RandomPlayer0001 wrote: » Have the mechanics of over-enchanting been finalized? I watched the update in which it was mentioned that over-enchanting would be a thing, and that doing so would carry a risk of loss. What will that mean, exactly? If you are attempting to enchant a +6 weapon to +7, and you fail the enchant, will it mean you drop down to +5? This kind of demotion RNG is one of the main reasons I quit playing Aion years ago. I wanted to bang my head against the wall. Failing an attempt to enchant is acceptable to me, but making your item even worse in the process is one of the most frustrating things I've ever experienced in an MMMO.
Noaani wrote: » The idea that was being talked about was over-enchanting, not just enchanting. It is100% optional, so if you can't afford the potential loss, don't over-enchant. This is one of the main ways of removing wealth from the top 1% in the game.
RandomPlayer0001 wrote: » Noaani wrote: » The idea that was being talked about was over-enchanting, not just enchanting. It is100% optional, so if you can't afford the potential loss, don't over-enchant. This is one of the main ways of removing wealth from the top 1% in the game. Maybe I'm not understanding it correctly then. What is over-enchanting vs just enchanting? If I try to make my hard-earned weapon or gear better by enchanting it but fail, I completely lose it? That sounds like massive risk for a slight possible reward.
Sathrago wrote: » I think one of the aversions many players might have for this sort of system is due to the monetization of such a mechanic in many other games. I am by no means claiming Ashes of Creation will do this, I am just saying that I have not really seen any games with this system without it being monetized into the dumpster. It's like this, lets say you are eating salads and you keep finding something you don't like mixed in, say peanuts for example. You will then be less likely to want to eat salads because you don't know what it tastes like without peanuts. Note: I don't care if you like peanuts on your salads that is not the point of the example.
Noaani wrote: » Sathrago wrote: » I think one of the aversions many players might have for this sort of system is due to the monetization of such a mechanic in many other games. I am by no means claiming Ashes of Creation will do this, I am just saying that I have not really seen any games with this system without it being monetized into the dumpster. It's like this, lets say you are eating salads and you keep finding something you don't like mixed in, say peanuts for example. You will then be less likely to want to eat salads because you don't know what it tastes like without peanuts. Note: I don't care if you like peanuts on your salads that is not the point of the example. The problem with this is that it is just an excuse to not try a new way of doing things. I watched a movie I didn't like, therefore all movies are shit. It's basically the same argument, and is no way to live life.
Sathrago wrote: » Noaani wrote: » Sathrago wrote: » I think one of the aversions many players might have for this sort of system is due to the monetization of such a mechanic in many other games. I am by no means claiming Ashes of Creation will do this, I am just saying that I have not really seen any games with this system without it being monetized into the dumpster. It's like this, lets say you are eating salads and you keep finding something you don't like mixed in, say peanuts for example. You will then be less likely to want to eat salads because you don't know what it tastes like without peanuts. Note: I don't care if you like peanuts on your salads that is not the point of the example. The problem with this is that it is just an excuse to not try a new way of doing things. I watched a movie I didn't like, therefore all movies are shit. It's basically the same argument, and is no way to live life. people live this way. I am not advocating for this sort of thinking, I am pointing it out as a common thought process for this system in particular.
Noaani wrote: » Sathrago wrote: » Noaani wrote: » Sathrago wrote: » I think one of the aversions many players might have for this sort of system is due to the monetization of such a mechanic in many other games. I am by no means claiming Ashes of Creation will do this, I am just saying that I have not really seen any games with this system without it being monetized into the dumpster. It's like this, lets say you are eating salads and you keep finding something you don't like mixed in, say peanuts for example. You will then be less likely to want to eat salads because you don't know what it tastes like without peanuts. Note: I don't care if you like peanuts on your salads that is not the point of the example. The problem with this is that it is just an excuse to not try a new way of doing things. I watched a movie I didn't like, therefore all movies are shit. It's basically the same argument, and is no way to live life. people live this way. I am not advocating for this sort of thinking, I am pointing it out as a common thought process for this system in particular. Indeed they do. My point is, I guess, just because some people do live this way, doesn't mean a game should be catered to those that do. A game that did this would be very restricted.
And not even just from a risk vs. reward standpoint, the importance of decay / disabling and destruction is that the weapon won't be wholly gone, but it will place a new demand on the supply chain of crafters.
The destruction and disable system for the weapons in the over-enchanting will require those materials as well.
JustVine wrote: » Such systems trigger gambling addiction like psychology. It's kind of a weird design choice. Why have it in a game you aren't monetizing it for? What is it's role in the games over all design? How often will this feature be used by the player base? How will it effect the value of higher level items in the grand economic scheme of things? How will server culture effect it's market impact? These are the questions that keep me up late at night. There are weirder design choices in AoC than this though.
JustVine wrote: » Why have it in a game you aren't monetizing it for? What is it's role in the games over all design?
Noaani wrote: » There are only two ways an item can leave the game in Ashes (that we are aware of). The first is to break it down for it's materials - which you would have the assume are then simply used to make another item, so this method is more of a re-build of the item than it is a way to leave the game. The other way (and as such, the only real way) is to fail an over-enchant with that item. As such, over-enchanting is the only real check on the gear economy in Ashes.
Nerror wrote: » The current repairing system is already doing a lot in that regard. I don't think the material cost to repair is going to be insignificant. And from what Steven said last year, over-enchanting doesn't actually completely remove the item from the game either. "Destruction" doesn't mean deleting it, it means rendering it unusable until it is repaired by a crafter apparently. As far as I know, the only way to delete an item is through direct deletion via inventory, or by breaking the items down for mats, the latter obviously being the most common.
Nerror wrote: » As far as I know, the only way to delete an item is through direct deletion via inventory, or by breaking the item down for mats, the latter obviously being the most common.