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Minimal to No Gear Loot Drops as an option...

Hello Ashes Community!

I don't usually start threads, as I'm content to peruse those topics that interest me, put forth by others.  But, with the recently released blog about Looting Rules, and @lexmax's subsequent threads addressing the possible pitfalls of Intrepid's looting mechanics, something else has been troubling me.  (@lexmax's threads are a great read, and I endorse reading them)

In a game where player-driven markets ideally play an integral within the games core mechanics, how will that role correlate with Intrepids desire to have gear drops in dungeons?

This issue may have been brought up before, I'm sure.  But, in light of recent events, I would like to revisit it.  I understand the reasoning behind gear drops in dungeons/raids/world bosses.  Over the years, it's become such a core mechanic of most games, MMO or otherwise, that not having it would seem exceedingly odd, at best.  Needlessly punishing/prohibitive, at worst.  

And, the reasons for having gear as loot drops is many.  It's reward for the effort involved, it's provides that much anticipated endorphin rush, etc etc etc.  Plus, honestly speaking, if you're storming a dragons lair, or the tower of a mad wizard, they HAVE to have some kind of mythical armor, or weapon, lying about, right!?  More importantly, in most games, it's generally just easier, and more fun, to dungeon delve for gear , as opposed to crafting it.  In my experience, crafted gear was a niche option, usually for those who were going for a particular look, aesthetics-wise.  

And, that's the problem I hope Ashes avoids.  Most people...not all, but most...tend to go the path of least resistance.  If loot drops prove an easier route to getting geared, over the usually arduous process of crafting, than what makes armor/weapon craftsmen truly viable?...besides as just gear repairers.

It's early in the process, and there's still a lot we don't know about the game.  I also understand there is no "global market", which is an excellent decision, for many reasons.  But, how will Intrepid insure that craftsmen/markets stay viable, and balanced, in regards to dungeon loot?  Will crafted gear have a significant edge, over drops?  Will gear drops be tuned so that getting crafted gear is easily the more desirable option, because of the scarcity of drops?  

I know I'm probably in the minority with what I'm about to say, but I honestly wouldn't mind EXCEEDINGLY rare, to no, gear drops at all.  That's a surefire way of making crafting paramount.  I believe drops can still be epic, such as super rare materials, exclusive recipe's...maybe even an antiquated/dilapidated weapon, or piece of armor, that has to be restored through exhaustive means, to be brought back to full glory.  Granted, it delays immediate gratification, but it's always been about the journey, as much as the destination, for me.

I'm curious what other's think, though.  I hope to hear some feedback.  Thanks, everyone!  :smile:

Edit:  Changed thread title to better reflect my opinion/thoughts.
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Comments

  • ArchivedUserArchivedUser Guest
    edited July 2017
    I feel like It's too soon to worry about this. It's like worrying about class balance right now. Just like if they need to they will buff the tank class if needed, If crafting isn't worth it, they will buff it. 

    I also think you are ignoring that to get the best gear, steven has said we will need to break down dungeon loot and re-craft it. It sounds like there will be more to gear then an item level. They have said there will be a lot of different bonuses on gear like passive and set bonuses. I don't think you can pick your bonuses with dungeon drops but I'm pretty sure steven said crafters can pick what bonuses go on the gear they craft. This is one of the ways they are making crafted gear viable as you will need crafts to perfect your build.
  • "path of least resistance" may also be a relative one.

    One person may easily find a group with their friends, run a bunch of dungeons and gear themselves out.

    Another player may not always have time/group to run through a dungeon without being over geared for it, yet the small pockets of time they are on could be profitable, meaning they don't mind so much throwing currency away on crafted gear as their path of least resistance.
  • I would actually be okay with something radically different to standard MMOs.

    All enemies drop materials instead of flat out equipment.

    Enemies that do drop equipment will only drop what they would realistically be wearing or holding. These will always be lower stats than a refined and well polished weapon/armour.

    I'm still heavily in favour of all ingredients and materials can come with random traits and effects and can be put together in a system similar to the Atelier series games. https://www.youtube.com/watch?v=hpZISjUSNJs

    This will mean all weapons will be somewhat unique with varying bonus' and stats. The higher quality of ingredients used in production; as well as players with higher skill level crafting will be the ones that can produce the best weapons.

    This will mean players that want to fight high level monsters will rely on other players to craft weapons for them. At the same time, dedicated crafters will need to rely on dungeon raiding players to provide the highest quality materials.

    It means market prices will constantly fluctuate for different items depending on what traits the items have.

    The only time equipment should be found should be in treasure chests, preferably from the treasure hunts that they mentioned before.
  • I feel like It's too soon to worry about this. It's like worrying about class balance right now. Just like if they need to they will buff the tank class if needed, If crafting isn't worth it, they will buff it. 

    I also think you are ignoring that to get the best gear, steven has said we will need to break down dungeon loot and re-craft it. It sounds like there will be more to gear then an item level. They have said there will be a lot of different bonuses on gear like passive and set bonuses. I don't think you can pick your bonuses with dungeon drops but I'm pretty sure steven said crafters can pick what bonuses go on the gear they craft. This is one of the ways they are making crafted gear viable as you will need crafts to perfect your build.
    The reason why I worry about it now, is because if the markets become insolvent,or otherwise imbalanced, it affects so much else.  In Ashes, everything is tied to everything.  I'm concerned that a possible downward slide to the markets, could lead to wide-ranging problems, best avoided.  

    I know that there won't be item level, in relation to gear.  I do remember the devs talking about deconstructing gear, and "dials" for crafted gear.  These may prove to be deterrents to looking at gear drops as a primary option.  
  • From my understanding from previous videos, Crafted items will always be better than what drops in the world. This will keep player crafters on the higher wanted list and item creation is unique to a crafter, being that one person may solve the riddle of how to make that +5 sword of Lerry, but someone is stuck only understanding how to make a +2 of Joe; Until he gets the trade secrets of that +5 or figures it out for himself.
  • "path of least resistance" may also be a relative one.

    One person may easily find a group with their friends, run a bunch of dungeons and gear themselves out.

    Another player may not always have time/group to run through a dungeon without being over geared for it, yet the small pockets of time they are on could be profitable, meaning they don't mind so much throwing currency away on crafted gear as their path of least resistance.
    Very true, "path of least resistance" is indeed relative.

    I do believe, though, that whether one has copious amounts of time to play, or very little, that time could be invested in either adventuring for crafting materials (if you have the time), or buying craft materials/crafted gear (if little time is available), whichever suits your lifestyle.  

    But, of course, that's just a personal opinion.  Just kind of burned out on games prioritizing gear-drop loot, as an optimal means of advancement.  And, it's been burned into our psyches, as players.  My worries may be needless, and I hope they are.
  • Fanzhon said:
    I would actually be okay with something radically different to standard MMOs.

    All enemies drop materials instead of flat out equipment.

    Enemies that do drop equipment will only drop what they would realistically be wearing or holding. These will always be lower stats than a refined and well polished weapon/armour.

    I'm still heavily in favour of all ingredients and materials can come with random traits and effects and can be put together in a system similar to the Atelier series games. https://www.youtube.com/watch?v=hpZISjUSNJs

    This will mean all weapons will be somewhat unique with varying bonus' and stats. The higher quality of ingredients used in production; as well as players with higher skill level crafting will be the ones that can produce the best weapons.

    This will mean players that want to fight high level monsters will rely on other players to craft weapons for them. At the same time, dedicated crafters will need to rely on dungeon raiding players to provide the highest quality materials.

    It means market prices will constantly fluctuate for different items depending on what traits the items have.

    The only time equipment should be found should be in treasure chests, preferably from the treasure hunts that they mentioned before.
    As I've stated before, if Intrepid is set on having gear drops, then I like @lexmax's proposed loot mechanic, over Intrepid's Loot Rule blog.

    I also like your idea, @Fanzhon!  It really appeals to me.  Actually, I like your idea, combined with the mechanic @lexmax introduced!  The best of both worlds, imo!
  • ArchivedUserArchivedUser Guest
    edited July 2017
    From my understanding from previous videos, Crafted items will always be better than what drops in the world. This will keep player crafters on the higher wanted list and item creation is unique to a crafter, being that one person may solve the riddle of how to make that +5 sword of Lerry, but someone is stuck only understanding how to make a +2 of Joe; Until he gets the trade secrets of that +5 or figures it out for himself.
    It was my understanding that, while crafted gear could be "tuned" to better fit a specific playstyle, dropped gear and crafted gear were otherwise on par with one another.  
  • From my understanding from previous videos, Crafted items will always be better than what drops in the world. This will keep player crafters on the higher wanted list and item creation is unique to a crafter, being that one person may solve the riddle of how to make that +5 sword of Lerry, but someone is stuck only understanding how to make a +2 of Joe; Until he gets the trade secrets of that +5 or figures it out for himself.
    I was my understanding that, while crafted gear could be "tuned" to better fit a specific playstyle, dropped gear and crafted gear were otherwise on par with one another.  
    This was my understanding as well

    BTW @freespiryt you've taken the words right out of my mouth with this thread well done ;)
  • Make gear like a consumable thing.

    Make it so that over time it loses its strengths, losing armour every time you repair, stats. That way, you won't easily have the economy flooded with gear. Just a thought.

    What I would personally prefer more is simply don't give gear too much stats. 
  • From my understanding dropped gear and crafted gear are on par BUT dropped gear can not have their stats fine tuned to your play style - where as crafted gear can. 

    Bit of speculation here here but this is how I see it going...

    Gear drops : Have fixed stats appropriate for the level of that dungeon/boss etc. They have a small chance to give a recipe for the gear when salvaged.

    Crafter gear : Have stats appropriate to the recipe and can be fine tuned appropriately to a players perosnal playstyle.

    Now we know Gear comes in tiers so I imagine that crafted gear can be improved over time to increase their tiers.

    Will this be available for dropped gear?
     I imagine not unless someone is lucky enough to get the recipe in which case they can craft or or rent the recipe out and alllow crafters to start upgrading it through tiers.

    This mean that those that don't want to go into crafting can "farm" recipes to rent out which is allows them to get the gear they want and buy it back off of a crafter.

    This should keep the relationship between raiders/dungeons runners and crafters healthy. 

    But then again this gives different issues.

    Would this system cause less raids/dungeons to happen - especially once the recipes are discovered and shared?

    I hope that raids and dungeons have some form of interactive relationship with the external world - whether it's through seasons, node development, triggered events, which keep the raids/dungeons changing so instead of getting brand new dungeons zones all the time - our same dungeons are forced to change visually and with their loot to keep everything unique/rotaioned.

    This could keep a cycle going for different recipes for gear (aesthetics too), and recipes for other things too like potions, freehold items, ships...

    And keeps the mobs rotated so different materials are available at different times.

    Ramble over - maybe this would work maybe not xD This is why I'm a forum user and not a game developer aha

     
  • ArchivedUserArchivedUser Guest
    edited July 2017

    A world combined - Harmony of crafting and adventuring


    Why not have base gear molds (of certain item level and quality) drop from bosses, but then requiring this mold to be shaped into final piece by crafting?

    Then when you have a final piece, that piece could be further slotted by certain augments available through various sources.

    (augment suggestion here)
  • ArchivedUserArchivedUser Guest
    edited July 2017
    "Minimal to no gear loot as an option"
    I'm sorry but all I can read is: "So you're casual and you don't have that much time to farm money/gathering/crafting while questing/dungeons/exploring? Then you're going to stay naked for 70% of the game."

    (Edit)
    Anyway, I understand your concern but this is will just force casual to do something they wish not to do either right now or never. They should be penalized by not having the finest gears but not by having nothing.
  • Ariatras said:
    Make gear like a consumable thing.

    Make it so that over time it loses its strengths, losing armour every time you repair, stats. That way, you won't easily have the economy flooded with gear. Just a thought.

    What I would personally prefer more is simply don't give gear too much stats. 
    An interesting thought.  A more hardcore approach to simple repairs.  I'm in agreement that gear, ideally, won't have the same "stat reliance" mechanic that you see in WoW, and other mmo's.  Curious to see how Intrepid approaches this aspect of the game.
  • Diura said:
    I hope that raids and dungeons have some form of interactive relationship with the external world - whether it's through seasons, node development, triggered events, which keep the raids/dungeons changing so instead of getting brand new dungeons zones all the time - our same dungeons are forced to change visually and with their loot to keep everything unique/rotaioned.

    This could keep a cycle going for different recipes for gear (aesthetics too), and recipes for other things too like potions, freehold items, ships...

    And keeps the mobs rotated so different materials are available at different times.

    Ramble over - maybe this would work maybe not xD This is why I'm a forum user and not a game developer aha

     
    I agree wholeheartedly, @Diura, with your hope for that interactive relationship between dungeons/raids, and the open world.  And, from what we've been told so far,, everything you listed is what Intrepid intends to implement.  At least, in regards to open world dungeons.  I recently learned that there would also be a mixture of instanced dungeons, as well.  Those instances may be more static in nature.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Ariatras said:
    Make gear like a consumable thing.

    Make it so that over time it loses its strengths, losing armour every time you repair, stats. That way, you won't easily have the economy flooded with gear. Just a thought.

    What I would personally prefer more is simply don't give gear too much stats. 
    Already confirmed that will be the case. Not stat wise but gear will degrade and break.

    Will gear degrade and break?

    • Yes, but not the other kind of meaningless degradation in other MMOs. We’re going to have gear degradation and potentially even breakage that would then require a portion of the materials and a crafter capable of crafting in order to repair it.
  • Waysm said:
    "Minimal to no gear loot as an option"
    I'm sorry but all I can read is: "So you're casual and you don't have that much time to farm money/gathering/crafting while questing/dungeons/exploring? Then you're going to stay naked for 70% of the game."

    (Edit)
    Anyway, I understand your concern but this is will just force casual to do something they wish not to do either right now or never. They should be penalized by not having the finest gears but not by having nothing.
    My opine wasn't intended as a "Hardcore vs Casual" debate. Ideally, games should be inclusive to all player lifestyles.  That doesn't mean that everyone is going to be happy with everything, but there should be a baseline level of satisfaction, imo.

    That said, I'm not sure how not having abundant gear drops, equates to 70% game nakedness.  Whether casual, or hardcore, when adventuring, players will be able to naturally accrue money/items.  Those items could either be used to earn more money, by selling them, or use in crafting gear (in the case of raw materials).  

    Someone who plays the game constantly is going to progress quicker than someone who plays less, regardless.  Gear dropping, or not, isn't going to change that.  But, imo, having "no gear drops" would facilitate more crafts being made and put up for sell, locally, meaning that players can get gear more readily, since crafting would be even more of a focus.  
    • Yes, but not the other kind of meaningless degradation in other MMOs. We’re going to have gear degradation and potentially even breakage that would then require a portion of the materials and a crafter capable of crafting in order to repair it.
    That's right.  I had forgotten about that, in regards to gear repairs.  Hope Intrepid keeps that mechanic.
  • Waysm said:
    "Minimal to no gear loot as an option"
    I'm sorry but all I can read is: "So you're casual and you don't have that much time to farm money/gathering/crafting while questing/dungeons/exploring? Then you're going to stay naked for 70% of the game."

    (Edit)
    Anyway, I understand your concern but this is will just force casual to do something they wish not to do either right now or never. They should be penalized by not having the finest gears but not by having nothing.
    I'm sure there will be equipment you can acquire through quests to obtain equipment as a basic treadmill path of progress. I don't think there's anything wrong with quest reward items.

    Monster Hunter style games seem to be fine with just collecting materials and upgrading. I know lots of people that play Monster Hunter style games casually. It just means things take longer and it's all dependent on how much time you are willing to put in.
  • Maybe dungeons will drop equipment of lower tiers to help people be geared starting out and dramatically taper off at higher tiers? From a lore-ish sense it would make sense if there was a lot of lower tier gear from scrubs getting chomped littering dungeons where as seasoned adventurers with good gear wouldn't die as much so there is none to loot.

    Maybe all gear dropped in dungeons will also need to be 'made usable again' by crafters for similar lore-ish reasons and it will be a comparable process to making gear from scratch.
  • Crafting has felt so useless for such a long time. The developers are so afraid of people not getting a reward for every mundane thing they do. Afraid people will get bored and leave. Afraid that people will stop raiding and doing dungeons for 4 hours straight if they could just hire a crafter to make equally powerful gear.

    Some games throw so much gear at you that you can live off of just vendoring them. Killed that random wolf that looks like all the others? Woot you managed to pull a claymore of greater strength out of it. Also, your reward for killing 5 wolves, a claymore of greater strength. Oh also, you are playing a mage.

    So how do we entice both the crafters and the dungeon-delvers?

    I honestly think crafters should make the bulk of everything in the game but allow for very distinct items to come out of dungeons. Special pets that are only found in the lair of a beast. Special armor with a shadowy aura or fog effect from a necromancer's stronghold. There are so many creative things that can be found in the world while still giving crafters the power and demand they crave.
  • freespiryt said:.
    As I've stated before, if Intrepid is set on having gear drops, then I like @lexmax's proposed loot mechanic, over Intrepid's Loot Rule blog.

    I also like your idea, @Fanzhon!  It really appeals to me.  Actually, I like your idea, combined with the mechanic @lexmax introduced!  The best of both worlds, imo!
    Thank you for your post @freespiryt, it's really a great idea, and it's not incompatible with a scaled individual looting system. In fact I think combining both ideas would be great because I think loot toxicity will exist regardless if the drops are gear or mats. 

    To meld the two ideas together would require an additional modifier list for recommended artisan class distribution. Then you will have an individual looting system that gives out crafting materials on a scaled individual basis. I think it would be an awesome combo :)

    I've just modified my proposal to incorporate a crafting oriented drop system. Let me know what you think :)

    https://forums.ashesofcreation.com/discussion/34643/proposal-scaled-individual-loot-system/p1
  • @lexmax
    Loved your previous version of your loot mechanic...love this new version even more, lol!  What I love the most is it's extreme adaptability to on-the-fly changes, while still maintaining core integrity!   <3
  • Loyheta said:
    Crafting has felt so useless for such a long time. The developers are so afraid of people not getting a reward for every mundane thing they do. Afraid people will get bored and leave. Afraid that people will stop raiding and doing dungeons for 4 hours straight if they could just hire a crafter to make equally powerful gear.

    Some games throw so much gear at you that you can live off of just vendoring them. Killed that random wolf that looks like all the others? Woot you managed to pull a claymore of greater strength out of it. Also, your reward for killing 5 wolves, a claymore of greater strength. Oh also, you are playing a mage.

    So how do we entice both the crafters and the dungeon-delvers?

    I honestly think crafters should make the bulk of everything in the game but allow for very distinct items to come out of dungeons. Special pets that are only found in the lair of a beast. Special armor with a shadowy aura or fog effect from a necromancer's stronghold. There are so many creative things that can be found in the world while still giving crafters the power and demand they crave.
    Unfortunately, I do think that is a legitimate concern.  Gratuitous gear drops have become such the norm, that it would take a HUGE step to try to break it.  Easier said than done.  Take @Waysm's post, as a small sample.  His concerns are valid, as people who don't have a lot of time to put into process of crafting gear themselves, or getting the mats to have it crafted for them.  There are those who will thing that this thinking caters to hardcore players, over casuals.  

    I've never liked that distinction, by the way.  It draws an imaginary line in the community, that creates needles division.  Players are players, whether they play a little, or a lot.  The more you invest...in anything...of course you will get more in return, usually.  The problem comes in how to balance this, with making sure that others with less playing time, don't feel left behind, so to speak, without indulging in instant gratification.
  • Silver platter participation rewards in MMOs have made the genre a lukewarm homogenized puddle of insubstantial instant gratification and no long term value.

    There needs to be an element of the unattainable long term project and the edge of the horizon back in the genre.

    It might be unpopular to a specific audience who have  become accustomed to handouts. But I feel the genre would be a healthier game without handout systems.
  • Whocando said:
    Silver platter participation rewards in MMOs have made the genre a lukewarm homogenized puddle of insubstantial instant gratification and no long term value.

    There needs to be an element of the unattainable long term project and the edge of the horizon back in the genre.

    It might be unpopular to a specific audience who have  become accustomed to handouts. But I feel the genre would be a healthier game without handout systems.
    I hear you, @Whocando.  But, as you illustrated, "silver platter participation rewards" have become almost like crack.  You force people to go "cold turkey", and there's going to be a backlash.  

    Though I agree that games have become more or less homogenized, Ashes has a chance to begin to wean players'. away from the instant gratification mindset, by taking small steps away from the "norm".
  • With the way node system works it would be wise for craters to help keep the citizens of their node well geared otherwise their node could fall behind ofthers, due to the fact that lesser geared players are not going to be able to advance the node as fast as well geared ones... just a thought
  • Sometimes it's better to get it over with quickly than it is a little bit at a time.
  • With the way node system works it would be wise for craters to help keep the citizens of their node well geared otherwise their node could fall behind ofthers, due to the fact that lesser geared players are not going to be able to advance the node as fast as well geared ones... just a thought
    Yes, the artisan supply chain is going to be a huge factor in node development. Intrepid said (on the kickstarter page I think) that resources will be distributed unevenly across the map. So to craft gear, your node has to protect the trade network, which means your people need to be geared, which requires crafting,......

    Somehow I find this kind of tail chasing paradox strangely appealing :dizzy:
  • ArchivedUserArchivedUser Guest
    edited July 2017
    With the way node system works --- it would be wise for craters to help keep the citizens of their node well geared --- otherwise their node could fall behind ofthers, due to the fact that lesser geared players are not going to be able to advance the node as fast as well geared ones... just a thought
    No it wouldn't, in fact quite the opposite.
     
    The problem with that, you see, is that assumes an ideal world where citizens are 100% loyal to the node and can't (or won't) change citizenship.

    Let me tell you, people are greedy creatures, they will betray even their own families often, let alone their virtual guilds or their virtual nodes.

    So you would have crafters put in the work, to gear up the players that will potentially hop on to support the next node as soon as better opportunity is presented to them?

    This only brings the memories of naive guild leaderships that always geared their tanks first (hoping to be better at raids) only to have those tanks hop to the next guild once they were all geared up and now that guild was not good enough for them anymore (this happened so often that one must ask himself how can any guild leadership be stupid enough to repeat this same mistake over and over).


    Thus, I say everyone is responsible for their own gearing up. Alliances and affiliations are temporary more often then not. Specially when random internet people are involved.
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