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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.
Loot system
xlx
Member
Please make sure that the best gear is not tradable. Otherwise pro guilds just let others farm their gear
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Comments
Instead of BoE I think tailoring makes more sense when you equip something it becomes "Tailored" to your char, but you can trade it and it can be retailored to others for a small fee or you can pay an armourer to remove the tailoring and you can trade it to anyone as though it were new.
The Wolves of Verra
are recruiting: https://discord.gg/Rt8G3sNYac
ESO had some Bind On Pickup stuff. That was truly shitty.
every gear is tradeble there will be no soulbound system or class specific items. also the best ingame items will be crafted dropped will always be weaker.
makeing it not tradeble would also mean that it becomes unlooteble in pvp kills and thats one core feature of the game.
Im happy to farm for you if the price is right.
just stay clean to not fall under any money tradeing with RL money or you and your seller will nolonger need to worry about the gear.
BOE though is a cruddy design imo
Cheers
Agreed gear should persistently degrade, I think there should be consumables or things you can do to prolong the life of gear, or expedite it's wear.
eg. oiling/cleaning gear, repairing early and often,
I think if you let the condition fall to low its max durability should be proportionally impacted.
eg: (this ratio is proportional to the current max not the original max)
99%-75% - 0,
74%-50% - 0.5,
49%-25% - 1.5,
24%-10% - 2.5,
09%-03% - 4
02%-00% - 5
I also think just travel should have a moderate impact on gear, eg. I think sailing on the ocean in a suit of full plate should take more wear unless you've applied weather protection in the form of oil.
Taking good care of your gear should be rewarded in it's prolonged life, whereas waiting for it to break before fixing it is punished. That said durability should be a slow degrading process, where 30min-1hr or 1-2hrs of travel only causes around 1-2% wear (without preemptive maintenance applied like oil for metal, or wax for cloth) durability loss during combat should have a higher durability cost however I think it ought to be largely governed by damage taken, a cost of being a tank is higher maintenance costs than a healer for example but I think that's a cost that will be shared by any good guild. After long periods of persistent combat weapons and armour could get a "bloodsoaked/sullied debuff" that you can clean relatively easily or durability cost goes up not after every mob that would be way to tedious but something like if you kill the number of mobs in a dungeon including boss, your gear becomes sullied, so a proportional number of mobs/players in quick succession should do the same. It would be cool if this came with a visual effect as there could be players who keep it "bloodsoaked" for rp even though there is an increased wear associated with that status.
Finally Max durability should have a proportional decrease to effectiveness, when max durability eg:
Drops to 75% the armour loses 10% effectiveness,
50% loses 20%
25% loses 40%
0 loses 100%
The Wolves of Verra
are recruiting: https://discord.gg/Rt8G3sNYac
If the reason it's wanted is so gear can drop in pvp or whatever then I suggest having a certain amount of times it can drop on death before being destroyed. Maybe it can only have a certain amount of times it can be traded before ot binds to you also. This way you don't have to replace your gear all the time, it can be traded, looted and it still gets removed from the economy. Maybe combine the two so let's say, as an example, an item cam be traded OR dropped from death 5 times before it becomes untradeable. And if it drops in an untradeable status from death then som resources can drop or maybe it drops in a broken status and can be salvaged.
Remember that virtually all gear in Ashes will be crafted. A drop that is a full piece of gear will be rare. So, if the best gear must be crafted and is BOP to prevent trading then the only way to get the best gear would be to craft it yourself. Also, maxing crafting is supposed to be a monumental task which no character can max all crafting professions due to specialization.
It sounds like that would be very unpleasant to get anywhere near BIS gear.
in AoC you will not "Drop" gear but it could be looted after PvP kills not all at once but but maybe one at the time only on Corupted player Kills it will be more than just 1 at the time. What the exact rate is on lootebility or loss in durability i dont know yet.
Gear will loose dura so the market needs to repair which counters infation, but you can forever repair it.
and because it needs mats and not money to repair and also the right proffession it encurages peoples to grind and makeing bonds to other players, cause proffesions are limited.
it also encurages Players not to wear the best possible gear at all times cause it may be to expensive to repair. So that you will have diffrent gears to do diffrent tasks. also in PvP zones the duraloss is heavly reduced and you cant be lootet upon death. like in Raids or Sieges.
The Sea is autoflagging so there is looting still possible.
without the possebility of someone looting gear from you or loosing dura, you simply would grind up a imba gear and then you only costs will be potions and scrolls and so makeing more money than you need and causeing inflation on the market, which simply would make everything more expensive to the point that you need to play hardcore to be able to buy something.
Inflation will happen but much much slower so that the devs could make something against it if it becomes to great. but besideds gear there are also many other money sinks planed like siegeweapons, takes or flusks that are needed to brew potions which only can be bougth from npc's.
but back to your quote:
you will not need to replace your gear if you repair it, gear is forever if you avaoid PvP and repair or let it repair.
Binding gear would break the PvP system. thinking on Pklers that would use bound gear so no fear of loosing gear opon death if lootet by others. No auto drop of gear upon death by PvP, no looting possebility of gear opon PvE death. Always lootebles are gatherebles, so potions or scrolls are protected. Loss of loot protection if beening killed while beeing flagged Corupted. I dont think gear will auto destroy itself if dura reaches 0. But repairing might be to expensive and the amount of dura Loss increses with every Death, so that at one point it will be cheaper to replace it instead of repairing it. Gear can be salvaged to get craft mats out.
NO, NPC's will like in any other games give you almost nothing for gear itself, countering inflation that way. But you can salvage gear to get some of its craft mats out. The best gear is crafted Gear in Ashes not like in other games where crafted was crapgear.
Since gear will not be class bound if a crafter sell you a gear item how can you tell he did not worn it before makeing it second hand?
what i would like to see is that Gear has in its detail description the name of the Crafter in it. Becoming a legend on the server as a crafter and make some free advertising. Mabe even haveing the Guilds name in it if a mastercrafter.
This idea would be great especially if legendary it would be cool if there was a item history,
Eg. The Black Fang Blade was forged by the Master Blacksmith Ironsong, from the fang of the great wolf Fenris after being stuck down by the [insert guild name] , With a hilt carved from [insert legendary tree] gathered by master gatherer [insert gatherer] and shaped by the master carpenter [insert x carpenter]
So that the story of the items creation are saved in the flavour text if the item is legendary enough.
It would also be cool for items used in major world events to have flavour text added to them eg, something along the lines of (x sword was wielded in the war against the x enemy)
The Wolves of Verra
are recruiting: https://discord.gg/Rt8G3sNYac
I don't like the idea of gear decaying to the point of destruction. Decay sure, but not destruction. The loss of gear should come from over enchanting. Having played Lineage 1, this is how items cycled out. Yes there is BiS, but with over enchanting there were multiple BiS items.
If items enchant safely to +4, over enchanting adds the degree of risk vs reward to get better gear. In this case, for those that never played a system like this, if you tried to over enchant an item, there was a chance that it could be destroyed. With this feature, yes many people had BiS, but at what level is what could differentiate who becomes stronger. Is it a fair system, not really, because it entirely depended on luck, but that was the addiction and greatest feature of the gear system.
Will there be enchanting like that in the game? I hope not, was never a fan of that type of system.
if 200 people want to do that, then let them.
Its their choice on how they want to play the game.
Also, thats a very Theme Park (WoW) specific problem.
You don't lose your gear lol? Just repair it...
A quick summary:
The combination of all gear being player crafted, gear not being BoE, and gear sometimes just being trashed, makes for a much more engaging/interesting player economy. It allows players to be full time crafters if they want.
Even WoW is moving towards the idea of allowing players to be full time crafters. The new dragonflight expac is introducing a work order system that forces players to get help from crafters to make their BoP gear.