So I watched Ziggy D and some others talk about (and even do) trade pack runs and was wondering if these impact what kind of goods are available from NPCs at the other location like in Star Citizen. I understood that trade pack runs are a way to get guild stars for housing and other useful things like ships, but I'm still a bit in the dark about the in-game impact to the world itself if trade is disrupted or going really well.
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How does it compare to how things are "like in Star Citizen"? A lot less vaporous.
In all seriousness, trade runs reflect supply and demand only in the sense that the reward floats up and down based on how many of a certain kind of item has been received in that area recently. No one can repurchase your goods.
Since Star Citizen is targeting late 2016 for release, assuming anything about its economy is dubious at this point. It's like comparing ArcheAge to Everquest Next.
Well, I know what they are aiming for in star citizen because I've seen the system Chris Roberts is pitching in another game before. There's limited quantities of items available at different shops and the quantity is effected by whether players are helping with supply runs or hindering supply runs. Basically, it's Final Fantasy XI with the crafting guilds, except with NPCs also assisting in doing the supplying.
So it's purely a currency reward in ArcheAge, then. To be honest I'm not really sure how much of an impact a system like the above would really have in a game like ArcheAge because most likely public trade channels would probably take precedence anyway.
Archeage has an auction house that is faction-wide, maybe global?
You can buy any goods from any zone. There really isn't the sort of system where goods are in abundance in one location and not in others.
Trade runs in AA are juts a way to make gold and give people a reason to risk goign to the pvp areas.
I have heard of gold farmers in games...but this person Rosa Garcia is getting a bit crazy with it /