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.
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replaced by higher tier item level gear whenever new content comes out meaning everything you get in the game becomes outdated and always have to wait for new content.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
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replaced by higher tier item level gear whenever new content comes out meaning everything you get in the game becomes outdated and always have to wait for new content.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
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Comments
Systam like that wont work in this game.
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
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