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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.
What Should Legendary Mean to the Player?
Galvyr
Member, Alpha One, Alpha Two, Early Alpha Two
In other MMOs, Legendary items have become a common sight. In some games, even moderately invested players have one or more Legendaries. I feel as though Ashes should be different and will be. When it comes to Legendary items, how difficult to you think it should be to acquire them? Will a hundred people per server have a Legendary item? One person? Ten? Thoughts?
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Legendary Uniques being "1 per server" (7-8 reference). That's what legendary means to me.
If a game throws out legendary, then no item really is legendary.
Full legendary gear? No, not unless you dedicate your live to the game for a very long time.
Unique Legendaries (i like to call them Artifacts) will be severely limited.
From what I've heard equipable items have durability. Would it be better for legendaries to also have durability? Perhaps being unbreakable or having a time limit before they despawn from the player's inventory and go back into rotation? Which do you all think would be best?
This would limit the amount of legendaries in the game even more and would slow down the game's power creep by quite a bit.
"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... "
How will a role player help me to craft a legendary item?
And the tavern?
The link above from the wiki said most of what you also mention.
Except the "streamers getting fed the gear by their army of followers" part.
Or maybe the streamer is the "role player" in that quote, who entertains his followers?
This does make me think of an item that is difficult to get a hold of is an item in Dofus. Basically it is a giant quest line of using a crafted item (used semi expensive mats if you didnt get it yourself to craft, higher level more expensive] that was a soul crystal that could capture monster groups after you defeat them. But you needed to get the "hard" version of every mob that exists, they didnt spawn very often, and there could only ever be one of those per zone until it was killed or captured with hundreds of enemies across all the game. In the original version of the game it was such a pain in the ass to get that very very few of this item existed. Having the item is a substantial potential damage/utility boost or allows you to wear heavier damage leaning gear.
There isnt a limit on how many exist as much as just whoever completes the quest will get one. The game is fairly p2w now though so if you really wanted the best gear you can just swipe your way there unfortunately.
My streamers don't play MMOs
However, unfortunately that brings some problems. If the Legendary items are unrepairable and once broken can only be dismantled for materials, that means people will only use it when absolutely necessary. So the issue is that if people who have one never use them, the item might become unobtainable. I'm not sure how you fix that, I think that adding a "timer" to items is really bad, so that's not an option. For that reason, the only option left is to have extremely low drop chances for the completed item and/or for the resource needed to craft it to drop.
It's an interesting idea, but I don't know how to fix its issues so that some items aren't literally removed from that server because the owner of the only Legendary Dagger quit the game.
In general, I'd like to see loot-tables, in general, have a very very small chance of dropping awesome gear, that can also be crafted, at some 0.02% chance or so. It is always nice to get extremely lucky when grinding and drop that one weapon everyone wishes they had.
- item tier
- item rarity
- lore/historical/religious significance to ones class/spec/race etc
Depending what game you use as a reference around game design, some legendries come with abilities, modifiers, enhancements etc.
I would say keep it simple in design (for now) because having abilities/modifiers in legendary items can directly affect gameplay and design for mechanics etc. A big design around RPG's regardless of MMO or not is progression ranging from various vertical and horizontal systems.
1. of, described in, or based on legends.
2.remarkable enough to be famous; very well known.
Which means that legendary is something that participated on something, being a legend or something from the real world that has recognition based on something.
In games and in AoC, something legendary will instantly become legendary as a means of showing the item quality. So, the word "legendary" came from being something amazing to become just a stamp of quality...
#sad
To me, craftsmen would be able to craft items of high tier, but if the item was never used in doing anything great, then the item would not gain the status "legendary" for it's final ugprade. Basically you would have to take the item in a journey and make it become legendary. People would have to do something significant in PvE or PvP for that.
I would go further and let the player rename the item, I could pretty much rename it as "Arya's Legendary Rapier" and use it in my piracy roleplay. Then I would let the players put together their own itemsets and sell them for profit.
Great PvE players who can actually make good item sets would make a fortune in this.
If you have that mats to make a legendary i don't think it should be gated by being impossible to craft and setting people up to scam you potentially knowing how rare it is.
There should be added perks if one does craft it for you though.
Also, "one of a kind" doesn't really need to apply to Legendary-Unique. The first kill of a Legendary dragon could provide the raid with 10 dragon claws and 10 dragon teeth (legendary crafting items). Later kills drop them in much lower amounts. These items can be made into various types of gear by legendary crafters. So a specific server may get 5 Dragon fang daggers but only 1 dragon fang mace.
-Behold... a legendary sword!!
-Which legend it came from?
-Uh... none?
-In which war was this used?
-None, I just MADE IT!!
-Why is this a LE-GEN-DA-RY sword?
-Because I said so.
-Did you run any quest with it? Any of those "kill 10 boars" quests?