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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.
Comments
Yep.
There needs to be a significant rate of churn when it comes to materials being used in stuff that can be "destroyed". Lots of consumables in the form of food and potions with relatively short cooldowns, so you have a high demand for harvestables and livestock.
Lots of cyclical dependencies between different professions but with a lot of sinks so it doesn't get to a point where people just have everything and don't need to interact anymore witb other players... That's when game dies
This is the same system used in Star Wars Galaxies, it's a tried and true system that the average person hears and screeches about because "I'm losing progression?!" but in reality is the best way I've seen to make it so crafters stay relevant.
Isn't this solved if you let people sell say 30 wood for one gold? More of an auction house problem than a fundamental problem.
SWG did what I think was an EXTREMELY good pass on durability, it introduced Anti-Decay Kits which were basically millions of dollars (hefty price) to stop a single item from decaying. But all other items broke down over time and would require replacing which kept the economy going, and let you choose how to equip yourself.
For example, I as a Pikeman I had 1-2 "excellent" weapons I would break out for PvP or "challenging" content. Otherwise I had a small amount ( < 5 ) of what would be considered throw away weapons for daily content so there was always need for these items.
Once you got an Anti-Decay Kit however, you could pick one weapon or a single slot of gear to remove from the decay equation which I felt was extremely rewarding for the sheer amount of effort required to get these.
I farm 15k per hour in new world, just saying (10k now cuz prices went down) and yeah potions are cheap, but you burn them like crazy...also go buy a top item, it will cost you a million gold (gold + materials)
anyways, you are missing the point. the issue isn't the price and gold per hour. in fact, id say if it takes you an hour to farm a potion and you need 2 for a certain activity, either the potion is too expensive or you are farming in a bad spot and you could acquire more gold doing something else.
the issue is keeping items valuable. certain items are simply not bought anymore in older mmorpg that have been out for years, because the players don't want them anymore, so prices go down. I'm sure it didn't take an hour of farm to max something when the game came out and was brand new.
It doesn't have to be listed as 30 items, you could list it as 5 iron ore for 1 gold or 500 iron ore for 1 gold, just like you can do in a trade. You're saying there's a problem with there being such a large number of some item, that the item is worth less than 1 gold on a market. That's really not a problem in the real world, and I can only see it as a problem with a poor auction house in a MMO.
What do I do when the standard price for 30 Iron Ore is 1 Gold and I have 27?
Wait until you have 30 iron ore or just trash it. We're both considering a single gold to be the equivalent of a penny in real life right? If you're worried about inventory space, you just trash it because it's worth less than a penny.
Thank you for the data as always.
In my experience, players dont really make this complaint.
From the perspective of a top end raider, a game with full gear destruction isnt taking progression away, it is asking for resource management to maintain progression.
To me, it seems to be developers that are scared of this as a system, not players - though I cant speak to the thoughts of other segments of the playerbase.
https://www.youtube.com/watch?v=IaFdVeK-gpo Look at buffs that this guy had to farm before raid... Isnt this a beauty in MMO.... to prepare like this... The grind, the adventures..... epic...
I'll have to look into keeping data myself since apparently it's so useful haha
Albion also has a very innovative item sink, in that you can sell items to the "black market", which is the game itself, and it propagates loot on npcs out of this.
I didn't say runes are pointless..i said gold feels pointless in an mmorpg that has been out for years..most of them, even wow
I also farmed lvl 30 areas, rawhide xD...its just the way I farmed and my spot were better than how every1 else did it T_T. to be more accurate I was getting something like 12k rawhide per proficiency booster potion (hell id fill my bag before the 30 mins of thee potion were over ).
anyways to buy consumables, yeah they weren't that expensive...but think about it. good gear costed hundreds of thousands (gold + materials). id need to farm close to 100 hours in the same spot to buy a top gear piece with perfect perks...and you need 10 lol.
I don't remember how much I used to farm in wow..but I do remember that back then having 10k meant u were rich...then eventually 10k meant u were poor...
also, the consumables farm in to was more tedious than wow. it gets boring after a while...
I am only speaking for consumables, they are useless in New World, and if you have good economy consumable-wise then you have sustainable economy. In WoW lionhelm for warriors could cost around 5k gold and thats in beginning of phase 1 where you could farm 50g/h. Point is that WoW did not have good professions to craft gear, only good consumables. Idea of WoW is to craft gear to prepare for raid, not to get BiS items, that's why WoW team will never make gearing good from professions, they even destroyed consumables economy in retail WoW - newer wow, because it is mostly useless, it gives 1% player power and it used to give 20-30% player power.
I think the problem you are running into on these forums is you have a single game you are picking from experience (every post you make is talking about how great vanilla WoW was), when really it was "pretty good" and approachable. A lot of us have seen so many different games that we have wide swaths of experience in what we think is good so the argument just become... you want Vanilla WoW when I can't think of a single part of WoW that wasn't done better in another game.
Salvaging (also called disenchanting) is the ability to reclaim basic crafting materials through the dismantling of weapons and armor.[1][2]
Having gear sinks is also important, but can the players sell infinite gear to npcs?
I hope that resources are available and collected in high volumes, I understand what Azherae was saying about their value, but there are ways to address that in a fairly straightforward/trivial manner. I for one hope that similar to how xp is provided to all players in a party when something is killed, that resources are provided to all party members (who have the appropriate artisan skills and tools).
they "destroyed" the consumables economy..guess it wasn't that good after all?
you can make gold matter without forcing players to farm 20 hours a week every week to do 4 hours of content. there are multiple solutions for the same problem, you are focusing on just 1.
Honestly people should farm 1hr per day in order to sustain 6-7 hours of gameplay, at least 1hr, if you do not make this then these consumables do not matter because no one would buy them if they dont matter. You have to make strong consumables because if you do, there is a big gold sink. I do not want modern WoW situation where I can farm for 30min and have 2 weeks of gold for raiding and potions for PVP, it sucks, if devs don't design this like how I want and think RPG should be, I would not play this game simply because of economy. I am better of playing League of Legends to sink my time then playing fake MMORPG that does not have important economy. No matter how good systems are or graphics or combat, everything won't make sense if economy is modern WoW 2.0.