ANNOUNCE NEWS #2897
Date: 1/23/2019 at 17:21
From: Estarra the Eternal
To : Everyone
Subj: Economy Updates: Commodity Production
In order to create a more dynamic economy in-game, commodity production has been adjusted in villages. Basically, a perfect economy would see all commodities produced need to be used. However, we aren't aiming for perfection; rather, we are aiming for commodities actually being of value and even dealing with occasional scarcity. Just be warned that this will be a painful process for those who are used to cheap, limitless supplies of commodities, but I hope you will understand how much more healthy game play.
We are not looking for an overnight 'fix'. Changes will be incremental and slow. Eventually, we will look at capping commodity stores in cities and communes and making commodities quickly decay in stockrooms. However, we are not there yet. First, we are looking to adjust commodity production in villages.
Villages will now be slower to produce commodities and tithing has been reduced. We will continue to monitor village production and will tweak in the future, either increasing production if it appears commodities aren't being produced fast enough or further decreasing production if it appears there is still a glut of commodities.
Commodity quests have not been touched and will still affect commodity production in the village the quest is performed.
Comments
In/Out adjustment initiatives can make it easier (or harder) to put in different types of changes, and may make the economy more (or less) responsive to those changes, but don't touch any of the fundamental issues that made the game economy go stale. In the context of a broader plan or idea, barring specific problems like @Xenthos brings up, this is a GOOD CHANGE! On its own, it doesn't do anything but create some annoying edge cases.
Forging commodity costs are something We're currently reviewing as part of our project to improve the Design system. We completely agree that with the changes to how weaponry works, their minimum commodity values make very little sense - this is something We want to fix.
As We've mentioned, We cannot give a timescale for these changes, though We can tell you that they will definitely not be coming out until after Ascension - to avoid clashing with the Challenge of Beauty.
Like I said, I love this concept, I'm just concerned about the execution. Other than putting in an entire new set of resource gathering mechanics (not a good use of time), I can't see a way to fix that.
Now, it's possible I've made a lot of assumptions and I'm way off. I'm only going on what I've read here. I just don't want what could be a cool, non-combat way to help your city/commune become just another PvP driver.
My 2 cents.
So like... you could make non-decay items instead become unusable at the end of the normal decay timer and require an item from the trade to repair it, adding time to its decay timer. Similarly the repair commands trades have would let you extend that timer before the decay happens.
You could alternatively have some item that all the runes and descriptions get attached to, which then pops out when the item decays, if it's attached to another replica of the original item then it applies the customisations and items to it.
Either way, you'd also make the summoned weapons craftable instead and then you've introduced a regular reason people need to interact with various trades and take comms out of the game.
But then I logged into one of my (many) alts that I haven't played in a (long) while. Everything was gone. And, y'know, getting it all back wasn't that bad. I saw some new styles, visited some shops I hadn't before... it was good.
So how do we balance the "annoyance" of decay with the fun of discovery and the need for an economic driver? Man, if I knew that, I'd be running my own game. But I do love this idea from Saran. The "enhancer" doesn't decay, but the sword/armor/lute/whatever does. That's neat, in my opinion. I think it's an elegant solution, though probably not easy. Most good ideas aren't.
There's still consumables like curatives and food, but it's a lot of potential comm/gold sinks that I've just artifact'd away, and from memory most stuff that's not a "consumable" can be made non-decay at this point. Which also leaves some trades kinda empty if they don't have a consumable.
Those that struggle would have incentive to participate more in activities that generate gold.
Begging functions as a fall back if someone doesn't have enough money to maintain their stuff.
It also would be a drain that affects everyone equally so it's effectiveness wouldn't be relative to say... how interested people are in expanding their manses or the like.
Making commodity production more player-driven rather than reliant on passive production via villages does seem like a good idea, but there are huge gulfs in player potential to produce commodities.
One the one hand, we've got rockeaters. I can easily gather up 100 rockeater corpses in an hour, get 100 gems just from the turn-ins, then turn around and buy gems at 1gp per under the current system. Gems are GGEZ.
On the other hand, we have fruit, the most useful and commonly used food commodity. Need it for many things, for pretty much anything sweet that isn't simply sugary, for anything with nuts, for wine, the list goes on and on.
You can produce one fruit comm by killing twenty scrumhogs and then doing a lights out puzzle. But wait! If you do that once, you can't do it again as soon as the scrumhogs reset! No, you need to help the other farm brothers produce vegetables and grain before you can do fruit again. It's that, or wait until the entire quest resets.
The only other way of producing fruit I know of is killing furrikin farmers and taking it from them. Otherwise fruit production in most villages outside of Estelbar and Acknor is already rather low.
Even if you just did something as simple as allow us to turn-in the white lemons from Clarramore to produce fruit, that'd help a little bit. More new comm quests would be a huge positive. That or adjust them - for the effort it takes, getting that fruit basket in Vesucia should net you waaaaay more than a single fruit comm. I say 50 would be fair.
Meat, comparatively, is much easier to produce, which is comical when compared to real world food economics.
The IC explanation for rockeaters producing gem commodities is that they can't digest them, or digest them very slowly, so they are extracted from the rockeater's stomach after being slain.
But why only gems? What if there were a chance to get ores, or an assurance you could get metal ores to exchange in based on what region that rockeater was in, what strata it was eating, etc? This could be especially interesting in the undervault, and could create that same sort of production versatility for the rockeater rather than leaving it as simply a mass gem production mechanism.
Food for thought!
Realistically that sort of time frame isn't that dissimilar from patches in ffxiv where you generally have to go out and grind for your new gear rather than just popping quickly to a shop. It's like... what four commands to replace something, if doing that every couple of months is going to kill your motivation and engagement then you're probably not engaged in the game already. If the concern is actually for returnees you can just include the Bob-made items in the welcome-back packs as that's what they're here for.
It's probably also worth noting that decay is a thing that has always been part of the game, non-decay lets you escape that and I think that's a contributing factor to the current state of the economy, it's pretty similar to self-sufficiency but it doesn't just reduce your need for other players, it effectively negates your participation in an otherwise necessary part of the economy.
Incidentally, I think that allowing layering of armor and clothing would make a wider range of tailoring abilities see more use.
Looking at enchantment more specifically, it looks like the magic bear is going for 30 credits? That's what ~300 credits, combined with a regulator and cube with an extra 75 credits to make the cube non-decay, that effectively negates the need to have a Spellcrafter once you're set up. On top of that, you've also reduced your need for jewellery stuff to practically zero (some people might still need power stones). So yeah, why should anyone invest the lessons into Spellcraft on the off chance someone might need one of those specific enchantments?
Also, I'll negate you with myself regarding aethersuits, I got mine customised to an outfit I am happy with and proceeded to ignore not only tailoring but the armour side of forging as a result of their existence. Given previous threads, I'd also expect this economic driver probably also doesn't apply to others that are opposed to nixing non-decay.d
Similarly, with the glamrock you could wear whatever you like regardless of layering, and that appears to still respect the economy aspects of decay.
I should probably also add that when some of these enchantments are available, they're only on pieces less practical than rings or brooches, and they're like 10K-25K gold each. Nevermind how the designs usually don't jive with me. You might say, "but go ahead and just buy them!" to which I'll say, "Nah, I can log out and play something actually fun".
And if that's considered A-Okay, then we'll just roll that way.
Tangent:
As it has escaped my mind otherwise, I would encourage the administration to keep the governance system in mind during tweaks. As of right now, no one really runs with commercial over religious or conquest. Balancing against the existence of commercial governance and adding incentive to using it as a choice, rather than leaving it feeling like a non-option.
Across quests in general, it'd be good if rewards focused primarily on just one reward type or another. If you have a credit quest, it should earn you very little gold along the way - the credits should be the primary objective. In a theoretical quest where you might get a hundred or so commodities at the end, it'd be equally important to minimise gold production along the way. Right now you just go for whatever blanketly earns the most karma/essence/gold and it all feels samey same, or you just focus on the few that get you the most of everything for efficiency. Encouraging quest variety with reward variety, rather than bundles of similar ikons/gold/etc increases choice and agency.
I'm also not super empathetic to your decay day horrors when you've repeatedly noted how wealthy you are in game, dismissing many suggested solutions as pointless because you're not interested in them while asking for more shiny toys to buy at gold auctions. (As a note @Estarra, the last gold auctions really annoyed some of the players I talk to because of this)
The storage items you suggest support your non-decay belief also don't actually stop it completely, they slow it down unless you're expecting not to ever use it?
I'm also curious as to what artifact runes you actually consider to primarily be for non-decay?
Just searching for rune in the shop, the summer and winter runes are advertised as such but came around because of weather and the figurine rune probably. The clearest is the stasis gem, which is the one that actually makes the artisan storage items permanent. But not really seeing anything that doesn't have a pretty clear benefit that's not just, you don't have to whittle a pipe once a month.
As far as enchanting, all of those reasons for rarity, they're reasons why you would expect Spellcraft to be pretty common for Guardians and Mage, aside from the self buffs included in the skill. You could easily charge a bunch of money to people for enchanting if it's so difficult to find people and turn a decently significant profit. Realistically, the only reason people wouldn't be taking advantage is because there really isn't that much demand. Tinkerers can just as easily cover the more necessary parts.
Seriously, with regulators and cubes I have not needed a Spellcrafter in what... 5-10 rl years and that was only because I transferred everything over to magic items.
The people that were interested in engaging with trades that would have made your life easier, already left.
Why should anyone spend the hundreds of credits it takes to trans a trade for maybe one customer every few months? if that. That's actually a question I'd really like to hear an excuse for, because honestly this all rather sounds like demanding other people invest a decent amount of money while complaining about something that might actually make it worthwhile to them.
How about next we have a rune that you can attach to the cooked buff food that makes them reset once eaten? Maybe an upgrade to liquidrifts that make a single sip infinite? Have the cube runes just generate charges so they can't run out? Ooh a rune that refolds origami once you use it?
That way, you can make all trades actually equal because you can only ever need any of them once.