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.
How will they determine PvE loot and what would you prefer?
I haven't seen a lot on PvE loot yet but I'm curious what everyones preference is. Most games I experience use a randomly generated decision of chance to determine who gets an item from, say...a chest. Where if a chest drops everyone in the group or raid who open it all vie for the chance at that one dropped item. Or would you prefer a system that employs a tier system where a chest drops and there's an item in the chest and each individual involved see's their own item. Only creating a tier system of much more common items, or materials. I figure with so much emphasis on crafting you won't just see rare items dropping but also materials that could be transformed into rare items. What is your preference to determine how items should be divided up?
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As an example of how individual loot fails. ESO has individual loot, but it can be traded to people within the dungeon or raid for up to two hours after boss kill. It is meant to be secret what you get as a drop, but of course someone has created an addon that tells you what everyone else got. (another reason Ashes should keep that API on lockdown as planned). The number of DMs I get now when someone sees something they want drop and the utter twats they turn into when I tell them no, they can't have that piece, is just bad. Most people will list in chat what they are willing to give to others after a run. Now if I get something and someone uses that addon to bug me about giving them something before I have offered, I will keep and vendor it before they ever get loot from me. In a game where anyone can wear any armor and use any weapon, nothing is BOE/BOP, communication about loot will be key before interactions. Those that don't speak up will be unhappy, but they will learn.
Make friends and have a good time and run with them... That's what MMOs are good for.
Ashes is going back to our roots in the MMORPG genre. There won't be dungeon party match making systems that auto-teleport you inside the dungeon and then return you to where you were in the world when you started. Oh no.
You will have to manually find your party, pick up any stragglers you need at the local tavern, traverse yourself to the entrance of the open-world (mostly) dungeon and head inside.
Borrowed from here: https://ashesofcreation.wiki/Loot_tables
Ashes of Creation intends to use traditional loot rules, selected by the party leader.[8]
Round-robin
Need before greed
Bidding system
Good. I like to hear that. I LOATHE INSTANCED DUNGEONS! Nothing is worst in an MMORPG than the shitty instance that completely defeats the purpose of open worlds that just pops you into a dungeon away from the world that's not open to anyone but your group.
I think the best method for that would be to make credits/upvotes from friends or guildmates be worth far less than an credit/upvote from someone who is not a friend or guildmate. im not sure how they are doing a friend system, if they are at all.
aaahh, ty for the info. so my idea of devaluing credits/upvotes based on your friends list and guild list isnt the worse idea then.
HA, i occasionally play csgo and pubg, im used to being betrayed. even when im discord with people i already knew....not sure if that is a good thing in hindsight.
Player1 doesn't notice player2 talking to them, because they are in the "zone". Player2 gets upset and gives Player1 bad rep, then tells all their friends to also give player1 bad rep.
i would handle it in a similar way, where if you give someone bad rep that your friend has previous given rep to, the value of your bad rep would be less.
see, i wasn't thinking girls when reading that, i was thinking about a group of people with the mental capacity of a 10 year old who was taught that they should always be the center of attention.
so back to OP, id be down with loot being shared, as long as there is a way to punish greedy party leaders or people who group with a person or two they already know and just split the loot amongst themselves while ignoring the rest of the group.
As for the loot, I believe it has already been said that a traditional loot system is in place. I think that Intrepid Studios knows the current systems seen in other MMO's are flawed, but hard to beat. World of Warcraft attempted to "fix" loot systems multiple times, only to be met with anger and frustration from the "hardcore" players.
Truth is, there is no perfect system. There is always going to be some flaw that will be molested by players for furthering themselves in the games content. I personally like the idea of the Master looter and the bid system. If you are truly following the vision of this game then you will be immersed in a community of gamers that you build relationships. We will have to see how everything plays out.
`Zooner`