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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.
RNG Gear Progression
Blip
Member, Alpha Two
Have not found anything on this except a random YouTube video.
But will there be RNG progression in Ashes?
e.g: Take your Legendary Gear and enhance it?
like in BDO or something like that?
PLEASE PLEASE PLEASE tell me he was wrong?!!
But will there be RNG progression in Ashes?
e.g: Take your Legendary Gear and enhance it?
like in BDO or something like that?
PLEASE PLEASE PLEASE tell me he was wrong?!!
0
Comments
Now when it comes to crafting gear I’m pretty certain the crafter can decide the look of the item, they also get to move the stats of the item around to some degree so it’s not random
Your weapon can be +1, +2, +3 and so 4th and you have a chance to fail even tough you spent the resources and time to get them. And end up with nothing for your investment of time and money\ resources.
“Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks.
There isn't RNG in crafting but there may be a small amount of RNG in enchanting.
Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.”
I’m definitely not sold on the idea but I’m willing to see how it works
I get that bad BDO feeling already take away durability but at least don`t destroy the item.
This is the first thing in the AoC design i don`t like, go figure it be the same type of system that made me stop playing BDO.
Hope they do better, RNG should not have anything to do with progression of gear or character IMO.
RNG feels like a cheep system that dont reward investment or time, only your prays to the "RNG gods".
Thank you for the info btw!
Am going to go cry a lite now.
A system where you could enchant a weapon with just one specific 'power' or element would be cool though.
Like you can give your sword a fire enchantment so it does partially fire damage or bonus fire damage. But in no way should it scale.
Think i vaguely remember this in the interview with summit.
Maybe a nice way to balance it, is to ''enchant'' a singular stat on a weapon whilst sacrificing another.
Like, you can enhance the agility stat on a weapon but lose the same amount of the stamina stat. Which can bring forward some cool specifically aimed builds like agility builds.
Maybe not relevant to your comment, but a cool thought perhaps.
That'd be pretty cool, looking forward to their next devstream.
This is good because failed enchants keep the economy going.
You can also Deconstruct or sale poor procs to mitigate loss.
This is my personal feedback, shared to help the game thrive in its niche.
Horizontal Entchanting: no RNG
Vertical Enchanting: RNG
However, if an Enchanter isn't skillful enough, a chance for destruction should exist.
Reaching 100% success rate should take some time and effort, but it should be possible.
From there, it can be broken, the more enchantment, the easier it is to break.
No gods in the middle !!!
I Believe there should be other supplementar methods of improving a weapon other than ++ enchant aswell.
Aren't we all sinners?
When everybody can reach max enchants, then you might not have them in the game at all. If you put it in, then it should be extensive. Reaching it should take considerable amount of effort.
With that being said:
There should be diminishing returns on your enchantements. +0 -> +1 should should provie the biggest improvement. The highest enchantements should only provide a marginal improvement, so that they only ever matter for the players trying to do the hardest content.
I agree with the "Unpopular Opinion" it makes total sense for the "Risk vs Reward" idea.
Therefore i disagree with the "diminishing returns" as it simples goes against the idea of "Risk vs Reward"
+6 to +7 should be more(or as) rewarding than +0 to +1 as the risk/cost to reach it is higher.
Aren't we all sinners?
@JamesSunderland
If you make the highest ones the most rewarding, the people will feel forced into going for it no matter what, which is exactly what will get them to quit.
Easiest way to unnecessairly lose players, the same way archeage did.
If you make the highest ones the least rewarding people will have almost no incentive to gamble and kinda kills its meaning/purpose, i would rather just remove the enchanting system itself.
No one is "forced" to do it, people can focus on making money to buy a enchanted item.
Aren't we all sinners?
Also, arguing, that nobody will do it is flat out wrong. The people looking to be as competitive as possible will always go for these advantages, no matter how miniscule the gains are. IMO, the last levels of enchantement should be the last/and hardest steps within your character's gear progression.
However,
will never be received well within the western audience. History has proven that 100 times over. Even similar attempts in WoW with titan forging were received incredibly bad, even though the high cost/high risk wasn't even a part of it.
The thing is, korean mmorps that tried wasn´t good mmorpg in general, if you have a good base game, this mechanic can be well received and addictive, if you like the game you invest time in the game...
I don't think "the high risk, high reward gear upgrade gambling" was the reason Korean MMOs weren't "very appreciated" in the west i would attribute it to their extremely grindy nature, p2w factors and their discrepancies to the western MMORPG Behemoth WoW, but sure.
Btw i did not argued in any moment "that nobody will do it" but will feel tremendously less motivated to do so.
I believe the correct answer comes from the proper balance/equilibrium: Not low cost/reward to the point it becomes meaningless and not high cost/reward to the point it becomes obligatory to be competitive or that it overshadows other forms of horizontal progression.
Aren't we all sinners?
To my memory it was a little different in WoW why titan forging was so poorly received. That was because the player literally didn't have to do anything extra to get a titan forged item. It was simply pure luck, which of course people will not be happy when player A got the same loot but just way worse than player B due to luck.
with the over enchanting mechanic however, you have to actually take a risk of the item decaying/destroying to get that boost. While I'm sceptical on the system, at least I can say that player had to take a risk in getting the enchant where it is.
Lets hope we get to test it in good time and can steer Intrepid in a better direction.
Am more for hard to get resources that take time and effort to get and not RNG.
Lets hope its not as bad, but i got a bad feeling for this system in general i wish they would scrap it.
I agree it would be so nice if Steven or someone would explain the plans for this system and maybe we could get a better grip on it. I relay hope they drop the RNG part let it be hard and low drop rate for the resource you need for it instead its good for the economy, crafting and it will feel meaningful and like and achievement when you get it.