Economics Improvements

The goals of our economy improvements are to keep the inflation in check and give meaningful gameplay for harvesters, crafters and traders.

As we have said in the description of our vision for the game, New Dawn will be focused on empire building and conquest, but for it to work we need a thriving virtual world economy to serve both as a fuel and a goal for war.

The economy will be the most looked at and analyzed data set of the game. It is essential to the success and sustainability of New Dawn.

Sinks and faucets

We will be adding a lot of new faucets in the game in the form of rewards and incentives to fight over contested resources. We try to balance out each system individually, with watchtowers and village parts taking resources to build and wars having ongoing costs, but we will still end up with an increased resource creation.
We need to balance that with increased resource destruction.

To that end, we will do the following changes:

  • System controlled gold sinks will be dynamically set by the amount of “active” currency in the world:
    • NPC gold prices for reagents,
    • housing rents,
    • vendor taxes,
    • high end crafting gold prices,
    • war status ongoing costs.
  • Vendors and other housing related rare loot drops will also be craftable or purchasable as a gold/mats sink alternative to luck.
  • Orbs and astrolabes will also gain a crafting recipe.
  • There will be a small dynamic durability loss variation based on gear inflation.
  • On knockdown, all equipped armor will take 1 point of durability loss, altered by variation.
  • To allow for sparring/training, this is disabled when knock downed by an ally character.
  • Arenas, an upgrade building in player holdings, will also mitigate durability losses.
  • On gank, all equipped armor will take 5 points of durability loss, altered by variation.
  • On blocking/parrying, both attacker and defender weapons lose increased durability.

Some of these change have an added benefit. For instance adding recipes or ways to purchase items that were previously rare loot removes luck from the equation for players that dislike it.

As of durability losses, we will leave ways to do sparring and training without increased costs, even at a reduced cost. Social hooks are worth enough to not discourage friendly activities and new player mentorship, even if it could have been a great sink.

In general, the durability losses changes should lower the daily gear bag level which will help to keep the power gap in check. We want to keep rank 30-40 items relevant so that newer or casual players have less of a barrier of entry to PvP. Less grind, more action.

Increased durability losses also increase the demand for crafters and gives us tools to make dedicated crafters and harvesters valuable.

 

Crafting as a full time activity

While Darkfall boasts a great combat system, offering PvP and PvE as viable and rewarding full time activities, economy related activities were mostly a second though and served as side projects for players.

We wish to give crafters meaningful gameplay, to the point that one should be able to only work on improving his industry and market presence.

To that end, we will do the following changes:

  • The durability losses changes mentioned above.
  • Weapons and armor progressively lose potency when bellow 90% base durability.
  • Base durability is a recipes max durability before character skills and stats modifier impact it. For example, if a sword is 100 base durability, but a crafter manages to create it with 130 max durability, it will still start losing potency at 90. The crafter added an extra buffer of 30 durability points before potency losses.
  • Potency will be lowered down to a low roll of a previous rank and will be reached at 20% base durability.
  • As always, numbers will be tweaked with play testing.
  • Items can be repaired, but it will be reserved to crafters with the proper title.
  • Repairing an item takes materials and lowers the max durability.
  • A crafter that repairs its own creations does it better.
  • Salvaging skill, pick a bag and gain around 50% of crafting mats back.
  • True forge subskills and crafting masteries are unlocked by selecting crafting titles.
  • Titles also increase the impact of wisdom on random rolls and max durability.
  • True forge skills only gain xp when crafting higher end items:
    • 0-25: rank0-20, grenades, chain, banded, cloth and padded armor.
    • 25-50: rank30-40, scale, plate, leather, bones and studded armor.
    • 50- 75: rank 50, tailoring mastery robes/armor, full plate.
    • 75-100: rank 60+, lvl 25+ armor and tailoring mastery items.
  • Weapons cosmetic choices and individual item upgrades:
    • Most designs are unlocked through leveling, as it was originally.
    • Any unlocked design can be crafted to any rank with added costs.
    • Ranks will still be noticeable but through texturing and coloring.
    • Some designs, like mob sets or racial motifs, will be dropped as recipes and serve as rare rewards for other systems.
  • Vendors will be more available due to changes made to housing.

A positive side effect of these changes is that now PvP items will be used longer and have more chances to switch hands. No longer will people use extremely low durability items and secured kills will be worth more.
Crafted items also gain more advantages compared to monster drops.

The repair mechanic creates an opportunity for ongoing relationships with specific crafters. People will buy high rolls items, invest in enchanting them, and will want to keep them as long as possible.

Separating crafting masteries and true forge skills and locking them behind titles will also prevent the self-sustainable characters that existed back in the days. Either within a clan or through vendors and market places, people will need to interact with each other and have incentives to create relationships.

We’re also leveraging the large quantity of art assets Darkfall had by getting some of the lesser used models back into the viable pool.
We’re also going to introduce monster loot into the crafting system through dropable and tradable recipes. Things like black robes or Dark Knight armor will be viable as daily gear. We will also try to get items to have their own racial style rather than magically change depending on who wears them. It should create some interesting trades.

This will give a greater freedom of choice for players to create their own look and be recognizable on the battlefield. And it will also give long term goals for crafters by obtaining popular styles.

In the end, we believe that these changes will make high level crafters be very valuable and impact how the world runs.

 

Banking revamp and long distance trades

Even if we improve the lives of crafters and offer tools for trading, we still won’t have a thriving economy that serves to fuel conflict and player interactions.

For this we need to create geographical sub markets alongside partially localized resources.

This will allow enterprising players to act as a bridge between sub markets and make a profit.
And that will enable equally enterprising players to watch the roads and wait for an interesting “business deal” to pass along.

To that end, we will do the following changes:

  • We will remove global banking. Each bank will be a separate entity.
  • Gnome trade-posts will be introduced:
    • They have a global and local gold accounts.
    • Funds can be transfered from one to the other.
    • Transactions take 10 minutes to complete and have a fee based on inflation.
    • They sell vendors at a high price impacted by inflation.
  • Market places will be added to the game:
    • Sell and buy orders can be placed on an auction house.
    • Auction houses have fees based on a percentage of transaction values.
    • Vendors can be rented for a duration and a single flat fee.
  • As described in the player holdings changes, we will remove portal chambers.
  • Runestones, recalls and nexuses require you to have less than 75 weight on you and one additional small figurine. Enough for basic gear and one mount or raft.
  • House and bindstone recalls have a maximum range.
  • Runestones/nexuses are the addresses while portal shards are the fuel. The longer the distance, the more portal shards get consumed.
  • Holdings will produce unique resources that can be used to increase clan buffs.
  • The more variety and quantity of said resources, the better the buffs.
  • We will keep the partial localization of loot tables as is and only improve it when needed.
  • We will introduce r50 and r80 resources and more specialized recipes requiring bridging far away lands for both daily and high end gear.

Please note that we are open to the idea of regional banking for starter cities of a single racial land in order to help out newer players, but we want to try fully localized first.

With the market places and gnome trade-posts we will be adding tools for trading resources and at the same time new gold sinks.
Auction houses will be for bulk trading that need to stay for a long time. Perhaps more suited to materials and consumables.
The vendors will be more suited for single high value items trades. If the items sells quickly, then it will cost less than the percentage fees of the auction house, but at the risk of paying for nothing.
Housing vendors will remain relevant as they come at a high one time fee, but the cost will be absorbed as the player creates a customer base and increases the frequency of trades.

This should give versatility to the way players trade.

We also limit instant travels so that it doesn’t make our other changes meaningless. It will also prevent instant travel from being an escape mechanic. If your party members have raided enemy territory and are full of loot, don’t expect to get away easily. It gives a shot for defenders to regroup and recover their possessions.
It will also require some logistics to bring tools of war to a siege as cannons, ships and warhulks cannot be teleported with.

And finally, on top of the existing localized loot tables, we will introduce more reasons for long distance trading. Hopefully this will be incentives enough to create emergent gameplay.

And with this, we have touched upon all the important core systems we hope to improve for New Dawn’s release. We will now touch on to smaller GUI and quality of life changes before moving on to post-launch and expansion material.

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