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stat modifiers and gear slots

So does anyone have an idea how stat modifiers will work out in the game, this will stats tell a lot about a game. I'll use final fantasy as an example, FFXI was hardcore, a lot harder to do things in this game solo then almost any other MMO another thing was the amount a modifiers and gear slots the game had, after a few expansions and plenty of content updates the oldest gear in the game stayed relevant.

Now lets look at FF14, very basic and generic. people run out of content fast and everything is replaced by higher tier item level gear whenever new content comes out meaning everything you get in the game becomes outdated and always have to wait for new content. all gear you get is basically the same thing instead you get higher stats with a new ascetic look.

I personalty think the devs should look into games like Ragnarok online and final fantasy 11 and how gear works out in those two games because if those two games core gear mechanics were combined you would have endless amount of possibility with zero chance of stagnation.

Now I haven't played every single MMO that's been out there, and I am sure I could be missing some better or other examples but the way those two games worked just made them my favorites

Comments

  • ArchivedUserArchivedUser Guest
    edited June 2017
    But you will craft gear here, ans this gear will be taking damage and can be destroyed. So for example  if you spend like 3 months for upgrading 1 chest and you lost it in battle then you need another 3 months to make it same and then you will be still 3 months behind compare to others chests that other ppl had and they still upgrading it. 
    Systam like that wont work in this game.
  • Kropek84 said:
    But you will craft gear here, ans this gear will be taking damage and can be destroyed. So for example  if you spend like 3 months for upgrading 1 chest and you lost it in battle then you need another 3 months to make it same and then you will be still 3 months behind compare to others chests that other ppl had and they still upgrading it. 
    Systam like that wont work in this game.
    Depends really, where, why, how did you lose it? Having a 3 month old upgraded chest might be good might be bad. Maybe a new mineral is discovered? Maybe not. 

    That being said as everything has been explained I don't think there gonna be a lot of gear upgrading piece by piece, but more switching for new and better. And maybe even having a lot of expendable gear. 

    But again it will vary alot from server to server probably, and node to node. Is there some rare mineral? Rare wood? Rare other things, it will impact the meta (hopefully) and will/might decide those outcome. Time will tell :)
  • @Apok
     Hey bud, Not sure if i follow, but I think i read somewhere, maybe heard on a stream that the stat convention we are used to is still planned to be used. i.e strength, stamina etc.
    However, i think they have a twist on it. sort of like BDo. maybe 
  • Regardless if you loose gear for good, people are not going to want to make the same gear over and over, if they do that means there's no customization to the game. let me give you a small example of different modifiers to game other then base stats. Luck in Ragnarok also affected not just drop rate but something called perfect dodge, this perfect dodge rating couldn't be broken by accuracy. in FFXI players used built up TP to use weapon skills, the thing is monsters had this as well. the "subtle blows" effect would reduce TP monsters would gain from taking damage, there's also the issue of hate generation, if I player is healing to much will he attract enemy attention, FFXI called this enmity and +enmity would make monsters stay on you more and -enmity would make threat levels drop off more, also the game had deeper mechanics, weapon skills were heavily based on base stats ie: STR, DEX, ECT. but the +accuracy modifier would give more accuracy than +Dex would. being +Dex affected weapon skills but +accuracy was a more potent way of getting your hit to land it made the game more diverse. players should be able to change their run/walk speed, accuracy, haste rating, attack speed, cool downs and all that through customization. if not its just going to feel like another generic MMO
  • Apok said:
    So does anyone have an idea how stat modifiers will work out in the game, this will stats tell a lot about a game. I'll use final fantasy as an example, FFXI was hardcore, a lot harder to do things in this game solo then almost any other MMO another thing was the amount a modifiers and gear slots the game had, after a few expansions and plenty of content updates the oldest gear in the game stayed relevant.

    Now lets look at FF14, very basic and generic. people run out of content fast and everything is replaced by higher tier item level gear whenever new content comes out meaning everything you get in the game becomes outdated and always have to wait for new content. all gear you get is basically the same thing instead you get higher stats with a new ascetic look.

    I personalty think the devs should look into games like Ragnarok online and final fantasy 11 and how gear works out in those two games because if those two games core gear mechanics were combined you would have endless amount of possibility with zero chance of stagnation.

    Now I haven't played every single MMO that's been out there, and I am sure I could be missing some better or other examples but the way those two games worked just made them my favorites

  • I played FFXI for over 10 years. I loved the grind of the game. It gave a sense of longivity of the game and exploration. I have to admit Ashes of Creation looks amazing and I can not wait to play it. Hopefully great character creation and unique playing style for solo players and also offering unique classes for raids.
  • Apok said:
    Regardless if you loose gear for good, people are not going to want to make the same gear over and over, if they do that means there's no customization to the game. let me give you a small example of different modifiers to game other then base stats.
    Yeah personally I would greatly prefer not to lose my armor just because I wear it.  I would much rather have a durability amount and when it hits zero sure it can break then but as long as its repairable.  Losing gear is a huge turn off in any game if you have to spend outrageous amounts of time re-crafting it.

    Now onto the stats you mentioned. 
    Personally I like how Aeria Games has the stats in Shaiya.

    I really want Ashes to have a stat system to which you ACTUALLY place your own stats in each particular section.  I'm absolutely tired of all these new mmos that come out and every level you gain automatically slaps your fingers away from your stats page and auto adjusts your stat values.  Personally I find that kind of system insulting. I don't give a crap about a well rounded character.  I want to make my character my own.  Now that I'm done with his rant back to the stats.

    Now the stats.

    Strength:  Physical damage, Carrying capacity.
    Constitution:  Health.
    Intelligence:  Magic Damage, minor increase to Mana.
    Wisdom:  Major Increase to Mana/Stamina, Increased Magic Defense.
    Agility:  Evasion Chance (Not DODGE chance)
    Luck:  Critical Strike Chance, Critical Strike Damage.  *(Based on each player)*

    So all of these should be self explanatory EXCEPT for luck here.
    Luck if I had my way...  Would greatly effect you overall critical strike chance and the damage the crit will do.  Let's say for example you need 425 Luck to have 100% critical strike chance.  When in combat the critical strike damage value will be determined by the amount of luck you and your target has.  So let's say player 1 deals 500 damage normally and a crit would be 1000.  If player 1's target has the same amount or near the same amount of luck (within a certain threshold) the crit damage will deal the same 1000 damage.  However if the target has higher luck that player 1 outside of said threshold, player 1 would end up dealing 800 instead of 1000.  Flip it around now if player 1 had more luck than the target, the crit would then deal 1250 damage.  
    This is overly simplified of course, but depending on how much luck you have in correlation to your target directly effects the critical damage damage output.

    This function added into luck would drastically change the way PvP would function and compounds the RISK versus Reward factor that has been tossed around a lot lately.  Each player will have to think before attacking not only other players but also the in-game mobs.  Assuming Ashes mobs have in-depth stats as well.  
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