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Can we get legendary items through exploration?

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Comments

  • SathragoSathrago Member, Alpha Two
    I don't think we should reward players with legendary, best in the game loot because they walked somewhere. This kind of thing works amazingly in single-player games and fantasy light novels about mmos, but not an actual mmo.
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    tautau wrote: »
    Instead of getting 'stuff' when exploring, maybe the remote and beautiful spot could have a plaque that you could sign as the first person to ever visit there. Your name would be recorded for the posterity of the server. Perhaps the plaque could list five names, or seven, like the Gods.

    After all, if an item is given and that player quits the game, then the history of that event is gone. But not if it is a plaque that says "On the second day of the first month of The Return, mfckingjoker found this Oasis of Perpetual Sorrow."
    *meh*
    I have no interest in signing a plaque.
    I'd rather get a cosmetic or a pet/trophy to display at my Freehold. But, I'd also like something more interesting to be there than an empty building/marker with a signable plaque.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Sathrago wrote: »
    I don't think we should reward players with legendary, best in the game loot because they walked somewhere. This kind of thing works amazingly in single-player games and fantasy light novels about mmos, but not an actual mmo.

    I would allow it if you had to walk through a giga gauntlet of traps that only .001% of the player base could complete.

    You get one attempt a day... and it costs a small ship worth of gold to even try it...

    It would have to be insane to get something good from walking. Some hardcore walking...
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  • ConradConrad Member, Alpha One, Alpha Two, Early Alpha Two
    I like the idea of finding stuff, however, no gear.

    We should have unlockable cosmetics however! Sword in stone could be a cosmetic when you claim it... or perhaps when you find a runeblade encased in ice? Cosmetic!

    This game is not wow. So don't make it feel like wow. Exploring can reward us with cosmetics but not gear. Nah uh!
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I do love the idea of ruins and finding gear but I think legendary items maybe a step to far
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  • I remember getting a legendary item at lvl 5 in Vanguard back in the day, it was announced serverwide as a world first. Pretty cool feature. And I remember the long questlines in EQ2 that rewarded legendary items, that you later could put in your house as decoration. All fun stuff that spices up the levelling experience. Legendary items at max level is a whole other topic. Those should be super rare and only have a small dropchance when doing the hardest content.
  • GrihmGrihm Member
    edited June 2021
    Nuxib Kiin wrote: »
    I've been thinking about it, and I'm suggesting a reward mechanic for exploration. Some games give you exp and fancy achievements, even a title for exploring, but I feel this isn't enough to do this. I know you are planning to drop legendary named items in game, one per server, by defeating a dragon or a legendary boss.

    That's nice, but I could suggest through exploration you could find a legendary sword stuck on a stone. Or walking by a lake you hear the sweet voice and as you approach you see a sword. An abandoned forge still burning hot and inside there is a warhammer. A haunted library and you could find a book illuminated by a beam of light coming down from a hole on the ceiling even though there is a storm outside.

    I think these would be great moments to have, that could encourage rewards like this. Maybe they are not legendary, maybe they are rare, epic items. Not everything should be acquired through killing, I think having some epic moments is also important for a game.

    Through exploration is not enough by far. This would become a Youtube FAQ in 3 min, and people would flood to these locations, and the " legendary " Sword could just as well be from Aliexpress.

    Modern day questlines are 8 out of 10 times, walk from A to B and tadaaa = Reward all with " Epic Legendary Rareness of unheard uncommonness doohickey "

    Anything that even closes in to a classification as " rare " and above should include a massive investment from the player. Massive investment as in, if you want this....you really really put in the effort. When people hear the word " rare " basically none connect that to it´s rarity, but instead either what the damage would be, or what it can sell for.
  • SongRuneSongRune Member, Alpha One, Alpha Two, Early Alpha Two
    edited June 2021
    It's easy to create meaningful rewards for exploration out of natural player interactions. Rather than having special items available in the natural world, use exploration to reward players with opportunities. Allow players to discover bosses and content, not always new content, but valuable content, that others don't know how to find:

    When you discover this boss, you get a choice: You can gather up your friends or your guild, and take it down yourselves. Whatever special drops it has are only for you and your group. If you don't have one, or you're looking for more prestige, find a large guild to offer the information to (for a cut of the profit, of course). You might even be able to start a bidding war, if you're the particularly industrious sort.

    You can become known as the person who found something everyone wants -- and as the key to getting it -- or you can take it for yourself and your friends, and let your power grow. The choice is yours. But once that boss is defeated, who knows when -- or where -- it will ever spawn again. Maybe it will take months. Maybe, once it's defeated 10 or 12 times, it will never spawn again. Different bosses will have different conditions, and different quality of drops. But there's one thing you can be sure of: There's always a reason to go explore the world.
  • SmolSmol Member
    Grihm wrote: »
    Nuxib Kiin wrote: »
    I've been thinking about it, and I'm suggesting a reward mechanic for exploration. Some games give you exp and fancy achievements, even a title for exploring, but I feel this isn't enough to do this. I know you are planning to drop legendary named items in game, one per server, by defeating a dragon or a legendary boss.

    That's nice, but I could suggest through exploration you could find a legendary sword stuck on a stone. Or walking by a lake you hear the sweet voice and as you approach you see a sword. An abandoned forge still burning hot and inside there is a warhammer. A haunted library and you could find a book illuminated by a beam of light coming down from a hole on the ceiling even though there is a storm outside.

    I think these would be great moments to have, that could encourage rewards like this. Maybe they are not legendary, maybe they are rare, epic items. Not everything should be acquired through killing, I think having some epic moments is also important for a game.

    Through exploration is not enough by far. This would become a Youtube FAQ in 3 min, and people would flood to these locations, and the " legendary " Sword could just as well be from Aliexpress.

    Modern day questlines are 8 out of 10 times, walk from A to B and tadaaa = Reward all with " Epic Legendary Rareness of unheard uncommonness doohickey "

    Anything that even closes in to a classification as " rare " and above should include a massive investment from the player. Massive investment as in, if you want this....you really really put in the effort. When people hear the word " rare " basically none connect that to it´s rarity, but instead either what the damage would be, or what it can sell for.

    I'd love to point out, once again, that I did mention that item would be unique, not an item you get through any achievement by finding the place, not like WoW mounts. I'm talking about unique items per server. There can only be one player with this skin, only one item with this skin per server. And as for the skin, someone said instead of the item itself, they suggested applying a cosmetic to weapons, armor, mounts, freeholds, etc.

    As for the means to obtain them, someone did say a puzzle would be great to obtain this. Rather than focusing on combat, people need to focus on solving a puzzle, so more of a reward for being smart and clever.

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I would kind of like to run across some hermits who play a parlor game.
  • GrihmGrihm Member
    Nuxib Kiin wrote: »

    I'm talking about unique items per server. There can only be one player with this skin, only one item with this skin per server. And as for the skin, someone said instead of the item itself, they suggested applying a cosmetic to weapons, armor, mounts, freeholds, etc.

    As for the means to obtain them, someone did say a puzzle would be great to obtain this. Rather than focusing on combat, people need to focus on solving a puzzle, so more of a reward for being smart and clever.

    As for the number of items / server, fully agree :)
    And for the means to get it, something time consuming i would vote for. Thinking back to the Jedi Trials in SWG in it´s original pace...but that´s just me.
  • AsgerrAsgerr Member, Alpha Two
    edited June 2021
    I'd say the only way I would agree to a legendary item reward for exploration is if Intrepid literally hid specific islands or POIs from the (de-fogged) map, and you were the first to find them.

    Although for explorations, I would see titles as a better reward. Perhaps said titles can open new quests with certain social organisations (thieves' guild, scribes etc) which could then net you a legendary item through combat content.
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  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    To me that would cheapen the brand that is legendary. Rewards for exploration is fine, good even. But it works better in a single player. And even then it would depend on the way it's implemented. No active quest, no markers. Just little hints, perhaps even tomes scattered throughout the world hinting at such an item, hinting at its existence, nothing about a location. A legend if you will, something like the chamber of secrets in Harry Potter with a little dash of Poirot-like investigation.

    Why doesn't it work in an MMO? Say you figure it out, the clues, follow it, are on a roll, spend hours reading through lore, to find the location. And when you get there, it's gone. Feels bad.
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  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Maybe
    Not if it is a one stop shop, if you're taking something like 'youre the first person to make it to the top of this mountain congrats here is a shield...' then no

    but something you have to research and travel all over for chasing treasure maps and clues to find the resting place of a long lost sword... I could be down.

    As long as the effort matches the reward.

  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    ariatras wrote: »
    .

    Why doesn't it work in an MMO? Say you figure it out, the clues, follow it, are on a roll, spend hours reading through lore, to find the location. And when you get there, it's gone. Feels bad.

    Easy have the item "still be there" but when you touch it it crumbles... But under it you find the blueprints or something
  • GrihmGrihm Member
    People want everything fast these days. The best game in decades that has had a real proper time frame for achieving a certain goal, it was SWG.

    Becoming a Jedi back in the game, could take the better part of a year real time. That, is dedication and rewarding enough for a legendary item IMO.
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