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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.
Comments
Some database developer will have a lot of fun with that, too ^^
Beyond that, I like that idea
Also not sure "m6 recommend class" one will really work that well with gear being more class arbitrary
I prefer system to be as unbiased as possible, and no BoP or BoE myself mostly because it Allows for people trading what they don't want for what they do want
Ideally the M6 and M7 modifiers would be weighted by skill progression on player's respective skill trees (master cooks will gain access to better mats than novice cooks), but I'm trying to keep this relatively simple to convey the basic idea.
IS will need to tune these tables based on gameplay, so I'm trying to provide a flexible toolkit so they can handle a wide range of possibilities
Something like this would facilitate the long term viability of group specific content, due to the motivational factor based on better cooperative play, skill and awareness.
While putting the brakes on farm status.
Also trading shouldn't be a problem since they've said they won't use a soulbound system in Ashes. Gear should be tradeable freely.
Edit Update: Went back and checked about the drop chance and updated my comment with more accurate info.
First, I think that if a player is passed over for a drop because another player received a one per kill item, not only should that player get a new roll, they should have the denied roll saved for the next battle with the same enemy and receive the proper loot at that time.
Second, because of the nature of this games equipment mechanics, as well as the guild/metropolis mechanics, if there is a system in place to grant preferential loot to players, players should have a game mechanic to choose if they want to exploit that mechanic.
For example, with the artisan proposal for mat drops, a character should be able to enable or disable this feature.
My other thoughts on the matter have been somewhat touched upon already, but I think are worth explicit discussion,
Specifically, with no BoP/BoE, item inflation is strictly controlled by durability. Additionally, there is a stated goal to have crafted gear be competitive with looted gear. Because of these two factors, the gear economy will necessarily look very different from other MMOs, and a need/greed system is probably out of the question.
Presently we do not know how IS intends to keep crafting relevant, but it is almost certainly the case that crafting would need to be tied to the dungeon loot mechanics. The problem is that if craftable gear is in anyway inferior to looted gear, no one will use it, and if looted gear is in anyway inferior to crafted gear, people will only use it in the short term, and will not repeat those runs.
The most obvious solution for this would be to have monsters drop needed materials for crafting, but this doesn't address the issue of item balance. The second obvious solution would be that crafters could craft items that were found in the dungeon.
This is rather important to consider because depending on item balance, we may find ourselves doing dungeon runs just for materials, or to breakdown loot or something similar. In any of these cases preexisting loot systems from other MMOs probably would not work.
TLDR: System proposed is good, recommended minor tweaks, suggested that need/greed can not work with stated development goals.
It would be awesome however if @GMSteven or another IS dev DID but lets not get carried away