I got the game the other day also and while it is pretty polished and fun to play, after a few hours of looking into it the game is not everything its cracked up to be. The economy may be player driven but it's still just a progression quest. You have to actually mine a lot of rock to get better at mining rock, and you can only get a better rockhammer when you're better at rockhammering. I made 30 sledgehammers in 20 minutes but theres no point in selling them as every 3rd toon is probably making 30 hammers in 15 minutes.
The thing is there is no reason to ever get another of something unless its the next higher tier you can get. you can repair you items so Your don't lose them so no one ever really needs to buy another sledgehammer. You can easily make so many so fast there's no need to buy them unless you're after a top notch item. If your equipment blew out completely every couple of days there might be a demand for a decent quantity of stuff but so far there isn't. Even food takes days before you need to eat. That would be fine if it took 10 minutes to craft a single meal if you were good at it but it doesn't
The game has some great ideas but it's trying to "force" the implementation of the economy. If you want a player driven economy then everything needs to break quickly and/or everything takes a lot of work and time to create. It's worth what it's worth
Do high tier mats always require the lower tier components? I was trying to make some high tier planks, only to find out I need lower tier planks as a component. This means you always need to store the whole range of mat tiers, right?
To add my two cents about trading on the market. I was surprised how viable it actually is. People were happily buying my low tier crafts - this was on my first few days, without thinking about supply/demand at all.
The nice thing is that materials are unevenly distributed across the world. Some hub cities are close to wood, while being far away from stone. You could presumably use this to your advantage. I'd imagine stone products would sell really well in towns far away from stone nodes.
Do high tier mats always require the lower tier components? I was trying to make some high tier planks, only to find out I need lower tier planks as a component. This means you always need to store the whole range of mat tiers, right?
To add my two cents about trading on the market. I was surprised how viable it actually is. People were happily buying my low tier crafts - this was on my first few days, without thinking about supply/demand at all.
The nice thing is that materials are unevenly distributed across the world. Some hub cities are close to wood, while being far away from stone. You could presumably use this to your advantage. I'd imagine stone products would sell really well in towns far away from stone nodes.
Yes, higher tier materials will always require the previous lower tier refined material. With the new update coming soon, you will also need essences to refine materials. All tier 4+ mobs will drop some essences when killed.
The economy is extremely player driven and just about any tier material will sell with no problem.
The game is just crafting low level stuff to level up and craft higher level stuff to eventually sell to high level players who destroy themselves in guild wars. The crafting has no mini game to it or anything, its just a click/grind.
A real economy would be building and maintaining the roads, the walls, the buildings, the aqueducts, the towns themselves. Making a new town requires a throng of crafters to build it and maintain it, paid for by the combat people who go out and kill stuff for money. It doesn't' seem to happen that way
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https://forum.albiononline.com/index.php/Thread/38201-Albion-Online-Business-Model-p2w-Discussion/?pageNo=1
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The thing is there is no reason to ever get another of something unless its the next higher tier you can get. you can repair you items so Your don't lose them so no one ever really needs to buy another sledgehammer. You can easily make so many so fast there's no need to buy them unless you're after a top notch item. If your equipment blew out completely every couple of days there might be a demand for a decent quantity of stuff but so far there isn't. Even food takes days before you need to eat. That would be fine if it took 10 minutes to craft a single meal if you were good at it but it doesn't
The game has some great ideas but it's trying to "force" the implementation of the economy. If you want a player driven economy then everything needs to break quickly and/or everything takes a lot of work and time to create. It's worth what it's worth
http://baronsofthegalaxy.com/ An MMO game I created, solo. It's live now and absolutely free to play!
I was trying to make some high tier planks, only to find out I need lower tier planks as a component.
This means you always need to store the whole range of mat tiers, right?
To add my two cents about trading on the market. I was surprised how viable it actually is. People were happily buying my low tier crafts - this was on my first few days, without thinking about supply/demand at all.
The nice thing is that materials are unevenly distributed across the world. Some hub cities are close to wood, while being far away from stone. You could presumably use this to your advantage. I'd imagine stone products would sell really well in towns far away from stone nodes.
The economy is extremely player driven and just about any tier material will sell with no problem.
Join the official forum. Everything is disscused there. https://albiononline.com/?ref=BN1KYHKM2F
A real economy would be building and maintaining the roads, the walls, the buildings, the aqueducts, the towns themselves. Making a new town requires a throng of crafters to build it and maintain it, paid for by the combat people who go out and kill stuff for money. It doesn't' seem to happen that way
http://baronsofthegalaxy.com/ An MMO game I created, solo. It's live now and absolutely free to play!