Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Having Reasonable Drops Rates
I would like to see loot tables that do not go under 2% for any one item.
2%= 1 out of 50 since you could roll same number twice you might be doing that run 60 or 70 times. If it is a weekly event then it takes a year or more for drop but might get lucky.
Guess for Legendary Items might be lower than 2% but just as a reminder after you go below 2% you might be doing a run over 100 times easy.
What do you guys think? Do you guys think doing runs over 100 times to get one item is ok. I heard someone say if the drop rate is 1% that is about 163 times before you should expect to see it.
I would also like a system that if you had to roll for an item and you roll a 100 then the Random Number Generator goes to another loot table for chance to get extra item.
And lastly would like to see more than one way to get rare items not just tied to a single dungeoun or raid.
2%= 1 out of 50 since you could roll same number twice you might be doing that run 60 or 70 times. If it is a weekly event then it takes a year or more for drop but might get lucky.
Guess for Legendary Items might be lower than 2% but just as a reminder after you go below 2% you might be doing a run over 100 times easy.
What do you guys think? Do you guys think doing runs over 100 times to get one item is ok. I heard someone say if the drop rate is 1% that is about 163 times before you should expect to see it.
I would also like a system that if you had to roll for an item and you roll a 100 then the Random Number Generator goes to another loot table for chance to get extra item.
And lastly would like to see more than one way to get rare items not just tied to a single dungeoun or raid.
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Comments
"Legendary" is in (old) WoW-speak just a probability marker. Nothing wrong with 1 in 1000 drops, but you can't balance the game around them - they will have to be OP then. WoW even have a necklace that only dropped once.
With "normal" items, which still can be quite rare, I agree that the loot chances should not be too low. I do not want to grind a specific dungeon for a specific boss a hundred times. That is just tedious. Either there has to be an equal alternative, or I should have it after a regular amount of clearings. AoC should not need extremely low loot chances for "normal"-rare items to get players to play. There should be many other things to keep players busy.
So even if you are unluckiest man on earth (that might be me and my lottery luck) you can still use number of those tokens after number of runs to get yourself some item from some NPC that trades for those tokens.
So basically everyone gets a token, and the luckiest people get instant item in addition to token (or by DKP).
As for rng and gear drops, I would hope there is a reasonable chance that an item will drop, would be nice if there were some system in place that was able to recognise the classes present in a group and then drop something appropriate.
With most items not being boe or bop there may well be a very vibrant market in dungeon drops that can be sold on. You also need to remember a source of crafting recipe's will be the breaking down of items to learn how they are made. Thus items that initially only drop in dungeons may very well be crafted by someone at some stage you will just need the mats.
To get all (bound) components for legendary weapon you would personally have to show your good activity and achievement in: crafting, gathering, questing, general PvP and arena, bounty hunting, raiding, housing, etc.
One component gained from each area of the game. And only when you gather all components, you could start a process of forming your legendary weapon
However, for the really good items I would like to see a lower drop chance or even one kind of a item. I don't like how other games have went to just grind and everybody will get the best gear. With unique items it pushes everybody to strive for something.
One thing they could do is have one of kind items that only drop when a town is at its highest level and then breaks becoming un-repairable if the town drops below the highest level. This would allow for more then one person to own that unique item just not at the same time, or allow previous owners to keep the broken item as a trophy of sorts.
I 100% agree with this legendary items should take many months if not years to obtain, and come from all aspects of the game.
And then (you wake up) game gets an update with powerful normal-tier items, and your legendary yearlong quest, which you are about to finish, makes you regret, you even started that. D
If legendaries will be number capped, then when update comes they can also be updated to receive new stats, and thus again remain on top.
We just need a way for people being able to lose their legendaries, and them coming into hands of new people.
Legendaries should be capped, but prone to circle around the population, if someone else also shows an effort and then is able to take over legendary from another player somehow (and no not by the money).
Sure, that could be read as "well that's boring, you never replace that slot" but we are talking about legendary, maybe even unique items, that you have to put a lot of effort into getting in the first place, spending months (or even over a year?) for. You got one... you know you do not want to replace it anymore.
Stuff that is more rare than that should have even lower
Legendaries should not even have a drop chance
If everyone can have one, what's so Legendary about it?
Before anyone says but information can be traded from one server to another, the information needed to set you on the path to obtaining a legendary item will require a specific set of events before any information can be uncovered. Such as a specific node being developed as a religious node then reaching metropolis stage with certain buildings in place etc. Thus information from one server will be next to useless on another.
As for a rise in the level cap, I would be very surprised if legendary items don't increase, lets face it its what makes them legendary in the first place. Don't be surprised if it takes years before you actually see your first legendary item in game and it will only be a lucky few who will every posses one.
But no drop chance for legendary items.
This just makes all new content useless, if you can get an item, that will last for ages, you will eventually get it, and stop progressing. What you described is an achievement, one of many, not a legendary and usable item.
There simply can't be items, inaccessible for majority. Legendaries can have a short lifetime, as were mentioned gragons for mayors, pets from bosses. But not selfupdating limited in numbers, eternal items.
I think some (not all or many) legendary items/quests shall be just findable (for one person). And the spots/items themselves should vary from server to server . Why? Because many people don't want to quit their reallife jobs or ignore their familiy but want at least have a slight chance to maybe somehow get something special. And everybody else has the chance to get that too. So it is not really unfair. Such items could be even breakable or usable so that they don't last forever... but maybe they will spawn again? At a totally different spot? Or never again?
Just my thoughts
However, there could be a second legendary tied to that node -a great sword from the ancient past that someone has gone to great lengths to acquire. But as long as the node is Divine the legendary is not active. This would give the owner of this sword strong motivation to try to take down the existing city and rebuild it as a military one.
So if few people get together they could conceivabley compell someone to grind for an item that does not exist. Be pretty cruel though. Would hate to be the victim of that joke.