Ashes of Creations Needs To Be More Like…….The NFL?!?!?



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The NFL has the most parity of any sports league. Ashes of Creation can copy some of their rules and modify them to make their MMORPG have much more balance!

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14 thoughts on “Ashes of Creations Needs To Be More Like…….The NFL?!?!?”

  1. I liked the idea of a soft cap on the guilds, where they have to interact with the world to slowly increase the different aspects of the soft cap. An example may be to raise a cap on resources they have to craft recource heavy items and sell them or complete a # of caravans of certain sizes.

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  2. For your last concept, I think too that citizens should get more advantages if they have been a long-term citizen. This would keep a level 5 node from having such an influx of citizens and resources. Making a committed citizen get more rewards for being committed to that node would help with Node Pride. Also, I dig the 3D Logo! That is a helmet the Xilligers can get behind. I'd follow that guy into battle.

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  3. I think you have a great take here. I'm not big on MMOs, but Ashes has piqued my interest, and I can see how easily it would be for one or two factions to dominate almost from jump. Leveraging mechanisms from real world systems which have already had to deal with some of these "market forces" is a really smart idea. Has Intrepid broached this topic yet, and what is there take? I love your content, keep it up!

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  4. Trade Pool and the salary cap sounds interesting though, aside from the fact if its too high, you are back to square one.
    So big teams can just pay off those that set the salary cap as high as possible ๐Ÿ˜‰

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  5. Q: Whatโ€™s the minimum guild size to really have a meaningful impact on the realm?
    A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. Weโ€™re also balancing guilds through guild levels, where guilds must choose between size and effectiveness – smaller guilds will have an opportunity to get a leg up through abilities that larger guilds canโ€™t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers

    ashesofcreation wiki

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  6. I dont think the server fund cap will work, because as if monopolising funds was not bad enough, you have made that fund finite, which guarantees everyone else is deprived if the large group has cornered all the funds (fixable ..see below).
    This is literally how banks work, via interest on fiat requiring cash that does not exist.
    That requires new printed money to cover that interest…which means any new printed money belongs to the bank, to cover growth and debt ๐Ÿ˜‰

    The solution is actually to replace a linear economy with a cyclic one.
    Supply chain normally go from raw material > processing > finished materials > construction > maintenance > trash.
    Thats a closed chain when the funds have a beginning and an end.
    raw material > processing > finished materials > construction > maintenance > deconstruction > finished materials > unprocessing > raw material >
    Thats a cyclic economy and a cyclic supply chain.
    You cant balance the books with option 1, other than robbing peter to pay paul (hence ever increasing public debt or loss of assets to the bank).
    You can balance the books with option 2 and if you control all the variables, you can set the cost of living where ever everyone agrees it should be, provided that economy is closed, yet full self sufficient.
    Of course, if you dont have access to all of the required materials, then you cant have that closed economy, but you can append a balance of trade/books with other regions raw materials.

    Thus this ensures that local economies can actually exist.
    Dependant economies cant be localised, as they cant be act independantly.

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  7. The skill point option I would take out of the hands of guild leaders but would have it related to guild size. I would have each players infinite progress come with skill points. So you can have a small guild with highly skilled players or a big guild with mediochre players.

    The problem of course is defining genuine skill rather than play time. But a handicap system like they have in golf, could be possible.

    You could marry guild funding cap vs guild skill cap vs guild size. But then we start invading the territory of economic, military, religious and scientific node systems. All of which 'must' be equally relevant, to be useful and used, or we will just have a node meta, like you have a class and race meta via min/maxing. Which may or may not also impact a guilds in-combat or non-combat capability.

    But that is sort of covered with the guild specific capability, already planned anyway. Which has the happy coincidence of keeping player progress and guild progress isolated from each other. (Not everyone will join guilds). Whether this implies that sacrificing 'personal/group skills' for 'guild skills' and vice versa should be a thing, is an interesting can of worms to open. I am not sure that can be done while adopting the maxim of 'keep it simple stupid', rather than tie yourself in unresolvable gaming knots that not even the devs understand. A really invasive system can get reall messy real quick, if not part of an original cohesive design.

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  8. Interesting idea. I think overall numbers and organization do win out and that fine as long as you make the organization part the more important part.

    Your ideas all have blatant problems IMO:
    1. The guild skill points things would become a everyone gets the same amount because otherwise it will cause drama.

    2. The cap on the amount of money on a server creates more problems than it solves. Guilds would just hoard the money and the small guys wouldnt be able to pay for anything.

    3. A cap on money held by a guild would just mean they put that money into something like stocks/resources/gear instead and not really solve any problems either.

    Biggest thing is to just give decent money syncs and fluctuate the price of certificates based on how much money is on the server and the supply and demand.

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