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Information Trading

So I started thinking about the "Once-in-a-servertime" items that has been mentioned a bit.
What about information trading regarding it?
Aka, someone found one of those items in one server, selling/giving away the info on how to get that item to ppl on other servers.
Wouldn't that be an issue?
Thoughts?

Comments

  • I don't think that it will be a problem if they have node conditions in order to get them, as each server will develop differently. It will take more then just a handful of people to reproduce something on a new server... that is if they actually can figure out how to get the once in a server stuff to "Spawn"
  • Since servers will be unique and just because one node of a certain type has reached level 6 lets say, there is no guarantee that the exact same content will be unlocked. You would need people doing the exact same node progression and locations to conceivably make that happen. So the "value" of the information would be moot. Just because Group A kill the Smurf King of Candy Mountain next to Jolly Rancher node, and got the unique Wand of Fairy Kisses, does not mean it can/could be duplicated on other servers with reliability. Anyone "purchasing" said information should expect the same result that they got by responding to the Nigerian Prince email.
  • Snip. Anyone "purchasing" said information should expect the same result that they got by responding to the Nigerian Prince email.

    This just made my morning thanks
  • This could be an issue I would imagine however to stop this sort of thing it might be kind of cool if the information on how to craft/obtain this item was only revealed if a specific set of events takes place. Say I particular node has to be developed as a scientific node before any information is revealed on said item, then consider that server 2 has not developed that node into a scientific thus the information on how to obtain/craft this extremely rare item will never be possible on server 2. Well not possible until that same node is developed in the same way, something the people that live there might not agree with.
    In this way some servers would discover things that other servers will not, thus while information on how to obtain an item might become common knowledge or sold as you put it, the information may next to useless on other servers.
    Might be an interesting way around the sale of such information.

    Just a PS. to this it may be possible that rare items either dropped or crafted recipe may only be obtainable if a node develops in a specific way plus at a certain stage in its development say stage 3 or 4 and once a node develops further said item/recipe may no longer be obtainable. Could be a great way for people to obtain recipes thus creating demand for the crafters skill if they are one of few who obtained said recipe. 
  • Yeah I know that much, but it is still a possibility :P 
    And that is all I am saying :P 
  • I do like the idea of knowledge not being widespread, and those with the knowledge of better items or spells would benefit from it. To me, it encourages exploration and experimentation instead of just using a wiki to find recipes. 

    An example would be looking at ruins and finding a stone which is "junk", but if you have a skill in say, e.g. lore, you may find out it's a rune stone which buffs your items which you can the replicate at will while other may find something different.
  • nagash said:
    I do like the idea of knowledge not being widespread, and those with the knowledge of better items or spells would benefit from it. To me, it encourages exploration and experimentation instead of just using a wiki to find recipes. 

    An example would be looking at ruins and finding a stone which is "junk", but if you have a skill in say, e.g. lore, you may find out it's a rune stone which buffs your items which you can the replicate at will while other may find something different.
    I am of the same mindset. As they say Undead Minds think alike ;) 
    I prefer knowledge having to be sought out rather than one being able to just look it up. Which is why an Alchemy system where you have to experiment to find out recipes for potions etc would have been fun, rewarding those that makes real effort in a field. 
  • Ziltch said:
    nagash said:
    I do like the idea of knowledge not being widespread, and those with the knowledge of better items or spells would benefit from it. To me, it encourages exploration and experimentation instead of just using a wiki to find recipes. 

    An example would be looking at ruins and finding a stone which is "junk", but if you have a skill in say, e.g. lore, you may find out it's a rune stone which buffs your items which you can the replicate at will while other may find something different.
    I am of the same mindset. As they say Undead Minds think alike ;) 
    I prefer knowledge having to be sought out rather than one being able to just look it up. Which is why an Alchemy system where you have to experiment to find out recipes for potions etc would have been fun, rewarding those that makes real effort in a field. 
    I think that's what a lot of games miss when it comes to exploring. if there is no incentive or reason to seek no ruins or tombs then whats the point i just hope ashes dos this well 
  • I too hope they make recipes an element of exploring like mentioned above via found objects. Too many people have ground out craft alts that never leave their freeholds, but instead have their main pass along recipe scrolls that are found. If you want your Master Blacksmith to get that truly kickass limited recipe, they need to go out into the world and get it. So you may have alts that you focus on crafting, but you are going to have to be able to fight with them too. None of this "My alchemist needs the recipe for the polyjuice potion down at the bottom of Graklacks Pit. Looking for carry group!"
  • ArchivedUserArchivedUser Guest
    edited October 2017
    nagash said:
    Ziltch said:
    nagash said:
    I do like the idea of knowledge not being widespread, and those with the knowledge of better items or spells would benefit from it. To me, it encourages exploration and experimentation instead of just using a wiki to find recipes. 

    An example would be looking at ruins and finding a stone which is "junk", but if you have a skill in say, e.g. lore, you may find out it's a rune stone which buffs your items which you can the replicate at will while other may find something different.
    I am of the same mindset. As they say Undead Minds think alike ;) 
    I prefer knowledge having to be sought out rather than one being able to just look it up. Which is why an Alchemy system where you have to experiment to find out recipes for potions etc would have been fun, rewarding those that makes real effort in a field. 
    I think that's what a lot of games miss when it comes to exploring. if there is no incentive or reason to seek no ruins or tombs then whats the point i just hope ashes dos this well 
    That is my hope too. The main thing that got me interested in Ashes in the first place is the possibility for exploration with meaning. 
    The rest are just (very) good bonuses. 

    UnknownSystemError said:
    None of this "My alchemist needs the recipe for the polyjuice potion down at the bottom of Graklacks Pit. Looking for carry group!"
    Hoping for the same thing. Also never really made sense to me how creatures dropped recipes tbh. It always kind of ruined immersion for me.
    "Oh this wolf had a recipe" 
    Like.. where the fudge did that wolf stash that recipe? o_O
  • Ziltch said:
    nagash said:
    Ziltch said:
    nagash said:
    I do like the idea of knowledge not being widespread, and those with the knowledge of better items or spells would benefit from it. To me, it encourages exploration and experimentation instead of just using a wiki to find recipes. 

    An example would be looking at ruins and finding a stone which is "junk", but if you have a skill in say, e.g. lore, you may find out it's a rune stone which buffs your items which you can the replicate at will while other may find something different.
    I am of the same mindset. As they say Undead Minds think alike ;) 
    I prefer knowledge having to be sought out rather than one being able to just look it up. Which is why an Alchemy system where you have to experiment to find out recipes for potions etc would have been fun, rewarding those that makes real effort in a field. 
    I think that's what a lot of games miss when it comes to exploring. if there is no incentive or reason to seek no ruins or tombs then whats the point i just hope ashes dos this well 
    That is my hope too. The main thing that got me interested in Ashes in the first place is the possibility for exploration with meaning. 
    The rest are just (very) good bonuses. 
    dam right ^^
  • Well, sell it for ingame gold or real money?
  • I still say knowledge is far better than gold myself 
  • ArchivedUserArchivedUser Guest
    edited October 2017
    Fleelix said:
    Well, sell it for ingame gold or real money?
    Cannot sell for gold to other servers :P 

    nagash
     said:
    I still say knowledge is far better than gold myself 
    Knowledge cannot be measured in gold.
    Knowledge is measured in how desperate you are for it and its uses.
  • It is the same as people sharing info on how to clear a dungeons. In my opinion, everyone should figure it out on their own, but you cannot really prevent people from sharing information.

    Considering we already have fansites whose main purpose is to collect and share information about the game, we are pretty much set that as soon as a few people figure out something rare, most of the playerbase will know about it.
  • FliP said:
    It is the same as people sharing info on how to clear a dungeons. In my opinion, everyone should figure it out on their own, but you cannot really prevent people from sharing information.

    Considering we already have fansites whose main purpose is to collect and share information about the game, we are pretty much set that as soon as a few people figure out something rare, most of the playerbase will know about it.
    If the person who finds it is willing to share ;) 
    I won't :P Every competitive edge is a good edge ;)
    Also, ofc we want info on the game, we want to know what is what and how it works so that we know what we can look forward to :3
  • Dungeon information won't be hidden for long, as dungeons require a certain amount of people. It is enough for just one person to speak up and the secret is known to everyone.

    Rare locations that can only be found by exploring will stay a secret a bit longer, but eventually someone will their their best friends, which tells his best friend, which tells his guild and the secret is over.
  • As I understand it, without even touching on the big, legendary find etc, there isnt even a guarantee that a simple crafting recipe is going to be the same from person to person, let alone server to server..... the knowledge that works for one person, another may have to find.

    But my brain mice have been at brain cheese again, so it might be that I dreamt all of that.
  • There was discussion about a system of licensing unique recipes for a limited time, but it was just that, discussion. Very little of the crafting system has been confirmed. We do know that high end crafting will have an element of deconstruction to it. The Sword of Jeffrey drops, do you decide to keep it, or deconstruct it, taking a chance at learning how to make it yourself. It is definitely one of those wait and see what they decide on stages right now. You can see Jeffrey cringe sometimes during the livestreams when Steven starts throwing new stuff around and Jeffrey just calmly says "we might be able to do that" probably knowing that there is no way to fit it into the development timetable without a major retasking.
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