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“Banking”的版本间差异
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(Convert to article) 标签:移除重定向 |
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− | + | {{Banking}} | |
+ | |||
+ | == Storage == | ||
+ | |||
+ | {{Storage}} | ||
+ | |||
+ | === Warehouses === | ||
+ | |||
+ | {{Warehouses}} | ||
+ | |||
+ | === Player housing storage === | ||
+ | |||
+ | {{Player housing storage}} | ||
+ | |||
+ | == Player to player trading == | ||
+ | |||
+ | {{Player to player trading}} | ||
+ | |||
+ | === Buying and selling === | ||
+ | |||
+ | {{Player merchants}} | ||
+ | |||
+ | === Mailing items === | ||
+ | |||
+ | {{Mailing items}} | ||
+ | |||
+ | === Gear binding === | ||
+ | |||
+ | {{Gear binding}} | ||
+ | |||
+ | == Theft == | ||
+ | |||
+ | {{Theft}} | ||
+ | |||
+ | == Security systems == | ||
+ | |||
+ | {{Security systems}} | ||
+ | |||
+ | === Escrow system === | ||
+ | |||
+ | {{Escrow system}} | ||
+ | |||
+ | == See also == | ||
+ | |||
+ | * [[Economy]] | ||
+ | * [[Currency]] | ||
+ | * [[Sharemarket]] | ||
+ | |||
+ | == References == | ||
+ | |||
+ | <references/> | ||
+ | |||
+ | [[Category: Economy]] |
2022年5月31日 (二) 20:20的最新版本
Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[1]
- Banking between characters will likely be restricted to furniture and completed items.[2]
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[3]
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[4][5][6]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[7]
Warehouses
Warehouses are default service buildings that come pre-built with nodes. Their function is to provide storage points within nodes.[9][10][5][3][11][12]
- Cargo for shipment by caravan is stored at the caravansary not in a player's inventory. Stored cargo is visible via the warehouse UI.[13][14]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[15][16][17]
- Gatherables and materials may only be accessed in the warehouse location they were deposited in.[18]
- Requisition agents for mayoral buy orders are located at node warehouses.[8]
- Players are prohibited from moving gatherables, materials, and commodities in sealed crates out of depositories within a node following a siege declaration against that node.[18][19][20][12]
- A portion of all gatherables and materials that were stored in successfully sieged nodes become lootable.[21][22][23][11][12][24]
- Whole items (crafted items) are not vulnerable to loss during node sieges.[25]
- Corrupt players are not able to utilize storage systems.[26][27][28]
- Personal caravans may be launched from any point of storage (including warehouses).[29]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[31][32][33]
- Players must obtain and place storage containers in their player-owned housing.[32]
- Different grades of storage containers have different inventory capacities.[32]
- There are restrictions on the grades of storage containers available in different types of houses.[32]
- Access permissions can be set to allow others to access a player's personal storage devices.[31][34][35][2]
- Personal storage chests may be set to permit access by family or guild members.[35][36]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[31]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[12]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[11]
- Corrupt players are not able to utilize storage systems.[26][27][28]
- Personal caravans may be launched from any point of storage (including chests).[29]
Player to player trading
There is player-to-player trading in Ashes of Creation.[37][38][39][40]
- Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
- A: There won't be anything to stop you from doing that.[39] – Steven Sharif
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[26][27][28]
- The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[38] – Steven Sharif
Buying and selling
玩家攤檔, personal shops, and auction houses enable buying from and selling to other players.[45]
- Player merchants will not be able to be placed on ships.[46]
玩家攤檔 | Personal shops | Auction houses | |
---|---|---|---|
Cost |
| ||
Location |
|
|
|
Player presence | N/A | ||
Storage |
| ||
Advertising |
|
| |
PvP |
|
N/A |
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[57][58][59]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[55]
- Social messages sent via mail will be received instantly.[57]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[57]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[57] – Steven Sharif
Gear binding
There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[60]
- Very little gear will be account bound or soulbound in Ashes of Creation.[61][62]
- The game economy is based around crafting and degradation of items.[61]
- 裝備 is obtained via crafting, gathering and processing along with raid and dungeon bosses.[62]
A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[62] – Steven Sharif
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[63][64]
- There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[63][65]
That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[65] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[50]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[64] – Steven Sharif
保安系統
保安系統 will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[66][67][38][41][42][43][44]
- A broad spectrum of approaches are going to be utilized in order to try to protect the integrity of the game once it launches. Testing of these systems will begin leading up towards Alpha-2.[67]
- Security is always at the top of any concern when you have a closed system like an MMO is... We've seen a lot of MMO is launch without security in place and the economy gets ruined as a result thereafter. And every band-aid that's slapped on top of that wound is just making things worse. And so part of why you take the time in order to ensure that things are done correctly is also the security component of things; and that's where testing with a live audience is a bit different also than testing with a Q&A audience as well, because you're going to get those bad actors- and we call them bad actors because ultimately they're attempting to destroy the fun for others... So what we've done is we've hired some security experts who've worked on massive other MMOs like World of Warcraft and other games, and they bring with them lot of experience; and we're going to be testing that in leading up towards Alpha-2. It's a very important part of Alpha-2. It's not something that we really addressed with Alpha-1 because again, that was a much more barebones functional testing experience. We did see some issues during Alpha-1 and we made it important for Alpha-2 to test those systems. We have a broad spectrum of approaches that we're going to be utilizing in order to try to protect the integrity of the game once it launches.[67] – Steven Sharif
- These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[66][38][41][44]
- We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[41] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[66][68][69][44]
- It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[69] – Steven Sharif
Escrow system
- An escrow system is planned to prevent griefing in the crafting system.[70]
- We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[70]
其他
引用
- ↑
- ↑ 2.0 2.1 直播, 2019-06-28 (1:23:31).
- ↑ 3.0 3.1 3.2 直播, 2018-04-8 (AM) (23:18).
- ↑ 4.0 4.1 影片, 2023-06-30 (19:20).
- ↑ 5.0 5.1 訪談, 2018-12-06 (20:30).
- ↑ 影片, 2020-05-31 (47:32).
- ↑ 直播, 2023-06-30 (18:45).
- ↑ 8.0 8.1 影片, 2023-08-31 (25:00).
- ↑ Blog: Development Update with Village Node.
- ↑ 直播, 2023-08-31 (50:25).
- ↑ 11.0 11.1 11.2 11.3 訪談, 2020-07-08 (57:46).
- ↑ 12.0 12.1 12.2 12.3 12.4 直播, 2020-04-30 (1:14:44).
- ↑
- ↑ 直播, 2023-10-31 (1:08:57).
- ↑
- ↑
- ↑ 訪談, 2023-09-10 (47:13).
- ↑ 18.0 18.1
- ↑ 19.0 19.1 19.2 19.3 直播, 2020-10-30 (1:03:52).
- ↑ 訪談, 2020-07-19 (41:32).
- ↑ 訪談, 2023-07-09 (1:36:24).
- ↑ 直播, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 直播, 2020-10-30 (1:04:59).
- ↑ 26.0 26.1 26.2 直播, 2023-02-24 (1:12:24).
- ↑ 27.0 27.1 27.2 直播, 2022-10-28 (24:28).
- ↑ 28.0 28.1 28.2 直播, 2021-04-30 (1:14:49).
- ↑ 29.0 29.1
- ↑ 30.0 30.1 直播, 2021-06-25 (22:34).
- ↑ 31.0 31.1 31.2 直播, 2021-07-30 (1:14:33).
- ↑ 32.0 32.1 32.2 32.3 影片, 2020-05-31 (47:32).
- ↑ 直播, 2018-08-17 (10:54).
- ↑ 直播, 2021-04-30 (1:12:33).
- ↑ 35.0 35.1 直播, 2020-06-26 (51:58).
- ↑
- ↑ 37.0 37.1 37.2 影片, 2023-11-30 (58:54).
- ↑ 38.0 38.1 38.2 38.3 38.4
- ↑ 39.0 39.1 直播, 2017-05-15 (10:32).
- ↑ 直播, 2018-01-18 (46:56).
- ↑ 41.0 41.1 41.2 41.3 訪談, 2020-07-19 (1:12:37).
- ↑ 42.0 42.1 直播, 2017-11-17 (38:35).
- ↑ 43.0 43.1 Massively OP, 2017-06-1
- ↑ 44.0 44.1 44.2 44.3 直播, 2018-02-09 (20:40).
- ↑ 45.0 45.1 45.2
- ↑
- ↑ 47.0 47.1 直播, 2017-05-10 (16:36).
- ↑ 48.0 48.1 48.2
- ↑ 49.0 49.1 49.2 49.3 49.4 直播, 2020-07-31 (1:34:06).
- ↑ 50.0 50.1 50.2 50.3 直播, 2017-10-16 (59:39).
- ↑ 51.0 51.1 51.2
- ↑ 52.0 52.1 52.2 52.3 直播, 2019-05-30 (1:26:16).
- ↑ 訪談, 2020-07-08 (55:05).
- ↑ 54.0 54.1 54.2 54.3 Know Your Nodes: Economic Node Type.
- ↑ 55.0 55.1 55.2
- ↑ 直播, 2017-05-10 (35:16).
- ↑ 57.0 57.1 57.2 57.3 直播, 2021-01-29 (1:14:53).
- ↑ 影片, 2018-09-06 (3:53).
- ↑ 直播, 2018-07-09 (50:16).
- ↑ 直播, 2017-05-15 (13:06).
- ↑ 61.0 61.1 訪談, 2020-07-18 (52:57).
- ↑ 62.0 62.1 62.2 訪談, 2018-08-24 (4:15).
- ↑ 63.0 63.1 訪談, 2021-02-07 (16:05).
- ↑ 64.0 64.1 Podcast, 2017-05-05 (43:05).
- ↑ 65.0 65.1 訪談, 2021-02-07 (19:00).
- ↑ 66.0 66.1 66.2
- ↑ 67.0 67.1 67.2 訪談, 2023-07-09 (1:47:04).
- ↑
- ↑ 69.0 69.1 直播, 2022-08-26 (1:32:45).
- ↑ 70.0 70.1 直播, 2017-05-10 (32:22).