Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
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!
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.
Best Gear has to be drops....
Except the combat. Stupid Tera combat, so responsive and full of impact!
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!
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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
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.
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.
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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.