Ashes of Creation Has Already Countered New World's Economic Crisis



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45 thoughts on “Ashes of Creation Has Already Countered New World's Economic Crisis”

  1. Great video as always and congrats bro on reaching 9k subs. I still remember when i joined it was only 50 subs. The channel has come a long way and I hope you can reach 10k subs fast.

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  2. Very informative video. I suspected something like this would happen. Fortunately, my server hasn't progressed too far so I can take advantage of crafting. However, my biggest fear is when they open up server transfers is when ALL economies collapse. I'm imagining someone with high end bags and tools flooding my server and progressing the collapse at a more rapid pace. That's gonna suck.

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  3. One thing new world really needs to do is eliminate infinite repairing And reduce the materials you can gather significantly. I can gather for a hour and pump out 20+ iron tools no problem

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  4. What do you think of doing a hybrid of New World, and Black Desert Online's PvP, where you have to flag yourself for PvP, but you can flag yourself for PvP anywhere, not just in the town. However, to unflag yourself, you have to unflag in a town. That way if someone who is flagged is stealing your crafting mats, you can immediately flag yourself and kill them. Now you are flagged though, you are at risk until you return to the town.

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  5. I have been following this game for quite some time now, and I can't wait to play it. I pray to god that it will turn out to be a great MMO, I really want to spend my life grinding something good with friends ;(

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  6. let's hope new world can pull a FF14… people who pre-ordered and also bought the game got scammed, big time… and don't think because you only have to pay once doesn't make it worth it, especially if there isn't really anything special to begin with.

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  7. I agree with you and have said this as well. Everyone should not be able to do everything. Just as I don't like when you can just change class or such, on the fly. It should be a permanent choice and it's created uniqueness that not everyone can just swap whenever or do everything.

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  8. You didn't mention Albion. They use all the systems. Best materials are in full PvP areas, first couple of levels are easy to get, then you need to grind. In PvP areas. Then it takes more raw units to make one crafting unit as you go up, with the number of raw units becoming scarcer. And they have regional markets. And 50% of your equipment goes bye bye every time you die in PvP. IF you get it back. And PvE? you keep your gear even at 0%, but it's cheaper to buy/make it again than repair it. So HUGE material sinks, high risk for higher level materials, a time gate to gathering levels, and their economy is absolutely BOOMING.

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  9. @Narc Hey! I've been watching your NWO & AoC coverage as of late. I'm primarily an old-school MMORPG & Pantheon: Rise of the Fallen follower but AoC has piqued my interest lately after Steven Shariff mentioned something about "risk vs reward", which is a central tenant of PRF. I'd be curious to hear your thoughts regarding PRF. Thanks!

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  10. New world was originally a full loot pvp game right? This seems like a layover problem from that. In albion online, all your inventory drops on death and everything has a chance to be destroyed thus preserving the economy.

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  11. I have a few issues with the statements in this video… For starters… you brought up Runescape's economy and compared it to New Worlds… But they work in completely different ways. New world's markets work on the same form of system that is in WoW… You gather, you sell and you determine the price for sale… In Runescape, the GE fixes set prices for items based on the demand for them… There is never a shortage of items in Runescape. Only higher and lower prices from the GE based on the demand for every specific item… In New World you actually farm the item, In runescape, there is an infinite supply always there… No players need to meet a demand.

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  12. Honestly… No game will match Albion's economy system… I'm convinced it's the absolute peak of what an Ideal economy is… Absolute gem of a game that not enough people give the time of day.

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  13. I think that one of the reasons why New World's economy has crashed is because of limited storing space, I myself would've just store everything I gather to use it in crafting later, but because of the limited storage space, I had to go and sell everything that doesn't fit in my storages, of course when your reason to sell something is to just get rid of it as soon as possible, you just set a price that is a little less than what is on the market already and as thousands of people do the same prices drop dramatically and very quickly.

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  14. I was always terrible at making Gold in WoW – the one thing I found I enjoyed was crafting Bags. In FFXIV – where everyone can do as much crafting and gathering as they like (just like in New World) – I find making Gill super-easy. I still don't put in as much effort as I should but I am getting better.

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  15. I agree and disagree at the same time.

    I have a love hate relationship with the fact that everyone can do everything on one character with no restrictions.

    On one hand, I'm a beast crafter than create anything I need for myself without much trouble… on the other hand the only people who will buy anything are those are too lazy to gather themselves or are restricted at their current profession level. I like and hate both sides of this coin.

    So I think this would be a nice subject to touch on in a few months once that games "newness" has worn off and everything is playing at higher levels in the game to see if the economy stabilizes or if it becomes completely worthless.

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  16. I really hope AoC don't limit the amount of profession you can do per day since that will make people feel forced to log in just so they don't fall behind, just like the AP grind in wow but finds a different way of handling the problem.

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  17. So many game developers for MMOs are scared of pvp turning casual players off. They want everyone to feel like they are winning and can play the game unbothered and without challenge. They kill or cripple pvp so that people can play the MMO like its a single player game with no threats or dangers presented by other players unless the person WANTS to. Forcing open world pvp alone could change the economy and i was talking about that to a friend recently. It provides a whole new level of danger and difficulty to gathering resources and makes those resources more valuable. There have been so many times someone has killed an animal or they were going for a gathering node and I simply went and took the animal's resources or dashed to the node before them because they had pvp flagged off.

    i've had pvp flagged on since l hit lvl 10 and joined my faction and the one time I turned pvp off was to join a group for a dungeon. Afterwards it came right back on. Not only is PvP itself challenging, but having to periodically look over my shoulders to make sure i dont get clapped as im exploring or questing adds another layer of engagement and fun, and makes my progress that much more rewarding. PvP turns simple tasks and journeys into unforgettable moments and stories where a basic activity suddenly turned into a life or death situation. In addition to all this, pvp is a great way to force players to work together. Need to do a quest, but another faction is patrolling the area? Great, now you have to actually reach out to the faction or company you never talk to for some help, which they will be glad to do. Developers need to stop being scared of pvp and need to start embracing it and the many benefits it can offer a game. If it's too much for some players, then they can go play Animal Crossing or something.

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  18. Well, AoC has shown no deep or innovative form of gathering or crafting. They have MANY options but at the end of the day, following a recipe to craft anything is not complex. And given how there will be vertical progression in AoC you can bet your ass there will be plenty of invalidated recipes in the crafting system.

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