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Re: Loot System Changes
After 24 hours it seems majority of the people who commented on this thread agree that loot changes should be made for the greater overall good of the game, longevity and community. We have made solid positive suggestions with detailed arguments for the dev team to strongly consider and hopefully implement into their already developed loot system. Alpha 2 will be on its way soon and the goal is for this thread to get enough attention to be brought to the table for discussion.
On the other hand, those in favor of the current loot system have suggested - Don’t play with strangers / Don’t expect rewards for equal participation / Only play with group or guild members you know and trust to avoid being kicked prior to looting / Guilds establish ranking systems for allocating loot / Constantly be on the lookout across forums and discords for postings about ninja looters & bad reputations.
My overall issue with the suggestions from those in favor of the current system is that it promotes lone-wolfing and competition between group members until close friends are online to avoid an inherently flawed and outdated system that is rarely seen in current generation gaming. While I completely understand the devs team decision to keep things “old school”, I feel that majority of players appreciate quality of life and engagement more than temporary feelings of nostalgia that typically fade quickly.
Please continue to voice your opinions both for and against loot system changes while remaining respectful of others.
On the other hand, those in favor of the current loot system have suggested - Don’t play with strangers / Don’t expect rewards for equal participation / Only play with group or guild members you know and trust to avoid being kicked prior to looting / Guilds establish ranking systems for allocating loot / Constantly be on the lookout across forums and discords for postings about ninja looters & bad reputations.
My overall issue with the suggestions from those in favor of the current system is that it promotes lone-wolfing and competition between group members until close friends are online to avoid an inherently flawed and outdated system that is rarely seen in current generation gaming. While I completely understand the devs team decision to keep things “old school”, I feel that majority of players appreciate quality of life and engagement more than temporary feelings of nostalgia that typically fade quickly.
Please continue to voice your opinions both for and against loot system changes while remaining respectful of others.
Kleptix
5
Re: Steven's response to secondary archetypes
Theres always going to be a meta. Having less options is certainly not going to fix that.
Re: Loot System Changes
I am finding it a bit interesting that Intrepid and loot systems in AoC has revived this debate. Is this a case where bringing back that nostalgia is counterproductive to development?
I seem to have this opinion that recent MMO's have solved all these problems. And playing those as someone aware of all those systems. I was a bit taken by surprise when I would receive some loot from a raid boss. I guess it is kind of the Diablo-esque style where a chest drops and everyone with loot rights gets a pull at it.(I mean the loot mechanic, not the number of items that drop or table roll RNG chances and percentages)
The interesting thing about this, I think auction house and player trading completely solves the problem. As I have picked up loot in other games, first waiting for a minute for someone to lambast me for looting. Just to have found something that looks high value but not useable by my character.
Even player trading does not seem mainstream any longer. Where recent experience is that I should not even try to trade, even within my guild. They just tell me don't waste your time or my time. Just go put it on the auction house. Or in Ashes case I guess just go put out my player shop shingle for a while, good loot should sell pretty easily. Poor loot, well just becomes deconstruct for mats.
So I wonder, what is the appetite for guilds to have to manage loot distribution via their own rules? And what is the reason that a guild want to have that level of control on distribution of loot?
I seem to have this opinion that recent MMO's have solved all these problems. And playing those as someone aware of all those systems. I was a bit taken by surprise when I would receive some loot from a raid boss. I guess it is kind of the Diablo-esque style where a chest drops and everyone with loot rights gets a pull at it.(I mean the loot mechanic, not the number of items that drop or table roll RNG chances and percentages)
The interesting thing about this, I think auction house and player trading completely solves the problem. As I have picked up loot in other games, first waiting for a minute for someone to lambast me for looting. Just to have found something that looks high value but not useable by my character.
Even player trading does not seem mainstream any longer. Where recent experience is that I should not even try to trade, even within my guild. They just tell me don't waste your time or my time. Just go put it on the auction house. Or in Ashes case I guess just go put out my player shop shingle for a while, good loot should sell pretty easily. Poor loot, well just becomes deconstruct for mats.
So I wonder, what is the appetite for guilds to have to manage loot distribution via their own rules? And what is the reason that a guild want to have that level of control on distribution of loot?
rollox
2
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Glad i found this guild with amazing ppl. Going to have so much fun together in AoC
Franson
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Wohoo almost October and A2 time. Can't wait to play AoC together
Lizarduz
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Nice and well organized guild.
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Great community with well-informed and fun people to hang out with! 100% recommend joining the discord and checking it out if you are still on the fence.
Joku
1
Re: Steven's response to secondary archetypes
A meta build is just whatever the people who have gone through every build just to find a slight damage increase is. player skill, teamwork and coordination are going to be your key factors in most everything
Apok
2
Re: Steven's response to secondary archetypes
Think their focus is on Rogue and Summoner. Then they will start on the secondary archetypes Fighter and Cleric. We’ll have to see what they come up with. I think we still need to check the primary archetypes for fixes on those before running off to the secondaries. No point in spending energy on something that might get removed through A2 testing and player feedback.
One point in his discussion was the options for the primary archetypes. To me, this is where folks wanting the feel of a different class should focus attention. I think in the base Fighter archetype is where you could start the separation to those fighter class branches. The resulting class may be a combination of options selected for primary archetype, armor, weapon(s), or skills. If they are smart they enable this as a path for the player to create the class they want. Then, when the secondaries come in the signature abilities arrive. Meaning the augments are based on the combination of primary and secondary archetypes. And how many swap outs really depends on those combinations. For some, the secondary augment may just be to pick up what that archetype has at its core. For other combos, we could be looking at completely new abilities.
One point in his discussion was the options for the primary archetypes. To me, this is where folks wanting the feel of a different class should focus attention. I think in the base Fighter archetype is where you could start the separation to those fighter class branches. The resulting class may be a combination of options selected for primary archetype, armor, weapon(s), or skills. If they are smart they enable this as a path for the player to create the class they want. Then, when the secondaries come in the signature abilities arrive. Meaning the augments are based on the combination of primary and secondary archetypes. And how many swap outs really depends on those combinations. For some, the secondary augment may just be to pick up what that archetype has at its core. For other combos, we could be looking at completely new abilities.
Re: Boneworking
I hope crafting with bone falls under leatherworking (as a crafting from remains sort of artisan class)
I could carve a tiara out of dragon bones. will it be good armor?, no.
will it be an amazing gift for a loved one? 100%
and I need to make some drinking horns for my home because no home is complete without them.
I agree. We need more gothic items. Drink from a skull like Conan did
multi use shoulder plates!
Pauldrons of endless mead. Player never gets thirsty, permanent intoxication buff, +1 to charisma
rollox
3