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.
Concepts for Gears & Equipements (Repost since deleted when trying to modify)
ArchivedUser
Guest
*Before reading, Note that english is not my main language I did try my best to make no mistakes however I am far from perfect. Also Everything below this is my personal opinion if you disagree and think my ideas are worthless feel free to read other threads.
This got auto-deleted when I try to modify the text due to a grammar mistake so im posting it again.*
Hi,
My name is Imnoris and I've been looking into ashes of creation for little while now and there is one aspect that have been scaring me a little bit, the jobs. Since economy is a big part of AoC I really fear the job are going to be like WoW ,a mindless grind until you reach max level and I don't want it to be like that so I'll give some ideas to make thing more interesting in my opinion.
1. In every mmo's I ever played equipement you can craft early on (for example an iron dagger) won't ever be purchased since the stats are uninteresting making the early stages of every jobs unpleasant and boring. I figured what if Weapons had quality level for example your iron dagger could either be bad/good or excellent an excellent dagger would be a little worst than a silver dagger but still decent. That wouldn't change the problem people would just buy an silver dagger and thats what Idea number 2 is going to be about.
2. Since people alwais want the best gear it is natural that the worst gear won't be bought leaving new players in bad shape. So what If the equipements had chance to be destroyed in battle a very small chance for epic gears such as the obsidian dagger you've been farming for decades but higher chances for the iron dagger you casually use for easy task. This way the market for any equipements would alwais be running instead of having to pay 3.000.000$ for the obsidian dagger and only 5$ for the iron dagger. Newer forgerons would have a way to sell their goods Since high level player would still but weaker gears for easy task.
3. This is just a small concept to make weapon crafting even more interesting. If weapons had unique statistic for example your iron dagger would have one random caracteristic such as a 50%+ to break or a 10%+ physical damage and your obsidian dagger would have up to 3 different stats. This way market price would be way different and a lucky smaller forgeron could sell his iron dagger for a high price even if its just an iron dagger. Increasing the odds for good buffs and such as your forging skills gets better.
This is how I think jobs should work and how I would like to see it in AoC. However I know this is just a concept and I would be lucky if one of the develeppers was to even read this thread. I Havent read earlier threads so I apologize if similar ideas have been shared before.
Thank you for reading, Imnoris
(if this get deleted once again I will know this is not by mistake and will not post it again but as of right now I am not aware if I did something wrong)
This got auto-deleted when I try to modify the text due to a grammar mistake so im posting it again.*
Hi,
My name is Imnoris and I've been looking into ashes of creation for little while now and there is one aspect that have been scaring me a little bit, the jobs. Since economy is a big part of AoC I really fear the job are going to be like WoW ,a mindless grind until you reach max level and I don't want it to be like that so I'll give some ideas to make thing more interesting in my opinion.
1. In every mmo's I ever played equipement you can craft early on (for example an iron dagger) won't ever be purchased since the stats are uninteresting making the early stages of every jobs unpleasant and boring. I figured what if Weapons had quality level for example your iron dagger could either be bad/good or excellent an excellent dagger would be a little worst than a silver dagger but still decent. That wouldn't change the problem people would just buy an silver dagger and thats what Idea number 2 is going to be about.
2. Since people alwais want the best gear it is natural that the worst gear won't be bought leaving new players in bad shape. So what If the equipements had chance to be destroyed in battle a very small chance for epic gears such as the obsidian dagger you've been farming for decades but higher chances for the iron dagger you casually use for easy task. This way the market for any equipements would alwais be running instead of having to pay 3.000.000$ for the obsidian dagger and only 5$ for the iron dagger. Newer forgerons would have a way to sell their goods Since high level player would still but weaker gears for easy task.
3. This is just a small concept to make weapon crafting even more interesting. If weapons had unique statistic for example your iron dagger would have one random caracteristic such as a 50%+ to break or a 10%+ physical damage and your obsidian dagger would have up to 3 different stats. This way market price would be way different and a lucky smaller forgeron could sell his iron dagger for a high price even if its just an iron dagger. Increasing the odds for good buffs and such as your forging skills gets better.
This is how I think jobs should work and how I would like to see it in AoC. However I know this is just a concept and I would be lucky if one of the develeppers was to even read this thread. I Havent read earlier threads so I apologize if similar ideas have been shared before.
Thank you for reading, Imnoris
(if this get deleted once again I will know this is not by mistake and will not post it again but as of right now I am not aware if I did something wrong)
0
Comments
<a href="https://www.ashesofcreation.com/forums/topic/crafting-vs-gear-dropped-from-bosses/">One Topic On this</a>
<a href="https://www.ashesofcreation.com/forums/topic/item-decay-2/">Topic 2</a>
<a href="https://www.ashesofcreation.com/forums/topic/ideas-to-help-keep-dungeons-from-becoming-so-repetitive/">Topic 3</a>
For this idea ( above quote ), despite how i disagree with it - i did get an idea from it ;
That idea was a term called " Re-Constructing " . By Re-Constructing, i mean being able to make use of Durability Level.
For Example ...
when an Armor-Durability decreases ... at a " certain-point ", that item can be treated as Crafting material & can be used to make an entirely new item such as
a Sword, but the Cross-Guard, Grip / Handle and the Pommel will show some Characteristics of the Original-Item ( the Armor in this situation ) used to make it . So ... if the Original Armor was in bad condition, the Sword would be affected by that - the Sword might have a Jagged edge, or an abstract designed. and it's Scabbard can be forged out of any left-over parts - also showing reminiscence of the Original Armor.
This can give each piece of Armor uniqueness. Fabric could also be used to add additional uniqueness to the Sword's Grip/Handle ( shown below )
This won't be any significant Stat-increase to the " Re-Constructed " New item, but only very-slightly. The only true difference would be the durability - the durability would Sporadically Decrease instead of a Constant-Set Rate.
~ So if the 2 items are from the Base-Material Family, and if the Original-Item (the Armor) was mainly a ..." Low-Grade " and the while the 2nd item ( the Sword ) is from a Higher-Grade , then the Final Product will be " Temperamental-item " / an Unstable-item.
Naturally, this will based on how in-depth the Crafting System will be.
This re-construction can be applied to other Artisans though. A brief example would a
( I've mentioned other suggestions - such as Upgrades & Enchantments, but doesn't relate to this idea > ~ < ).