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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.
Item Importance
ArchivedUser
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I'm not sure if this was mentioned , But i would like it if every item had a purpose - like for Crafting. I really don't like how in most modern MMOs they are those ... " useless items " thats only worth a small amount of in-game Money.
In doing so, this will allow there to be more creativity in Items, more variety in item-drops & what they could craft into. because i'm hoping for a different kinds of Crafting Materials in large amounts.
In doing so, this will allow there to be more creativity in Items, more variety in item-drops & what they could craft into. because i'm hoping for a different kinds of Crafting Materials in large amounts.
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However, I really like the trash items. gives me something to collect in grand number like; brooms, or ashtrays, so on.
They don't do anything other than add value, depth and believe-ability to the world, very much like a scrolls game.
Although if you meant ONLY within the crafting world for resources, then I would prefer obscure useless items that are only "useful" for one or 2 rare blueprints and everything else sees it as a semi-necessary additional component.
Weight Limit is a thing right ?
And why limit those useless items to just two ?
In most other MMO's, harvested resources have very little inherent value. There is no reason you can't simply "go get more" if you need it. Thus, creating items with little value happens all the time because it just doesn't matter. Given what we've heard so far of Ashes, the first measure that can help solve this is already in place. Harvested resources "should" have more value in Ashes. Obviously, we'll need to wait and see if it holds up in practice, but the systems seem to be there.
Now, where I have concern is that I've seen what a highly dependent and interwoven system can lead to. I don't know how many folks here were heavily invested in crafting during the first year of EQ2's existence, but it was a bloody nightmare. It was a system of heavy interdependence among crafters, and it was horrible. It simply made crafting suck. People quickly created alts simply so they could avoid the interdendence. EQ2's early population was also much larger than what I think Ashes can anticipate. I hope they take this into account.
Another piece I hope gets accounted for is the leveling process for crafters. This also heavily contributes to these "worthless" items. If a crafter's only means of leveling involves creating items, they are going to create the items that cost the least resources, and thus the lowest value.
Perhaps one way to combat those problems is to have the crafters guilds within each city offer zero value, unique raw resources to crafters in order for them to produce goods that can only be returned to the guild vendors as a means for leveling. It would play into the whole idea of building up the node, without adding a bunch of "crap" to the in game economy.
And if that same ... " Useless " material , can be utilized to make Crafting Material
After gather enough " grey items " / useless items, then this'll be fine.
Thank for that valuable insight