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The Dreaded Gear Treadmill.

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Comments

  • I've loved reading this thread, as it has proved extremely informative. It's really interesting to get differing perspectives on how Intrepid should tackle a complex issue. Granted, the game is in alpha, and many things are still in formulation, and subject to change, but seeing as how AoC has been promoting the idea of a world economy extremely dependent on mercantilism through player crafting. If acquiring ready-made loot upsets the balance of player-crafted loot, then the repercussions would be detrimental and far ranging. Honestly, I don't like the idea of another mmo, centered on "how can i get the best gear, in the quickest way".

    I like the idea of gear playing a limited role in how players can improve, leaving most of the choice in the hands of individual players, perhaps in the form of freely allocated stat points. This leads to players being able to build their characters to their taste, instead of just static upgrades. Just my thoughts. This thread got a little tense, and opinions greatly vary, but I'm heartened by the passion people display, and their hopes for this games success. I hope the team at Intrepid have that same passion, and dedication. Thanks, everyone!
  • I think the idea of a completely crafter driven gear system is cool. I just wonder if vanity and mount items would be enough to motivate the majority of players to do group content. I could be completely wrong of course it just seems like there needs to be something more motivating there. But perhaps with the node system and other future features a new appeal will be created :)
  • I liked how Ultima Online handled gear in the later expansions from age of shadows onward. Gear was not bound to character meaning if you spent the time to get high level artifacts and got something you didn't need you could sell it on the open market and use the gold to buy what you did need. certain dungeons dropped higher level items that were great for building armor suits but crafted pieces were still needed to complete your armor.

    Also when new expansions came out your old gear was just as good as it ever was. The new gear was mostly sidegrades or intended for use with new skills. I personally used the same armor set for years. Everyone's armor was a bit different there were certain artifacts that went well together and were common combinations. Most everyone wore a combination of artifacts and crafted gear to get their desired stats so crafting was still important. I often found myself making whole armor sets and selling them at a premium to other players. it was good for the economy having everything tradeable. This was one of the reasons I played the game for soo long even after I got bored of dungeon running I spent my time just chatting and making trades.
  • As a former Tera player i only can say....

    Best Gear has to be drops....
  • No offense but Tera represents the polar opposite of what AoC must be IMO.
  • @Whocando

    Except the combat. Stupid Tera combat, so responsive and full of impact!
  • AoC is (tab targeting) compliant, so don't get your hopes up.
  • [quote quote=12606] I’ve loved reading this thread, as it has proved extremely informative. It’s really interesting to get differing perspectives on how Intrepid should tackle a complex issue. Granted, the game is in alpha, and many things are still in formulation, and subject to change, but seeing as how AoC has been promoting the idea of a world economy extremely dependent on mercantilism through player crafting. If acquiring ready-made loot upsets the balance of player-crafted loot, then the repercussions would be detrimental and far ranging. Honestly, I don’t like the idea of another mmo, centered on “how can i get the best gear, in the quickest way”.

    I like the idea of gear playing a limited role in how players can improve, leaving most of the choice in the hands of individual players, perhaps in the form of freely allocated stat points. This leads to players being able to build their characters to their taste, instead of just static upgrades. Just my thoughts. This thread got a little tense, and opinions greatly vary, but I’m heartened by the passion people display, and their hopes for this games success. I hope the team at Intrepid have that same passion, and dedication. Thanks, everyone!

    [/quote]

    Yea it would be nice to be more of a free wheeling system of gear. Then you wouldnt need the whole raid scene here in Ashes like you do in other MMORPGs. Yea gear could be a pain if they add some depth to it like resistances, and elemental damages but its an RPG it should have a depth like that especially if there is not gear treadmill. Hell there could be a way to allow players to have 2 or more sets of gear on them just in case or ways to access that gear. It is a magically world where you can put a full plate suit into a infinite bag like in D&D
  • You can have targetted positive vertical gear progression... but must be equally balanced by the targetted negative gear progression.

    The power gap issue is because gear progression is 99.9% of the time one side in all modern MMOs. Positive progression.
    Thus, the more you progress, the further you move away from you start build in a power sense.

    If you get negatives with the gear, yes you get stronger, but you also get weaker.
    So although you become vastly different, unique, tuned....you dont become any stronger overall.
    You believe you are more powerful because you are in many ways.
    But a new players capitalises on all your equal and opposite weaknesses.

    Thus imposed variety, unlimited choice, infinite progress....balance.
  • [quote quote=13203]You can have targetted positive vertical gear progression… but must be equally balanced by the targetted negative gear progression.

    The power gap issue is because gear progression is 99.9% of the time one side in all modern MMOs. Positive progression.
    Thus, the more you progress, the further you move away from you start build in a power sense.

    If you get negatives with the gear, yes you get stronger, but you also get weaker.
    So although you become vastly different, unique, tuned….you dont become any stronger overall.
    You believe you are more powerful because you are in many ways.
    But a new players capitalises on all your equal and opposite weaknesses.

    Thus imposed variety, unlimited choice, infinite progress….balance.

    [/quote]

    That is much like the Dragon Scale gear in UO. Each color Scale had 1 elemental stat you were getting strong at and one you got really weak against. It was all a balancing act to make sure players didnt get too strong. The setup worked well because you had to choose what you wanted to defend against.
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