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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.
Gear from node to node?
HI,
So I was curious as to how the gearing would kind of work. More importantly, the relevance of gear going from node to node.
Say we open a metropolis, we unlock dungeons and raids and what not, we get gear, and than our metropolis falls. Now we start that process over with a new node elsewhere as a community. What happens to the gear being unavailable, pretending for a second that we are max level, and are fully decked out. <strong>WHAT HAPPENS when we get to the new dungeons and raids and are still max level. Will the new gear be inherently better and or "higher item level" persay, or will it be purely side grades until a level cap raise/new content. OR will it work as the new node will be a ""new content"" and the gear WILL be better. </strong>
I just don't want the gear to be like..This class best in slot drops from having control of this node, so we must open it or move citizenship just to obtain "the best" loot. Breaks immersion and I just don't want to go back to being stuck on the gear treadmill first, and enjoying the game/world second.
Any thoughts? I haven't heard anything like this on the Q&A's yet. Let me know!!
So I was curious as to how the gearing would kind of work. More importantly, the relevance of gear going from node to node.
Say we open a metropolis, we unlock dungeons and raids and what not, we get gear, and than our metropolis falls. Now we start that process over with a new node elsewhere as a community. What happens to the gear being unavailable, pretending for a second that we are max level, and are fully decked out. <strong>WHAT HAPPENS when we get to the new dungeons and raids and are still max level. Will the new gear be inherently better and or "higher item level" persay, or will it be purely side grades until a level cap raise/new content. OR will it work as the new node will be a ""new content"" and the gear WILL be better. </strong>
I just don't want the gear to be like..This class best in slot drops from having control of this node, so we must open it or move citizenship just to obtain "the best" loot. Breaks immersion and I just don't want to go back to being stuck on the gear treadmill first, and enjoying the game/world second.
Any thoughts? I haven't heard anything like this on the Q&A's yet. Let me know!!
0
Comments
It could be a horizontal progression system (unique/tuned rather than all powerful)
In which case there is no best....only situational gear.
Gear will decay anyway and need repair/replacement.
So in that context, there will always be a gear treadmill...just a meaningful one.
The economy cant function without a demand for gear.
Raising level caps and making previous gear obsolete, is the normal way to drive the economy with a new gear demand.
I thought we were moving away from that, but steven has mentioned raising level caps.
/shrugs
But, putting aside the how Intrepid may handle the issue of gear progression, and all that entails, here's my take on how they can ensure that items, of all levels, remain important throughout the game. In order to craft an item of a higher level, you need not just the recipe, and materials necessary for the crafting, you also need a lower level item related the item you're crafting.
Example: Falonius the Alchemist wants to craft a lvl 2 potion of invisibility. To craft it, he needs the recipe, and ingredients, necessary, but he also needs a lvl 1 potion of invisibilty, as well. If he wanted to craft a lvl 3 potion, he would need the recipe, ingredients, and a lvl 2 potion. So on, and so on......
This mechanic would encompass all crafting classes. It would ensure that all level items are important, not just for their current use, but future use as well. I think it's a healthy way to make all items, at all levels, viable, and intrinsically important. All of crafters, of all levels, would have a need to fill.
For another example: Falonious, being a lvl 10 alchemist, needs lvl 7, 8, and 9 potions, to complete his lvl 10 potion. He's not in the mood to craft those potions himself, so he goes to the local market to purchase said wares from another (or others) alchemist(s).
Just off the top of my head. If any flaws are evident, they can be worked out, I think.
plus there's always being able to use several types of gear. each dungeon could contain a different gear, so making the best set essentially unavaliable.
The cosmetic aspect would be sweet because it would allow you to show off that you were part of an earlier node, being that beacon of badass that was "there in the early days and slayed that dragon...holy shit!"