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Originally Posted by
baldeagle86
But what does that mean? Surely they have some benefit or incentive to show up, besides just being NPC's
I guess I don't understand the question - on a basic level work the same way as other NPCs. Because this game ties rewards to friendship leveling/ fetch quests, they represent another opportunity to get crafting materials and bells. Chances are they will provide rarer crafting materials as they are essentially premium content.
I don't have enough Leaf tickets yet to purchase one of their items yet so I can't state that with certainty, it just fits their game design pattern.
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Originally Posted by
baldeagle86
You will easily be able to change your Nintendo ID back to your home country upon full release. Just have to leave it on AUS for now until then

Are you certain about that? I don't see an opportunity to reselect regions in the game options, though I realize you can do it from accounts.nintendo.com. My fear is that I'll be bound to the Australia game shard forever.
It's also worth noting that if you have a balance on your Nintendo ID, or on a child account (like your NNID), you cannot change the region until you drain the balance. I have 30 bucks on my Nintendo ID, so I couldn't change regions if I wanted to.
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Does the market only change items daily? Or is there any way to view friends markets? Seems really limiting to only have a few items a day to choose from...
Yes, they change daily, if not more frequently. Isabelle talks about it during the tutorial. I can't recall (i don't have the game handy) but it's possible you can use leaf tickets to refresh the market like you can with other game systems. (Something I would have appreciated in New Leaf, frankly)
You can't go to other friends' markets, you can only visit their campsite. However, you can view their "market box," which works a bit like Hay Day's player commerce system.
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(I am an AC veteran so I understand it's like the core games this way, I just thought they might advance it a bit for the mobile version!)
From a freemium design standpoint, that would go against their best interests. All games like this are "content furnaces," that is, players consume content faster than game teams can make it. Almost all design choices are built around slowing down that burn rate.