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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.
Artifacts in game
consultant
Member
Was thinking about a way very powewrful items or even unique items could be put in game with out upsetting game balance.
Well really powerful weapons and mounts and siege vehicles could be put in game that could be rented for a certain amount of time like. Lets say and dragon mount that has several abilities plus breath weapon plus toon might be able to do ranged damage of some kind. Normally this would be to over powered but if it cost some type of currency with a daily cap so a toon could only rent one like ounce every month that would be alright.
This would give players something meaning ful to grind at max level. Plus players would get to play an over powered hero ounce in a while Could even be done in sieges be ok cause both sides could have one artifact or super powerful weapons.
Pretty sure game balance issues could be worked out so I am not going to make a very long post explaining all the game mechanics.
Well really powerful weapons and mounts and siege vehicles could be put in game that could be rented for a certain amount of time like. Lets say and dragon mount that has several abilities plus breath weapon plus toon might be able to do ranged damage of some kind. Normally this would be to over powered but if it cost some type of currency with a daily cap so a toon could only rent one like ounce every month that would be alright.
This would give players something meaning ful to grind at max level. Plus players would get to play an over powered hero ounce in a while Could even be done in sieges be ok cause both sides could have one artifact or super powerful weapons.
Pretty sure game balance issues could be worked out so I am not going to make a very long post explaining all the game mechanics.
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Comments
Game for fun, not for life
Flying mounts will be either time-limited or extremely exclusive for Kings, Queens and Majors.
Second:
I really, really REALLY dont want timed items, that loose their effects after some time. "Look at me, I have this super awesome sword that i had to go through hell and back, sadly it will loose its powers after 5 days."
Third:
IS said that most legendaries will be one of a kind. So i think that not every 10th player in the high ranking guilds will have an legendary. Maybe the leaders of each guild will have one legendary, that all of their guild had to work for.
For example, each and every one of this artifacts/items should be unique (maybe taking one more step and make the that only one artifact/items of the same kind exists in all the servers at any moment)
This artifacts/items cannot be used/crafted/equiped by players unless certain requirements are fully accomplished (not only level or class but have done a specific quest line, have a higth level of reputation with a faction, or maybe against one, hold a very specific title, giving the LAST STRIKE to a dungeon boss, even a combination of all of this, etc etc)
If by some reason this artifacts/items are destroyed there is no way to retrieve it
They must be unlocked only if certain requirements of the server history/lore/dinamuc are satisfied,for example in two servers we managed to awake the dragon on the volcano but the one that holds the artifact/items is the one that awoke because of the mining not because some adventurers manage to enter the temple and do the sacrifice
Some of this items could not look like "world class" at first sight, "WTF is this???!!! The final boss of the dungeon drop a grey item???!!!..."
But wait why do the berserker king will drop an ore?...(now imagine that this guy's just took it and goes and sells it to the nearest node, together with the rest of the junk that he collected, that "ore" now is lost along with what it could become)
Stuff like that...
I am not fond of the idea that max-level players could just endlessly grind and have an almost constant access to Legendary weapons either. As for the idea of 'renting,' if you mean being able to drop in game gold on things like Dragon Eggs, I don't think I would like that. For me that would take away the rarity of the drop and the power of being a node leader even if there were caps and costs associated with it. I will assume, since it was not mentioned, that the OP would be against spending irl cash on renting legendary things as well.
For me with the legendary items, if they keep them as planned, I don't think balance will be an issue. Some people might have them, and if they are scourges to a node, a guild, a community, etc., they could still likely be ganged up on and dealt with.
I'll just pray to god that Intrepid does not go down the road that WoW did, where every max level player has at least one legendary
I think it's fine if some of them can be sold/traded, as long as there's no story reasons that the item would be bound to it's owner. I'm not really a fan of "soulbound" anything. If people wanna waste real-world money buying video game items from other players, so be it. P2W isn't really a problem unless it's a predatory business practice by the devs/publisher to sell more stuff (IMO; others can disagree), or if bots are running rampant (which shouldn't happen if Intrepid keeps their word). And honestly, I think it would be kinda funny if a player got their reputation ruined because they bought a legendary for $500 on eBay and tried to show it off. But I doubt that will even happen. I expect most people would much prefer to hang onto their legendary item, for all kinds of sentimental reasons.
As for "renting" legendaries, of course I don't think it should be common. But maybe a specific artifact based on the Economic part of the game, could be rented out in exchange for an extreme amount of gold, gems, and other luxuries. Basically, a big-ass, economic status symbol.
Oh and, how legendaries are lost should be a big deal too. Can they be stolen? Destroyed? Do dragon mounts die when they expire, or are they set free into the world? Where do artifacts go when they're lost? Even though it was pretty cheesy I loved the story of the legendary sword Caladbolg in GW2, and how it was lost, found, used in the main story, broken, and then it could be reforged in a side quest so you could keep it as a skin.
"There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time."
"It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon."
"The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed."
Legendary items are not intended to be temporary.
-> A notable exception to this is Royal mounts.
"The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary."
Now to relics:
Relics are achievements for the whole node, that are obtained through heavy timeinvestments by the inhabitants (there will most likely be only one relic per node).
They enable the players to progress towards an legendary item or through a legendary questchain.
https://ashesofcreation.wiki/Legendary
https://ashesofcreation.wiki/Relics
For example in WoW legendary items are just items with one magical effect.
Artifacts on the other hand could have abilities like Vampiric Touch 200 yard radius, Damage times 2 for undead. Things to powerful for one toon to have permantly but i guess they said no so.....
So what if I toon gets Unique drop and stops playing in a month. But it is ok just an idea I am not a my way is the only right way type of guy when it comes to games.