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Tagged News: economy

Wednesday, November 28th
News

Fallen Earth's weekly feature is back, and Canticle delivered the goods about auction halls, item drops, crafting, instances and GlobalTech's role within the game's universe. Above all, we get an update on the development progress:

It's time for another batch of questions! Well, more importantly, it's a batch of answers to those questions from lead developer Lee Hammock:

As always, work progresses. This week we're working on Devon Township, The Dump, Aesterly, Blaine, Windfarm, and Waste Farm. Most of Northfields is laid out in terms of geography, so the designers are now coming in behind the artists and putting in all the NPCs, missions, critters, harvest nodes, etc.

1. Will there be an organized barter entity/location to handle player market transactions? If so, how is it structured (fees, inflation, etc)?

We're working on a centralized economic system. We started with an auction house, and ended up with something much bigger. We intend to have a shared central market where players can put items up for sale, and both players and NPC merchants will buy them from this central market. NPC merchants will buy their stock from this system and charge PCs for them according to the prices at which the goods were acquired. This means some merchants will run out of goods if there is a shortage in the market, while other merchants will drop prices if a certain good floods the market. Other factors, such as distance from the nearest barter town or availability of local commodities, will also affect merchants' prices. NPCs will also occasionally put up goods for sale, allowing us to keep the market from going too far in either direction. We want to create an interesting economic system, not a huge headache for players...

Read the rest after the jump!

Friday, November 23rd
Developer Journals

In today's developer journal, Associate Producer Tasos Flambouras takes us through three big issues he's seen discussed in the community lately: the economy, prestige classes and much more.

Every other Friday, Flambouras presents a developer journal that updates the progress of Darkfall here on WarCry.

imageOn remapable keys: You can absolutely remap everything.

On Invisible hiding: There is no invisibility or stealth skill built into the game. You can be stealthy using actual player skill and using the right equipment and movement, and hide as to not be detected moving in.

On the related issue of having radar: The only radar is one that shows you your own party. No other radar exists in Darkfall. You can add your own map markers and customize your map, and some quest information will add map markers for you.

Read more after the click.