Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
High Level Dungeons Drops and Crafting
Now I haven't had all the time to really dig deep into exactly how the crafting is going to be in this game. And also since it's in pre-alpha it is surely going to change. But I wanted to disucss the crafting and how to obtain various gear in the game.
Since it seems the game is going to be heavily based around economics and the node-structure so some nodes are better at getting certain materials it would in my opinion make sense if crafting played a huge part in the gameplay. Since this will be an western mmo I'm guessing raids and dungeon will also play a big role in end game contents, but what I often find in mmos where dungeons play a huge role is that crafting often becomes completely unecessary after a while. Alchemy and such professions often stay relevant throughout the entirity of a game but other professions such as blacksmithing often becomes useless when people can find better equipment in dungeons.
So how would it be if the best equipment in the game would be crafted from materials which could be found in raids and dungeons. Of course this could make progression slower which I know alot of people dosen't like nowadays but a nice trade-off might be that you can find almost the best gear in dungeons but then for the very best you need to farm materials that either you or more preferably a master blacksmith can use to create the best equipment. This would result in both the people enjoying dungeon and raiding content as well as crafters would stay relevant throughout the lifetime of the game and both could focus solely on what they enjoy doing in the game.
Tl;dr Dungeoneers find materials that blacksmiths or other crafting proffesions can use to make the best equipment in the game.
Sorry if this has been posted before or more information actually exist about how equipment, loot and crafting will work which makes this post irrelevent. But I couldn't find much information about this based on my somewhat limited googling and information gathering.
Since it seems the game is going to be heavily based around economics and the node-structure so some nodes are better at getting certain materials it would in my opinion make sense if crafting played a huge part in the gameplay. Since this will be an western mmo I'm guessing raids and dungeon will also play a big role in end game contents, but what I often find in mmos where dungeons play a huge role is that crafting often becomes completely unecessary after a while. Alchemy and such professions often stay relevant throughout the entirity of a game but other professions such as blacksmithing often becomes useless when people can find better equipment in dungeons.
So how would it be if the best equipment in the game would be crafted from materials which could be found in raids and dungeons. Of course this could make progression slower which I know alot of people dosen't like nowadays but a nice trade-off might be that you can find almost the best gear in dungeons but then for the very best you need to farm materials that either you or more preferably a master blacksmith can use to create the best equipment. This would result in both the people enjoying dungeon and raiding content as well as crafters would stay relevant throughout the lifetime of the game and both could focus solely on what they enjoy doing in the game.
Tl;dr Dungeoneers find materials that blacksmiths or other crafting proffesions can use to make the best equipment in the game.
Sorry if this has been posted before or more information actually exist about how equipment, loot and crafting will work which makes this post irrelevent. But I couldn't find much information about this based on my somewhat limited googling and information gathering.
0
Comments
[/quote]
Ah okay I see that does sound promising, do you have any source on this information, would be nice to read up a bit exactly what this implies and how it will affect gameplay.
Perhaps some of the best gear *can* come from PvE... in the very rarest of circumstances (low chances). But if you end up with that item - knowing it can break - perhaps you choose to only equip it for particularly important moments. For every-day use, your local crafter can supply equipment nearly as good?
Maybe something along those lines...
However, The weapon or armor can be destroyed in the process if materials are used that do not work with specific piece of equipment so a lot of research is needed in order to make these weapons as strong as possible and in this way the weapons can be adjusted to the specific players liking. If you want to focus on defence than you have to use material x, but if you want to focus on offence you have to use material y.
Of course the materials needed for upgrading a piece of equipment will be hard to come by and will become harder and harder to get the higher the lvl of the material.
These equipments will make you stronger, but because of these weapons other players also want to pk you in order to have the chance that your equipment drops.
This would make it possible to have weapons built by different smiths be valued.
Say for instance a Grand Master Smith (+50 to all base stats ) creates - Sword, Sharpness (150), Weighted (150), Durability (85), Speed (87), Piercing (97), the first set of characteristics are fixed the next set are random, One Handed Speed Enhanced (+30), Weighted Damage vs Armor Enhanced (+20) , Blocking Disadvantage (-30), Monster damage enhanced ( +40), Magic Affinity reduced damage from Fire (-80).
So the first characteristics would be fixed and fall in a range modified by skill, materials , enchantments on the smith etc, the second set of characteristics would be assigned randomly from a pool that can manifest from the materials used.
By trying different combinations of materials you might get different results, but hopefully this will be random by play so no online sites pop up with complete lists of what to do get the God Sword of Death.
This would make crafting important and fun, each weapon might be desired for different situations. This is beyond enchanting with I would think would provide some different effects.
I think by adding this randomness quality you make it more fun to craft even at lower levels, because who knows you might hit on a really powerful weapon just by combination, not necessarily power -
A Journeyman smith (+30 to all base stats) makes a sword,
Sharpness (130), Weighted (130), Durability (95), Speed (100), Piercing (120), the first set of characteristics are fixed the next set are random, One Handed Speed Enhanced (+30), Exceptional Sharpness (+30) , Stone Cutter (+30) , Affinity to Sharpness (+30),
Blade of Attack (+30)
So as you can see this Journeyman smith just made a blade that puts the Master Smith to shame, with qualities that the master may never see. While the Master Smith has higher fixed stats and on average can create better weapons the Journeyman can luck In to a seriously powerful sword just by chance.
This makes craft spamming for levels of skill way more fun and valuable. Plus who's to say that after you make said sword your next stop might not be the enchanter to improve the blade even more.
So in short, please add a set of fixed characteristics that come from skill, materials or magic, then add an equal number of random attributes that can pop up randomly perhaps hiding in different materials. Also make the characteristics of numbers variable adjusted by skill of course but still a bit random.
This would make crafting grinding 1000 daggers way more fun and profitable.
Apprentice +0
Journeyman +20
Adept +30
Master +40
Grandmaster +50
A large pool of say 500 random characteristics with each metal having 10 or 20 would be awesome, so basically even an Apprentice could make powerful weapon, but a Grandmaster would be more likely.
It's all about making the crafting grind fun, who knows what cool combinations might make Excalibur?
Since Apprentices make lots and lots of swords they just may make one that is perfect for what is needed, not necessarily the most powerful. It makes crafting much more exciting.
Bosses will drop gear that will be the same quality as something crafted?
Yup. In their earlier Q&As this is what they said will be possible.
Also as someone mentioned, you can break down gear for their parts and reconstruct them to be more tailored to your needs.