Post by Azherae on 2021-09-25 13:44:21
We have not received permission from beaushinkle to share the quoted post.
Even so, it's another reminder of how different our priors are. I expect you'll answer maouw separately so I'll focus in on aligning a specific one.
I don't see the caravan system as implying a high liquidity.
Players always max out their inventory in MMOs. They put a pile of stuff in storage. Then they want to move it, and fill their own inventory to move it. If a player does this solo, and die, they lose a lot from any instance of dying.
If they instead gather their friend group of 8 and put 8x their inventory on a mule and the mule is durable compared to players, then any individual death in battle loses nothing for the travelers, and they can focus on 'protecting the payload'.
I have lots of issues with the way Corruption works, the Caravan system, and so on, but I can easily imagine 'making this sort of system and brainstorming the specifics later' so the fact that we don't know only bothers me a little.
I'll leave the discussion of other priors between you and @maouw but add something to that side for discussion if you don't mind. My expectation is that the thing most likely to be stockpiled, etc, is something that most people might find frustrating. Repair mats for gear. You need a lot of these, but not so many that it's likely to require a meaningfully higher than FFXI liquidity.
Because it's one of the few economic factors that has a clear and known impact when it's depressed, and a timesink cost incentive to function. You have to repair your gear, someone has to supply the materials for this, it would be good to have large amounts on hand. If it takes 1h of gathering to repair 3h of dungeoneering, then I think the numbers approximately work (I'll 'show my working' if you want, but the numbers are long, and I do still hope to maybe make an MMO one day if Ashes goes in another direction, so take it on faith if you are willing).
So we have a huge and constant sink for materials with a high fluctuation in requirement (i.e. market tanks when no one needs to repair or decides not to care for some reason, and automatically tanks if everyone starts to gather the same items because that reduces dungeoneering time and therefore demand).
Alpha-1 had some implications, Alpha-2 will probably give us numbers that I can plug into the equations, which I don't think Intrepid will hide, since it will be about system testing, not 'letting people like me figure out the current niches'. I would really hope that they would let us at least see the real economic system during Alpha-2, that is, 'know how much Silver Ore it takes to make a Silver Ingot to repair a Silver Helm'.
However, you're missing some data from the Alpha-1 experience, I believe. I don't remember seeing much 'gatherer path optimization' YouTube content, is all I'm saying, but we did it, and it's... currently pretty easy, so your feelings from the art style are valid, but the system is built around 'concentrating resources in places so that when you have an efficient run, there will be conflict'.
I think of this as... 'naive', let's say, given human psychology, but there certainly isn't a better way to do it. In short, I feel that the Corruption system implementation is wrong, not the worldbuild. I'm keeping my alternative one as my own 'trade secret' though, mostly because I'm bitter and want the option to 'I told you so' all the people who kept going 'it'll be fine, it worked in L2' and similar.
I exist in the quantum state of 'wanting it to succeed so everyone is happy' and 'expecting it to fail just enough to make people who overconfidently assert it is good as is, shut up'. Sadly the third outcome is 'some set of people going 'working as intended, this is great!' while the game bleeds subs and becomes a ghost world. I don't want that one.