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Applying (Mild%)RNG to base item crafting stats to reduce Third Party item sales

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Comments

  • Until I know how the "dial" system works for crafting I can't say anything definitive yet; even so, I think what your saying could be implemented (if the system is what I've reasoned thus far).
  • Not sure how Steven saying his opting away from RNG, in regards to crafting, and going with a more "decision-based" approached is "care bear" eludes me.

    From what I understand, as a crafter grows in skill, they will be able to use a "dial system" to tune their works to their specific taste, or the taste of their client. This gives various craftsman, their own flavor, depending on how they spec their artisan tree, giving different flavors dependent on differing variables. Perhaps including racial, and regional factors. Few craft works will be the same, between craftsman. This will make certain items, from certain craftsman, highly sought after. This buffers trade/commere between local/regional nodes.

    Personally, I like that idea WAY better than some sort of static RNG model, as an artificial gold sink. That works best for linear based games, with linear based items, based on end game content. This game is looking to break away from that trend.

    The only RNG Steven has said would possibly be introduced in the game, for crafting, is enchanting.
  • You don't seem to understand @freespiryt - when meta comes, and all the guides on YouTube on how to make the perfect items come after a couple of months, then EVERY SINGLE CRAFTER will look for those, and this will end in everybody wearing the same exact gear because it is the "best" in terms of stats.

    Don't just listen to what Steven has to say, because I am 100% sure that he doesn't have 25 years of gaming experience in MMOs. Every MMORPG needs RNG, without an RNG, this is basically a MOBA, and neither I or many of the hard core players are here to play MOBA PvP in the end-game. If we wanted MOBA, we can go play League of Legends of DoTA2.

    Let me just say - for me this is another Guild Wars 2 game, just with a cookie-cut features from here and there. This game will tank and will fail, mark my words. If you want to play the SAME thing you played in WoW, in GW2, in ESO, this is what Steven is giving us. Well I do not want this. Here is what I was looking for:
    - A fully open world PvP, just like in Eve Online
    - RNG on stat items so that everyone looks different in the end-game and skill is only a bonus in order to overcome unequal odds in wearing certain gear with less/more stats (that includes RNG).
    - RNG on enchanting, breaking of items at high enchants or 0 durability.
    - RNG re-roll on stats on every repair
    - RNG on whether your craft would succeed or you would loose your materials and not get anything.
    - Dark Souls-level difficulty
    If you want an example, play MU online or Pristontale (yes those very old MMORPGs are perfect with no P2W, yet with RNG that you have no control over - everything is random). In the end-game, everyone's gear is different.
  • This is already confirmed to NOT be in the game. The OP posted this solely for the purpose of convincing people that the game would be unplayable without it. The OP even <strong>left</strong> the community, convincing other large backers to leave with him, because he couldn't get precious RNG. I don't see any purpose talking about something that's been confirmed to be not in the game.
  • I hear you WhiteSkyMage (I can't use the @ symbol with posters names, because it eats my posts for some reason). I still vehemently disagree.

    What you, or the OP, was suggesting sounded very much like what I heard was implemented in BDO. Granted, I personally never played the game, but I heard that it's RNG system was extremely punishing, and a motivation killer. That kind of idea may work for mmo's with and "end game" model.

    It creates a system in which players looking to get optimal gear, must grind in order to get the materials they need for enhancement, roll the dice, and hope they get the stats they need. They could get stats useless to their build, or worse, the item is destroyed. Thus, giving the player an artificial time/money sink, to repeat the process over and over again. This creates the illusion of progression, while giving the player something to grind out, while new content is being developed.

    If that sounds about right, I think I'll pass. I'd rather have an open customization mechanic, with a cornucopia of options available, to tailor to the users needs/wants. Of course, it shouldn't be easily attained, and Steven said that effort should equal reward, so that doesn't sound "care bear" to me.

    But, to each his/her own. And, like Grizzly stated, I guess its all just academic, at this point.
  • Actually, now that I think about it, who cares if "Herod" has the same stat gear, as "Revil". If that were the case, in a PvP match-up, the winner would be decided on skill/luck alone. No reliance on gear to give someone the upper hand. That's sounds like much better than someone winning because they were lucky enough to have "roflstomp" gear.

    While lvls, and gear, will be factors, I believe Steven said that he wants player skill to be a bigger factor when it comes to PvX.
  • @freespiryt The reason why I do not like BDO is because of just one thing, and you will tell me im so dump for this, but it's the truth - the character customization, even though that rich, did not allow me to make my mage as young as I am (20yrs old). This is the only reason why I did not play it.

    Otherwise it's a perfect game for me, cuz i do not get discouraged by those systems. In the end of the day, with RNG, you will still get the items you want, with a lot or less work, you will get the items you need, but in the end, you will be satisfied, cuz you are DIFFERENT than everyone else....THIS is what im looking for.

    The "meta" guides are going to make Ashes of Creation into a MOBA, the end game of this will tank. I won't waste my time on this. I played GW2, this was enough for me. I do not want to play it again. I am playing my old first MMORPG Pristontale. And I will focusing my project im currently doing in Lumberyard into an MMO with no friendly-handholding whatsoever, making sure i create a challenging learning curve and open world PvP with strong RNG on every single aspect of the game and Dark Souls/M&B-like combat. I am just gonna say F U to all casual players and only get the hard-core guys if I ever make this project into a game.
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