azherae wrote: »
Also, this is the final week before Throne and Liberty's 'Hyperboost' servers merge their Auction Houses into the standard server 'pool', and therefore the timing where I have the 'snapshot' of the latest point in their flow where no large external factor will be influencing prices of things.

Basic update on this is that prices almost immediately did exactly what I would hope and expect after the merge, with a minor shakeup from a new event type that technically isn't even implemented 'well' (it's the 'Starfall' previously mentioned in that Spoiler Tag a few posts back).

So even with the introduction of a minimum of 40 pieces of Epic3 Gear, almost all of which is subject to all the same Econ principles, everything is flowing in perfect 10K form at least on my Server Group, so much so that I'd cite it as a proof if I had the underlying data to use for the 'paper'.

Players burned through their Clamped-Trade resources, new players vacuumed up the low-cost items, Supply fell back to its normal position relative to Demand, even the prices of 'Food' and 'Crystals' are now exactly where I would expect them to be, sometimes to uncanny levels of Precision.

And to be clear I'm not saying 'I'm so smart look at me I can predict these markets'. I'm saying that it works so well that the Markets are easy to predict. And for an MMO that is an incredibly good thing.

Post by Azherae on 2025-12-12 23:41:53

Today I'm just ranting to get used to the new forum formatting and to consolidate some stuff that I only ever put in more direct feedback posts before. Expect it to be less coherent especially since I am not familiar with the new version of whatever the Spoiler tag is, and there is a lot of detail that I take for granted or might remember mentioning before but it was actually somewhere else.

When most games with an actual economy grow, things obviously shift, and while you can handle gear easily by various clamps/level sync, food requires at least a bit more attention. Even though simply having Clamped/Synced content might maintain some of the market for lower level food, allowing the game to avoid switching all foods over to percentage buffs which are much harder to deal with, generally people who are veteran enough to run that content don't need the food unless they are trying to be competitive.

This means that during the period when any sync/clamp systems are still in tweaking/development, food prices get strange (it takes a while to get such systems to the level of testing and balance where most devs would risk putting them into competitive content, meaning that their Live tests occur on Cooperative Content only). As always, let's go to our 'go-to' examples.

In FF11, you can only eat one food at a time, but their event foods can have some interesting and esoteric effects which make them useful to lower level characters while not breaking upper level ones, e.g. Rolanberry Turkey. They didn't risk making these event foods Auctionable, mostly, because the method of getting them would have been to hoard them for longterm use (no expiry dates, our Monk/Dancer still has some in his inventory now probably).

In Throne and Liberty Event food is a thing that expires after a certain amount of time (moreso on a specific day), so it can have various more powerful effects, but what about the concept of making food that is just accepted to be mainly for higher level things or more specific to either classes or roles? This depends entirely on the Stats in your game, and usually the more complex ones. Let's talk Soup and Pizza for simplicity since these can theoretically have many different forms and all the games share a specific aspect of economic flow relative to them.

For soups, there's no specific thing they should do for the purpose of Knowledge Paths, because of the ingredient flexibility. A player might expect an onion soup to give Defense because vegetables enhance that in the game, while expecting a chicken soup to enhance attack or resistances depending on the game's Knowledge Path for that meat. while a fish or Pumpkin Soup might do something else entirely. The key for soups is that the ingredients are usually simple except for the last 'defining' one, and this means that it is easy for higher level soups or ''Event' soups to be clamped properly. Simply have the defining ingredient provided through some event where it is a choice from other progression or Economic items that players can buy during the event with whatever Participation Currency. This makes soups easy to economically control in this way if they are higher level, you can make the ingredient available in other places, and tweak droprates simply. With lots of freedom to treat it like gear and simply go 'this rare ingredient adds this rare, useful, but not critical effect', you can control things without frustration. When players value that effect they will seek the ingredient, and during phases where the playerbase doesn't value the effect, no one needs to gather the ingredient.

In terms of Pizza I would argue the opposite method needs to be used because of the Knowledge Path. The player is not necessarily expecting to need to get super-special ingredients for pizza. Both example games use the method of slightly clamping the player's access to the wheat/grain required for Dough, while making the rest of the process a bit more involved or time-consuming. This therefore needs to be paired with a relevant economic slot. FF11 does this somewhat incorrectly, by making Pizza have Accuracy+Attack most of the time (there are a lot of different Pizzas, relatively speaking). Yet this happens somewhat because the base of Pizza is usually the same, Cheese, Tomatoes, Dough, Optional Basil, and a 'Wildcard', which sometimes acts like the Special Soup Ingredient (but usually is just simpler, Onions or similar for vegetarian type, Anchovies for that type, sausage for meat type').

That is why the Dough supply is normally either clamped or made difficult, Pizza doesn't 'make sense' with too many overly complex or special ingredients, not because it couldn't have them, but because it is too hard to justify not having simpler variants in your Knowledge Paths.

So we have one food item that is hard to make because getting the ingredient is hard, and one that is hard to make because the Ingredient is limited, and both are basically best treated as higher level foods. This gives a good contrast for discussing what type of stats they should have. In the case of most soups design might aim for 'uncommonly used but powerful, perhaps for a specific build only'. This is the sort of thing that a Guild Cook makes in preparation for a big event, for their team. In a game like TL it would be maybe something like "Shield Block Penetration Chance" or "Bonus Damage against Shielded Target" or "Shield Health % Received" (PvP only, Situational PvX, High end PvX examples). Nothing in the realm that a sane person would expect or demand of any random party member for 'normal' content, probably not even for higher tier content, but still very powerful and not part of the standard build paths.

In the case of most Pizzas one could aim for 'uncommon or 'rule breaking' combinations, relative to whatever your game's normal is, while trying to avoid the FF11 'mistake' of making this fairly meta'. Combinations like 'Max Health+' and 'Accuracy', with these values tweaked to fit your game's food system (for example in TL where you can eat more than one food, having a 'Health' type food with Accuracy on it would be a big deal but not necessarily gamebreaking or even meta) The food would 'help high level specialists to break the rules' in a way that can, again, be balanced by similar concepts to how one balances gear for whatever game. Design could then use the Economic Flow itself to determine if the food type is overtuned. If too many people are devoting their limited Dough/Grain supply to only one specific type of Pizza, Design would be able to monitor this and adjust somewhat if necessary. Lower level cooks would still 'benefit' from this because of the clamp, if the high level cooks are all using their limited Dough on Pizza, the market opens up at lower levels for Pie, Pasta, sandwiches, etc. Any 'cooking bots' would be limited in any effects they might have on 'runaway' economic shifts.

Just remember, in the end it's all Bread, Bread and Circuses. (I'll edit this post a lot to mess with formatting and colors as my various tests of the new forum UI/UX options)

Post by Ludullu on 2025-12-13 03:30:57

Considering the supposed approach to AoC's crafting cycle, I'd probably prefer a pyramid of stats on food. G1 food is the "one ingredient" stuff that gives one stat. G2 is a specifically prepared one-ingredient stuff that has a higher stat value. G3 is couple-ingredients stuff with a combo of stats or a specific stat that comes from the waterfalliness of that combo. And so forth.

Also, jfc, do links not even work on the forums? @Mepps

I guess Ashes is so alpha that even the forums are now too. And we're, of course, the testers!

https://ashesofcreation.wiki/Engaging_and_immersive_story

Post by Azherae on 2025-12-13 03:38:49

No, that's an issue of me not actually putting in the effort to link it properly, nothing to do with any lack of quality in the forums.

I'll fix it sometime tonight or this weekend, but there was PvX to be done, so I was delayed (and technically about to be again).

Post by Ludullu on 2025-12-13 03:58:11

Nah, it's very much a forum issue. Just tried your link and the wiki and it doesn't work.

Post by Azherae on 2025-12-20 22:58:52

Today's rant is about the Opportunity Cost Of Fun.

Since MMORPGs are large, they often allow for different playstyles, but they also want to be efficient with development and get as much participation out of each hour of content they provide. Ambitious large games with multiple approaches to play such as Ashes of Creation, Throne and Liberty, and Black Desert Online (year after release only) run into this 'problem' the most. Since Ashes is in Alpha, I'll only use examples from the other two.

When considering this we care mostly about the more 'extreme' or 'exclusionary' playstyles. 'PvP-Focus/only', 'PvE-Focus/Only', 'Craft/World Only'. Referring mainly to players who play the game but only actually have fun with one type of content. There are subgroups within these, particularly the PvP group being able to be split into 'Arena' type people and 'Larger Scale' type people, and in discussions I've considered if PvE 'Mentors/Socialites' are different from 'Challenge chasers' or something like that, but it doesn't matter for this rant.

Each group pays an Opportunity Cost to interact with an MMORPG, the interaction required with content they don't care about, to get progression or something in content they care about, and then depending on the design of the game, sometimes one group has to pay a higher cost than others, eventually resulting in one of the other groups 'getting ahead' or 'isolating' (depending on the content type). (Personally I think this eventually loses players but maybe not, people could just really not like each other enough to keep playing an MMO if they are pushed together too often).

What I do know is what those groups all think will improve things for them/what they want, and how some of those things affect the meta-economy of games.

Arena/Direct PvP Rewards:
Lots of problems for this one can be solved by limiting the number of wins that yield rewards and matchmaking but in the end, snowballs are not very solvable. People who know a lot about matchmaking and its various effects in competitive games know the curve I am talking about. For those unfamiliar, just imagine a tournament where you can only lose twice before being eliminated. No matter how many people enter this tournament, a relatively large chunk of them are going to 'go 0-2', no wins, just straight out. Usual answer is to make PvP progression within the Arenas, or to make it very optional content, but this doesn't 'help' the players who enjoy this content the most, and so, most games end up making this 'cosmetic' or 'temporary' progression, to avoid Econ issues. This option is commonly seen now, players seem divided on how much they care about it, even in lighthearted contests (but they're usually complaining about the balance itself).

Ecology/Exploration Incentives:
Unique Mobs, items, and events, or ecological relationships, all take at least some time to develop, even if fortunately not too much time to test (as in, if they aren't working properly, it's not often extremely critical). Adding rewards to these interactions, e.g. the 'use the Explosive Shark to open the Shipwrecked Chest' in TL, is okay, but these always end up needing to be tuned to just 'under' a 'good use of time' for most other players, though some games manage well by having this sort of content as the 'fallback' for when other Clamped/Gated progression options are no longer available (running out of Energy or Tokens in BDO or TL). Older games often didn't clamp this, leading to mob/experience monopolization. That's the usual outcome if the thing is known well and rewarding.

Mentoring/Grouping Incentives:
This seems to work well when tied directly to content, particularly instanced, and is pretty garbage otherwise due to the number of paths for abuse. Many games don't seem to even commit to this anymore, older games used to, newer games just make it clearer that newbies are newbies, but don't seem to do much more in terms of rewarding their Mentors directly, presumably assuming that the social aspects of things will work it out. Helping others does have a tangible benefit, after all, especially if they turn out to be compatible with existing groups. In games like Ashes or other games where Guilds and groups aren't 'Endgame Only' styles of play, the 'Economic Tradeoff' is fine, though some players will never take it, due to their own prior experiences (giving up time to help others who then leave soon after). If anything the game can often help simply by having an economy that isn't entirely top-down, so that the Mentor/Helper is gaining at least what 'Low Level Producers' get.

GroupFinding For Content/Incentives for Grouping:
Beyond standard MMO bonuses to Exp or chances of victory, both these things seem to have a Threshold, where the moment they become too easy or powerful, the incentive switches to Economic Progress and exclusions based on Performance. Toxi-city. Groupfinding for Instanced Content can work in certain game types, but it's often a way to end up with a lot of bullied newbies in both PvP and PvE instances, which people then yell should be solved by...

Equalized Gear for Content:
This sometimes works but is itself exclusionary in almost every game with real Builds (if the Devs outright assign Equalized gear). BDO can have this because largely, every Valkyrie is 'the same' and their choices are in how they apply skills. FF11 couldn't because 'knowing the best options for a given Paladin to even play their Job right' was impossible. Their Level Sync system did the work for that, forcing players to still actually get gear for whatever level/activity, but trimming the gear to equalize it (though to be clear this was a bit more complex because trimmed/Synced gear was often very slightly weaker than good versions of Level Appropriate gear, but this was economically also a positive, because it meant that a dedicated low-level player might be very slightly more effective than a higher level one who just pushed to endgame)

And of course, there's the cost that the Developers themselves 'pay' in trying to pull these people together. Every system requires time to work on, and test, and therefore should be assessed based on the needs of the game.

As always this rant is for reference so that I can later say things like 'Intrepid you added Exploration Incentives that don't work if you have Equalized Gear instead of a deeper system in Arenas' or 'Intrepid you added Direct PvP Rewards but also put in easy Groupfinding For Content and now a third of your players are just being bullied out of Arena Groups'. These things affect the game Economy a lot, but this is already a long enough rant without going into the precise details of how. I'll just hope that they find the right balance of these things for their game and it never comes up.

Post by drclawx on 2025-12-21 09:33:05

We have not received permission from drclawx to share this post.

Post by Azherae on 2025-12-26 08:12:07

The Holidays are here! And what better way to ring in the season of giving than by complaining about misgivings!

Specifically addressing a part of the response of the last poster, in terms of literal Mis-givings, games giving out stuff they shouldn't.

Intrepid, as usual I'm gonna rant about Throne and Liberty but know that this is actually 'feedback' on why my group doesn't like your Harbinger Event.

TL's new "Abyss Territory Event" (h.r.t. referred to as just 'Starfall' for my own sanity, forgive me) is a relatively fun event with some Economic Design hiccups that if they happen in AoC will be way worse.

Problem #1 - Skill-less Random Benefit
To receive a piece of Epic Tier III gear from a Starfall, a player needs to be there early, and tag every mob they can (not first tag, just do anything to them basically). Those mobs then die, and once you have tagged 50 mobs that die, you can go open a chest that drops some fairly random loot (there might be a minimum damage contribution or something required, but I'm not 'weak enough' to experience this). Since these mobs are just stat-puffed versions of the same mobs in the dungeon, I wouldn't expect it to be too difficult to manage the tagging part.

Note that someone with the power to actually kill these mobs needs to be there, of course. Those people get the mob drops. The Tag-Alongs don't need to get any of these to get the free T3 gear piece. If you die, you start the count over. The problem here is not that everyone can get 2 Pieces of T3 gear per day with nearly no actual ability to fight, it's that mostly, what they get seems to be random, and that's bad because it's Homogenous Opportunity, on a faucet controlled by number of Attendees, with zero downward pressure. The more people show up, the easier it is for everyone to get something, the more loot is generated.

This might seem good, if more people show up, then more people 'need loot', right? But what happens when everyone needs 'something' but not 'a specific thing' is that 'everyone wants to sell what they get', leading to @drclaw's complaint . "everything drops like candy, but it's hard to actually sell it". For a group like mine, this is not an issue at all. We 'sell internally', using the Auction House to move things from one guild Member to another, perfect easy advance. For Casual players, it doesn't help. We 'ignore them'. There is no 'I don't really like Starfall in this Dungeon so I will earn money to buy drops from people who do'. There's just 'go, get stuff, if it is the right stuff for someone, make sure it gets to them, ignore other players'.

Problem #2 - Overflow Growth (sorta like Snowballing but not really)
Starfall has a purpose, and a Noble one. Revitalize dungeons that are fun but no longer relevant with temporary status of drops. My group is loving this. We go to Starfall 'late' into the hour, when fewer people are there. This means that we get First Tag on the mobs, which means we get challenge (somewhat, a coordinated effort can still Trio a small room without being in any real danger, but it's not trivial) and drops. It's fun. The drops are almost all if not entirely Tier 2. They're not entirely random. Things are great again! Wonderful even... for us.

But 'the Casuals', oh, their suffering. If I can just wait until a specific primetime window to get Tier 2 Gear pieces why do I even need to buy them from anyone 'weaker'? Yeah, they're probably broke. You'd think maybe I would need to get it from them for the long-ago-mentioned 'I don't like or can't risk this area' reason. That part is actually working a little bit. But it's the same stopgap problem. The more I get, the stronger I am, the easier it is to get. This is good. But 'the things the Casuals can get' have even less value relative to time spent. Almost unavoidable really, but the relatively high droprates are definitely contributing to this, and while this sorts itself out in TL, it will not do the same in Ashes.

Problem #3 - Power Pacing (similar to Power Creep but again not really)
Another great part of this therefore (for us) is that a lot of the Tier 3 Lithographs end up being relatively cheap now. The only relatively bad part of this is again that 'the casuals' don't think the same thing when they hear 'cheap' (but they should). The issue if anything is the removal of the Economic Drag force. Top players or players who are able to easily do what we do in Starfall rapidly outpace anyone who cannot, meaning that competition options within other content dry up for those 'Casuals' incredibly quickly.

These are not directly problems in TL as yet. Progression in that game does not require competitive capability, and while we ofc always lament the loss of PvP activities due to snowballing and 'erasure of level brackets', at least it might get solved someday, the game has the structure to make it possible.

We see no signs of that structure anywhere in Ashes of Creation yet. We see only structures that don't seem to take these issues into account the way TL does, sometimes turning what is at worst an uphill struggle and at best 'just a few months of waiting until some sort of reasonable fix', into a nearly-valid reason for even players like us to want to write off the PvP aspects of the game.

And so this rant is the usual request to address this somehow and maybe do something about it before you get too much further, because your current structure doesn't look like it would even get near an Economy that works for anyone other than the top 2% of players, if the Harbinger Event is meant to be an example of the type of thing we should expect from PvP incentive structures.

So, in case unclear:

  1. Harbinger Chests are a Lottery for stronger players and a death sentence for Casuals via Snowballing
  2. Corrupted Drops being able to be turned into other materials and 'grinded up to Legendary' is Economic Overflow Growth of the absolute worst kind
  3. The obvious lack of real challenge other than PvP on the bosses shown so far for this event is a Power Pacing nightmare

These things work Economically in other games because of Time-Clamped Progression (TL, BDO), Stat-Clamped Competition (GW2, FF11), and/or player-goal Isolation (Neverwinter, ESO).

tl;dr Opinion - Even if it looks like you're just 'unburdening the PvP-focused players' by making it so that they don't have to care about the details of what drops they are getting/can get their dopamine hits, you're setting yourself up for a ton more work.

Post by Azherae on 2026-01-02 06:43:00

Today's Rant is hopefully going to be centered around a single idea:

"In an Open World MMORPG, a Poor Ecology leads to a Poor Economy" (alternately, a Flat Ecology leads to a Flat Economy).

This one comes up because I've been tracking lots of reaction videos and Content Creator takes on the last 3 weeks or so of Ashes on Steam, and that, combined with some stuff from forums, made me think of it. Most (basically all) I watched/listened to, but obv time is limited so for those who use AI models I'll provide the Prompt that gives the sort of sentiment results closest to my own, at the end.

I'm treating a Poor Ecology as one that doesn't make sense, players can't 'guess where to go to get something' nor 'remember an Ecological or Economic experience once they have it just from cues' (Loot Mnemonic is a decent term I guess).

I'm treating a Flat Ecology as one that lacks variation within a Point of Interest or subsection of an area. A Flat Ecology can paper over the immediately visible impression of a Poor Ecology. After all, if you only put 2 types of mob in a whole area, it's harder to feel like you 'can't remember the experience'. I'm ignoring the concept of 'is Ashes PvE interesting/challenging enough?' by talking about it this way, even if some stuff I bring up from the usual games might sound like I'm complaining about the style of the PvE, I'd say to ignore that. If every mob is just an exp/lootbag with an HP bar, the thing I'm talking about still applies. With all that finally out of the way...

Throne and Liberty's Abyss Territory Event (which I can't call Starfall easily in these posts in future for various reasons, but I might slip up on it) restores old Dungeons' challenge levels somewhat, while also tuning their rewards upward. This results in 'extended scrutiny' of the Ecology and 'vibe' of those older Open World Dungeons, but since nearly no overall changes were made to the mobs (they're just stronger statistically), the drops are the main Ecological experience marker, just as they were before. All other functions of Clamped Progression apply, so if you go to one of these for drops, you will eventually run out of Abyss Tokens and stop getting drops. If you did each one 'seriously' every day, even if only doing one of the two available per day, you probably would not be easily able to maintain enough Abyss Tokens to keep getting mob drops.

The result for my guild members has been 'actually choosing which ones to go to', because they don't all drop the same types of item, which in turn requires that people are roughly able to remember where to go, to get which type of drop. TL does this partially by location, along with mob type, which is a bit confusing sometimes, but not to a level where it seems to affect most people in my group (our more Casual player and our 'least intelligent' player need some Loot Mnemonics, but these are not too hard to provide, via RP-Frames combined with what little Mob Ecology we get).

So we now have things like 'Wave Altar Weapon Refining Station', because a certain enemy in Sanctum of Desire, on a certain floor, seems to have a higher chance of dropping Weapons than other things. We have 'Temple of Sylaveth Metallurgy' farming spot, for piling up more Rings than usual (two specific Rings are a common-ish drop, but this area seems like it goes even further) and Daggers, etc. There's 'Fallen Adventurer Salvage Area' in the Ant's Nest Garbage Dump, where you get many more 'gloves, shoes, and so on', and the "Aridus Leyline" in Syleus' Abyss (this name was given because of a bug that led to an RP thing and isn't specific to a 'real' Leyline mentioned in the game) where one fights demons for mostly-leather Armor and Cloaks.

So a Guild member who only has one pair of simpler Rings, and has therefore already mostly Traited them by now, doesn't plan around going to Temple of Sylaveth Metallurgy room at all. Our sniper whose Leather-type Boots are fully traited 'doesn't go to Saurodoma Island Steam Room'. If one needs to just gather things to sell, it goes further than this, because the 'Regular' enemies that most people fight to quickly do this content in Syleus' Abyss also mostly seem to drop rings and Boots, the least economically viable targets as of now. To get the more 'in-demand' Cloaks and Armor, you have to, at minimum, fight the right mobs, and though the game does tell you 'which mobs drop which things' it doesn't have detailed data on the actual percentage chances of drops (and I suspect doesn't show all the mobs that can drop certain things).

But instead, let's assume that I don't have a large enough sample size and everything I just said is wrong or at least not accurate enough as to be meaningfully different from just luck, or diving in with complete ignorance of which mob drops which item type more often. Now, the Economy is much more chaotic, the actions of players are not driven by anything, and specialists/explorers have less reason for engagement. The implication I've gathered from the various content sources is that this is how most of Ashes feels right now, except a few almost secret places. I consider this a 'bad' thing. I don't think it's good if the 'Aridus Leyline' is a secret if the reason it maintains that 'ignorant secret' state is because it doesn't make sense. It's also not good if it is the type of 'shallow' secret that just rewards people who know it more than those who don't, outright, but a Flat Ecology can cause that.

A Dungeon where all the mobs are exactly the same in visuals and combat style, but 'the three in this corner standing in a triangle are the only ones with the chance to drop the good loot' isn't fun Economy nor Ecology.

I honestly need a whole second post if I want to actually address some of the connections between this and the massive piles of complaints about the game's current state that I've been seeing, because it's probably best to separate the two. For now, this is as usual just a Rant, so I can reference Flat Ecology and Loot Mnemonics maybe.

As promised, here's the matching sentiment prompt you can use when asking AI to summarize recent videos, but I can't promise anything, as noted, I normally watch or listen to the videos, I don't use this prompt on them myself, it just 'does a good job of lining up with the sort of data that spawns all of the above'. Example video included for Prompt-newbies so you can just copy-paste.

https://www.youtube.com/watch?v=WXLeawyern4
How do each of the hosts feel about the topics discussed?
What are their strongest reactions?
Be detailed. More points is better than fewer.

(if you don't have a lot of time or don't like reading, substitute this final line instead)
Be detailed. Cover all meaningful discussion points.

(don't worry if there is only one speaker, GPT and other similar models will catch that and tell you, though it's been reported to me that some of them think that Nyce Gaming and Ludullu (NiKr) are the same person... somehow)

One day, when the forum is 'different', the color will return, but as it is I can't even be bothered to italicize.

Post by Azherae on 2026-01-02 08:05:22

I'm gonna risk doing this second one without the preamble...

Ashes has Lures. I don't like those Lures yet (or at least as of last check). FF11 has Lures, I like their Lures but not entirely. Throne and Liberty could have Lures, but they wouldn't be the same as FF11 due to their Econ Design requirements (they would have to go in their own gear slot and you would use the Lure and the Bait at the same time which might be odd for true fisherfolk).

In FF11 people make and sell Lures. In Ashes... I genuinely cannot figure out what the intent is. In TL they could let people make and even sell Lures, under one condition, and that condition is needed to combat the bots. I'm sure you can see how something like 'easy sellable Lures' attracts bots, Econ Team.

FF11's decent lures are actually pretty involved to make, and it's an old game so the suffering and 'Risk vs Reward' are baked in. Lures ain't cheap, and you can lose them on line breaks by misjudging a fish. Originally it was just RNG if you lost them or not (because there was no minigame). 'Fun', but at least they weren't usually the exclusive way to snag a particular fish, they just saved you from needing more bait.

Since TL's lures if they had them probably wouldn't save you bait, they would have to give them effects like targeting specific fish better under whatever conditions, and you would still need to be able to lose them in the same way as FF11, misjudging a fish, but fortunately TL has the proper fishing system that allows for this to work.

In FF11 if you were a serious Fisher but not a serious Alchemist, you still had a way to get some Lures (Fishing Guild-Org 'Reputation'), but they were still lucrative enough that I've definitely made a living selling Lures before (both from Alchemy and from Fishing Guild-org supply), and I've had that 'holy grail' interaction of someone shouting in City Chat to find an Alchemist to make a Lure or two for them because they want to go fishing that weekend, plus Lures are Opportunistic items that you don't just churn out (those were the days, eh?). This still isn't great though, Fishers want to fish, and that means they want to make Lures themselves at least sometimes. In FF11 that sometimes means leveling Alchemy all the way to level 40 or higher for certain ones. Not ideal, but obviously neither is 'completely single player gameplay'.

But even in FF11, you don't just 'churn out good lures as a Alchemy bot', because they require things like Ingots or sometimes components from the same Fish. In TL this would be equally easy to control by making Lures out of a specific subset of items that are harder to farm due to Clamped Progression or time-limited opportunities to get them, combined with possibly 'a sorta-common item that comes from fishing which is already used in fishing-related crafting'.

The final 'trick' in both those games therefore is to enable freedom to sell these Lures as Products by tying their production to some other item that the game has already designated as 'it is okay to sell this'. That's the shortcut. If you have an item that is already designed with all the safeties and stopgaps that allows you to say 'selling this is fine and bots are not likely to get involved', no matter what it is, you now have a quick pass to crafting some other item without attracting the botflies or ruining your economy randomly. This obv applies far more to TL than to FF11 but that's the contrast, and I bring it up because I hear the current bot situation in Ashes is also dire.

To be more precise then:

  1. Being able to make Lures directly out of Nature's Jade or Dream Jade might be bad in TL if you could sell them even at the usual 'Great Success' rate.
  2. Being able to make varied Lures by combining Jade with Precious Rubrix/Marind/Emeret/Stalon would be safe because those items can already be bought and sold.
  3. Being able to make Specialty Lures by combining Jade (or Precious 'Elemental' Crystals) with things like Obsidian or Divine Beast Crystals would be safe similarly.

By contrast, making Lures out of Ingots in TL would be either 'too easy' or 'frustrating' (depending on the Rarity requirement of the Ingot), because unlike Furniture, they are functionally Consumables, which are then used to make more profit (or save more money, assuming they have any real value/Impact at all in fishing) but the technical supply of Ingots is 'infinite', bottable, unclamped, and costs only time. Even Casual Fisher will sometimes get Jade just from Fishing (weakly Clamped) and Rubrix/etc from Dungeoneering (stronger Clamp) or the Auction House. If bots 'tried to do this', the price of Lures would fall close to that of the Rubrix at worst (not exactly optimal but not game-wrecking and probably not bot-attractive longterm). A Time-Casual Fisher could take a bit of time out from Fishing to somehow collect Obsidian (no AH option) or Divine Beast Crystals (rare AH option) or Abyssal Aggregate (commonish AH option) and still have their Lure.

But a bot that doesn't actually fish has no Jade and therefore can't produce Lures and mess with the system.

And now finally, what does all this have to do with the previous post about Flat Ecology? Same thing, different lens, if we're looking from the perspective of either type of 'Casual'.

"Here is your money multiplier, make sure to learn where you can get them, from which Settlement/POI Drops/Treasure Chests."

Are they all going to sell the same things eventually? If not, are we 'prepared' for 'Lure Exports from inland nodes without chum-able bodies of water'? Are you going to go the FF11 route if you eventually let people make them and lock them behind the Artisanship system so that people have to shout in World Chat for someone on a riverside Freehold to make them a Lure because the nearby Settlement just got destroyed? Because right now you've tied a Goldsink to a money multiplier in a way that is either going to exclude casuals, attract bots, or just be straight up gambling, yet all of the solutions to this conundrum lead you straight to a Flat Economy type of solution of one type or another. A 'test of Econ knowledge' that you can't do anything with even if you pass it'. Even in a Free Trade game like Ashes, I doubt you could get away with 'having a Special Lure drop from an Elite/Boss mob', but maybe eventually I'll get an Ancient Lure from Yshar.

I feel like that didn't make sense without the preamble. Oh well, if so I'll just point at this thread and hope for the best.