Economy Updates

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Hegemon

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Staff member
Administrator
posted Nov 12, 17

You guys might be wondering about the lack of updates lately, but I assure you its due to us working on behind the scenes / backend stuff that doesn't directly translate to ingame content (yet) for example, for mining we had to build 12 different formulas that applies to ores and pickaxes to have them conform to our gulden/hour earnt based on level and skill type balance.
Mining Changes

It is now much easier to get ores with our new formulas, and ores can be sold directly to blacksmiths. At Lv. 30 Mining using a Cast Iron Pickaxe, a player should be able to mine and bank 668 ores/hr and attain 3 gems/hr. Yielding a total of 47.42 guldens.
With all the hardcore math and file upon file of excel sheets (mostly) out of the way we can start translating all these backend resources into actual game content for everyone to see and enjoy. The economy has been completely redesigned from the ground up to be far more dynamic, encourage player trade, encourage long term planning and adding diversity to the various skills.

There are now 4 types of skills:
- Gathering Skills
- Processing Skills
- Artisan Skills
- Combat Skills
The main economy changes is how much each skill makes money at low levels.

Gathering Skills
Skills such as mining, woodcutting, fishing and farming. These skills require no raw material investment apart from ownership of the relevant tool. Gathering skills start of at a lower guldens/hr compared to to processing skills but scale much faster at lower levels, achieving parity very early (~Lv.4).

However, the guldens/hr increases suffers from diminishing returns and does not carry well into the late game.

Processing Skills
These are skills/recipes where products are refined into secondary raw materials, for example churning butter, making bowstrings, smelting and tanning leather. Although the starpoint of processing skills is higher, it loses out early-mid game to processing skills as the increases of income/hr as you level is smaller than processing, however by mid-late game (~Lv. 60), the exponantial increases of increased income gained starts significantly beating out gathering skills especially at late game, this is a fitting reward for investing in processing skills (training them at a loss earlier)

Artisan Skills
These are really interesting skills and you could consider them the craftsman type skills such as leatherworking, tinkering, armoursmithing, weaponsmithing and fletching. These skills start off at a negative income/hr due to the resources consumed for lower level recipes being worth more than the end products. The rate at which Artisan skill income scales is the greatest out of the three skills, but due to starting at a hefty -85 guldens/hour it takes significant time and investment to reap the rewards.

The income cap for this skill is the highest out of the three skills, and that is only if you sell to shops, selling top end masterwork weapons to players is where the real money comes in, this is realistic due to traditionally the best craftsman in society have a monopoly on top products and it is really a seller's market.

Combat Skills
Combat skills start off similar to processing skills, decaying in the mid-game compared to processing and artisan skills, before exponantially increasing with a final settling point somewhere between processing and artisan skills.

This spike in income growth / level comes from the player being able to tackle late game content and farming the super rare drops and items that cannot be crafted.

Overall these different skills creates supply and demand for raw materials and competition to level high enough in Artisan and Processing skills to turn a greater profit than simply mining or combat.

Looking forward to everyone's feedback on this economy change!
 
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