I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then you know if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur. – Steven Sharif
vmangman wrote: » Knowing that when you log in you cannot just go about your favorite activity, but instead you need to do your Torghast for the week to keep up, is a horrible feeling. That is just one example of such a system in modern WoW.
vmangman wrote: » For example, take World of Warcraft and its newest Torghast system. It’s a roguelike dungeon that you need to complete on a weekly basis to upgrade your legendary items. Knowing that when you log in you cannot just go about your favorite activity, but instead you need to do your Torghast for the week to keep up, is a horrible feeling.
Jeetoph wrote: » vmangman wrote: » For example, take World of Warcraft and its newest Torghast system. It’s a roguelike dungeon that you need to complete on a weekly basis to upgrade your legendary items. Knowing that when you log in you cannot just go about your favorite activity, but instead you need to do your Torghast for the week to keep up, is a horrible feeling. Let’s be honest here. 99% of those who complain about weekly locks « forcing » them to do a dungeon after resets are the same who would spam said dungeon until fully geared without the locks. Now I’m not a fan of weeklies myself but I can get behind the reasons of this system. - Playtime balance : Not everybody can spend X hours a day gaming. Weekly locks help those with less playtime keep up with others - Economy : If an endgame dungeon was spammable, dropped items would rapidly become worthless. Another economy related reason are selling groups who would thrive without weekly locks - Early carry groups : Especially in Guilds. Players will be able to gear up Guild mates who wouldn’t be able to do it by themselves otherwise. - PvP balance : In games where there aren’t dedicated PvP gear sets (AoC might be one of those) fully geared players/guilds will have an huge advantage - Selling runs : Not economy related. Here I’m talking about those selling for real money. They will always exist but I’m pretty certain all of them are in favor of removing weeklies for obvious reasons I imagine other systems to keep balance exist in some MMOs but those I played all had weeklies
Economy: I'm not read up on Ashes well enough to know, but if the gear degraded over time and were eventually unfixable you would have fixed the first issue. Personally, I'd prefer it this way because it's a great gold and time sink.
PvP Balance: Yeah, people who put in more time should have a advantage, that's how it works in real life as well. The more time you put in the more money you make, I don't see a issue here.
Jeetoph wrote: » Now seriously, of course those who spend more time should be rewarded for it. But I don't find it shocking to put an artificial barrier (for example weekly drop limits on endgame content) to give those with less playtime the opportunity to compete. If you play 24/7 you will still max level faster and have a few weeks of drops already before others even hit 50 so where is the problem ? And if you really want to compare it to real life, look at it as a 130km/h limit on a highway. Technically every car can reach that speed so nobody is discriminated but if your car has faster acceleration or/and if you choose to push that gas pedal lower than other drivers you will still be ahead of other drivers.
Jeetoph wrote: » I'm not speaking about dailies. These should be avoided like the pest they are. I was answering to part of OP's post about weeklies which usually locks your drops on endgame content. Leveling chores were not part of my reply. Economy: I'm not read up on Ashes well enough to know, but if the gear degraded over time and were eventually unfixable you would have fixed the first issue. Personally, I'd prefer it this way because it's a great gold and time sink. How would that be managable ? Let's say you need 5 pieces of gear from a certain dungeon. You get the 4 oof them but are unlucky on the last one. After X clears, you're still unlucky, your 4 pieces break and you can start all over again. You could be less geared than a guy who just cleared it for the first time and got his first loot. PvP Balance: Yeah, people who put in more time should have a advantage, that's how it works in real life as well. The more time you put in the more money you make, I don't see a issue here. Comparing a game design to real life isn't really relevant : "Welcome to Verra. Our algorythm has determined that your character is born disabled. You can't use dual wield and your movement speed has been decreased by 30 points. Also Magic doesn't exist. To bad you chose the Mage class. We hope you enjoy the realism ! Your IS team" Now seriously, of course those who spend more time should be rewarded for it. But I don't find it shocking to put an artificial barrier (for example weekly drop limits on endgame content) to give those with less playtime the opportunity to compete. If you play 24/7 you will still max level faster and have a few weeks of drops already before others even hit 50 so where is the problem ? And if you really want to compare it to real life, look at it as a 130km/h limit on a highway. Technically every car can reach that speed so nobody is discriminated but if your car has faster acceleration or/and if you choose to push that gas pedal lower than other drivers you will still be ahead of other drivers.
Blandmarrow wrote: » My understanding is that most gear will be crafted, not dropped. So players gathering end-game materials don't need to rely on a piece of loot dropping, just getting the materials for it and someone to craft it.
daveywavey wrote: » Jeetoph wrote: » Now seriously, of course those who spend more time should be rewarded for it. But I don't find it shocking to put an artificial barrier (for example weekly drop limits on endgame content) to give those with less playtime the opportunity to compete. If you play 24/7 you will still max level faster and have a few weeks of drops already before others even hit 50 so where is the problem ? And if you really want to compare it to real life, look at it as a 130km/h limit on a highway. Technically every car can reach that speed so nobody is discriminated but if your car has faster acceleration or/and if you choose to push that gas pedal lower than other drivers you will still be ahead of other drivers. Using your highway analogy, for the cars in front who had put their foot down or had faster acceleration, you're wanting them to have to stop at the side of the road to wait for everyone else to catch up. Does that happen in real life?
Nerror wrote: » Blandmarrow wrote: » My understanding is that most gear will be crafted, not dropped. So players gathering end-game materials don't need to rely on a piece of loot dropping, just getting the materials for it and someone to craft it. Correct, probably. The very best gear is likely to be gated behind raids though. Yeah, it might be materials and recipes that drop in those raids, that a crafter needs to put together, but in the end it's just raid gear with extra steps. I hope gatherers can go out solo or in small groups and gather materials required for epic level gear, so it's only the legendary stuff that is really gated behind raids.
Crafted items Crafted items will be on par with best in slot items. Highest tier items will be a combo of both crafted and boss dropped.
Jeetoph wrote: » From the Wiki : Crafted items Crafted items will be on par with best in slot items. Highest tier items will be a combo of both crafted and boss dropped. So yes there will be Boss drops for gear as well.