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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.
Should Gathered Items Have a Dynamic Tier/Quality Attribute?
ArchivedUser
Guest
I think it would be awesome if you could gather an item, whether that be
ore, wood, flowers, whatever. Upon gathering that item will have a base
quality stat 1-100 or tier(common,uncommon,rare,legendary,unique) that could be dependent upon the zone/area where you
gathered it as well as what tools you used. Also it should be possible
to improve the quality through processing(which might require a certain
tool or magical item) if you wish.
I think this is would be a great system because it will add another reason for a crafter to go out of his way to find a gatherer who puts enough time into getting the best quality mats possible so the crafter can create the best possible weapon/armor/tool with his current mastery.
Thoughts and opinions?
I think this is would be a great system because it will add another reason for a crafter to go out of his way to find a gatherer who puts enough time into getting the best quality mats possible so the crafter can create the best possible weapon/armor/tool with his current mastery.
Thoughts and opinions?
0
Comments
Love the idea of a thorough crafting system, though.
The more you go off the beaten track, the harder the content. Harder in this context of an MMO should mean 'requires more people'. Which also should have its own quality mechanism of progression.
So I dont really see any other real choice than to have tier quality components in tiered quality areas of content.
This allows the the right tool for the right job so to speak.
The problem is as stated with the fact that you have pretty much gated content. Although its open world....so stuff can be zerged by pugs if you have no guild. Some areas are supposed to be too dangerous for new players by design.
The bigger problem is, if you have a tiered system, is does it make new and old players impossible to work as a team. That depends on what the 'quality bonus' is. If the quality is targetted at group play wothout effecting solo play too much, it can be OK. The only way I can see that working is to have Quality = AoE cap with gated tiered gear. Why ?...
Group player vs solo player 1v1 = AoE caps may be able to hit 16 people for the group player with legendary gear and only 1 person for the solo player with normal tier gear. But how many people you can hit is irrelevant in a 1v1 perspective. In a 16v16 perspective then those that can hot 16 players vs those that can only hit 1 player does become an issue (ie group play). So AoE caps as the basis of tiered group play appears to fit the bill perfect.
It should definitely improve the chance for extra resources, especially if there is a chance for some more rare ones to appear when gathering any common resource.
As an off-topic I'm also curious how you believe the inflation should be handled from all of these resources, in general.
Well, it can be endless with some RNG too. Just an idea:
This would be more or less endless, provided it gets fleshed out properly (just made a rough draft).
The issue of a huge inflation still remains, in my opinion, even without a global auction house. It's very hard not to create something out of nothing in terms of gathering...
And what it comes to gathering and harvesting, i suggest devs to implement interesting, rich and rewarding system. In many games gathering is beyond grind and static work, which leads easily to boredom. So the first step is to make progression mean something and have lots of milestones with bonuses. New levels unlocks new skills, new tools to use, faster gathering, more yield, better chance to find something uncommon, rare or extremely rare, better chance to find better quality resources and so on.
So in practise this would mean that if i have gathered a huge amount of ore and maybe especially iron, then i will be high level expert iron miner and i will find more easily better ore/iron resources and i am faster miner than others who has mined less than me. I should have better chance to find that rare saphire, which is needed to craft Frost staff for mages. Maybe i have better chance to get "little rock monster pup" which can be raised to be a pet or a mount. So making the gathering droptable rich is really important.
It would be common to have conversations like, "Hey, do you have any of that tolium gas discovered on Naboo last year? The potential energy and conductivity on that stuff would be awesome for these detonation modules I'm working on."
Advanced players then would get the best results in crafting because over time they acquired all these variable resources, and through forethought and planning they would have the resources best suited for whatever item they were making.
I'm hoping for a a similar system with fantasy-themed characteristics.
IE a level 20 fighter shouldn't have different loot tables for the same mob than a 25 cleric has.