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.

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

2»

Comments

  • Gothix said:
    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.
    I don't think this is necessarily the opposite of what Ninja said. Loyalty is one thing, yes, but greed and self interest will also motivate people to defend their node and its supply lines.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    lexmax said:
    Gothix said:
    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.
    I don't think this is necessarily the opposite of what Ninja said. Loyalty is one thing, yes, but greed and self interest will also motivate people to defend their node and its supply lines.
    To some extent perhaps, but it will motivate them (in many cases) even more to change citizenship when better opportunity is presented.

    The point being, why would you put in your own time, to gear up someone else, while that other person is potentially putting in little to no time at all?

    Everything has a price, if someone wants the gear, he can pay for it (the full real value), or craft it himself.
  • Gothix said:
    lexmax said:
    Gothix said:
    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.
    I don't think this is necessarily the opposite of what Ninja said. Loyalty is one thing, yes, but greed and self interest will also motivate people to defend their node and its supply lines.
    To some extent perhaps, but it will motivate them even more to change citizenship when better opportunity is presented.

    The point being, why would you put in your own time, to gear up someone else, while that other person is potentially putting in little to no time at all?

    Everything has a price, if someone wants the gear, he can pay for it (the full real value), or craft it himself.
    Agreed. My guild won't be gearing people up for free. Our crafters will be charging good money for the gear we produce. And sure if someone wants to craft their own gear, that's fine too. We'll profit from the convenience factor of premade gear sets :)
  • Gothix said:
    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.
    Helping to keep people geared doesn't necessarily mean given out free gear or selling it at a loss but could simply mean keeping the market from going to extortionary prices. .. there is a middle ground to be had

    As for that one guild with the tank problem. Insanity is doing the same thing over and over again expecting different results
  • I think the debate "loyalty versus opportunity" is a stale mate. Some players will jump fence at the first sign of greener pastures. Some players will stay and fight, specifically those that helped build the node, govern the node, and have homes/shops/freeholds in the node.

    If a player decides to give up their in town housing for a better gear set from a different node, that is their prerogative. They are making the risk/reward decision of having to obtain new housing for better armor.

    I would not condemn another player for realizing that their node is a flat-line, not improving and not dying. If they can no longer obtain the resources/gear needed to fit their play style they should jump fence to another node.

    These arguments are emphasizing the risk/reward aspect that nobody here would claim won't exist. That's what will make Ashes different, and in my opinion better, because things will change!
  • They have stated that there is going to be a citizenship cooldown in the neighborhood of two weeks. That should stop people from willy-nilly packing up all their stuff and running for the next big place.

    Also, in town housing is limited, and will go fast as a node levels. You leave one place and go to the next one you will possibly have missed out on the housing availability, or will pay through the nose to acquire real estate. Same can be said of desirable freehold locations.

    So after all the packing up, moving your stuff (bound to be not as easy as throwing it all in the bank in one location, and accessing it at another location miles away), trying to find a place to live unless you have decided to forgo all the benefits housing provides, and all the other minor problems, is it really worth it? Some migration will occur. But masses fleeing one area for another I don't see barring server events that cause an area to become unlivable.
  • Please dont turn this into the usual crap MMO lite. Gear loss is a good thing in MMOs simply because it teachers players that everything haS  consequence. Back in old days most MMO's had it in one form other other. It is easily  balanced in that gear an loot can be easily found by going out an killing stuff.
  • The only gear loss confirmed so far is from dying while corrupted. So as a hardcore player that may spend a significant time "Red" you will have plenty of opportunity to experience it if that is your playstyle. Gear decay and repair mechanics are also confirmed for all players.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    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.  
    I never said abundant gear drops. I just said existing gear drops.

    And as you said, while playing we accumulate money and items. Which means that in 5 years what was easily affordable by new and casual players at first won't be.

    Anyway, for me  "no gear drops" doesn't facilitate more crafts but force people to do so. If you want to facilitate more crafts, just reduce the number of required resources and increase the progression speed of professions.

    The fact that crafted will be better and more reliable than dropped gear is already enough for me, if you think that there is a need to make it the only way to get them, although it's RP, I wonder how things will turn out when every gathering area will be filled with PKing for 2 ores because there are too many people trying to collect some resources for their gears.  
    Anway that's my opinion on this. I won't have any particular problems myself whether there is or not this "no gear drops", but if you put too much emphasis on something and make it the sole way of progressing, then people will care about it more than you can imagine. As for myself, I don't see any problems with killing people to gather in peace :v which is not the case for everyone here.

    (Edit)

    Here you have me posting without reading everything :v

    Quests giving equipment is a must unless it's just some trash that even a goblin wouldn't wear.

    I'm not drawing a line, there is a line. But that line is more of a progression line than anything. As you said, the more you invest in a game, the more you should be rewarded. And putting an accent on the importance of crafted gears is something I hope for too.

    I just want it to be something people do on their own accord, Whether because they come to like it, or because they wish to be able to go into those unexplorable areas as the sea and need to craft an armor set which gives them more underwater breathing time. To name a few examples. 
    I don't know if it was clear, but look at it like something "they should be able to climb the small hill without the adequate equipment but if they wish to go on top of that huge mountain, they'll have to put more efforts and have the equipment adapted to climb it."
  • 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.
    Awesome, thank you. I missed that quote.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    The only gear loss confirmed so far is from dying while corrupted. So as a hardcore player that may spend a significant time "Red" you will have plenty of opportunity to experience it if that is your playstyle. Gear decay and repair mechanics are also confirmed for all players.
    That is incorrect. You will have gear loss from the item decay you also mentioned.
Sign In or Register to comment.