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Durability design from Gloria Victis MMO

I want to speak about this topic in a new post because there was this guy that mentioned this similar system in some other game that he played.

Basically what is designed is that you lose durability from fighting/dying/harvesting/mining etc... When you repair an item, it does not repair to full instead it repairs to 70% of that main durability, then you lose durability again and it repairs for 70% of that durability that you had 2nd time, so on and so on, with core design philosophy to lose item after some time due to durability, thus meaning that you would need to craft new item, ending with sustainable economy that always needs resources to sustain your character, therefore there wont be downfalls to economy after everyone gets what they need. This is one of main features what MMO should have in order to have worth economy that feels good.

Weapons and gear would not lose durability fast especially if they are high end gear ( in gloria victis there were ranks of gear, basically there was RNG when you craft an item and it had chance to give rank 1 or rank 6 piece of gear), but tools for crafting would lose it often, in fact after every mine that you farmed it would lose % of durability.

Comments

  • LudulluLudullu Member, Alpha Two
    https://ashesofcreation.wiki/Item_durability

    Outside of this we don't know other details.
  • VeeshanVeeshan Member, Alpha Two
    Mabinogi had the best system which was very similiar to this. most gear had like 15 dura and everytime you repaired each point of dura had 5% chance to be destroyed and lower ur max dura down to 14 for example so yeah very much inline with glorious victus here. however high tier item should also follow these rule too however they could have much higher durability than standard items or require a high end/rare item that is used by a crafter to replenish some durability.

    Either way gear needs to be destroyed in some way or form to keep crafters relevant in crafting based economy such as AoC
  • DepravedDepraved Member, Alpha Two
    if crafting is the issue, then we could make crafting relevant by needing to craft thing other than gear.
    getting gear in ashes will be long and hard (no pun intended). if gear breaks, acquiring it shouldn't be too hard (that also encourages RMT).

    you will need materials from the gathering and processing professions to repair gear, and people will need to constantly repair it. that's enough to keep the professions and economy going. forever losing your gear isn't necessary.
  • GoalidGoalid Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    if crafting is the issue, then we could make crafting relevant by needing to craft thing other than gear.
    getting gear in ashes will be long and hard (no pun intended). if gear breaks, acquiring it shouldn't be too hard (that also encourages RMT).

    you will need materials from the gathering and processing professions to repair gear, and people will need to constantly repair it. that's enough to keep the professions and economy going. forever losing your gear isn't necessary.

    "Relevant by doing other things" means that they would have to be as valuable as gear in a marketplace in order for it to be a playstyle. Which usually is impossible or incredibly lackluster. If you want a gear market, there has to be sinks. Full stop. People need to get over it.

    There's no way to completely stop RMT. The only time there won't be some method of RMT in a MMO is if nobody cares about the game. Even games that completely restrict trading still have RMT in the form of boosting and account selling.

    "Glorified repair man" isn't a crafters market. It's a gatherers market since you just need resources to repair the gear. You should lose your gear, and then if you're playing the game properly you will be able to replace it.
    Tgz0d27.png
  • DepravedDepraved Member, Alpha Two
    Goalid wrote: »
    Depraved wrote: »
    if crafting is the issue, then we could make crafting relevant by needing to craft thing other than gear.
    getting gear in ashes will be long and hard (no pun intended). if gear breaks, acquiring it shouldn't be too hard (that also encourages RMT).

    you will need materials from the gathering and processing professions to repair gear, and people will need to constantly repair it. that's enough to keep the professions and economy going. forever losing your gear isn't necessary.

    "Relevant by doing other things" means that they would have to be as valuable as gear in a marketplace in order for it to be a playstyle. Which usually is impossible or incredibly lackluster. If you want a gear market, there has to be sinks. Full stop. People need to get over it.

    There's no way to completely stop RMT. The only time there won't be some method of RMT in a MMO is if nobody cares about the game. Even games that completely restrict trading still have RMT in the form of boosting and account selling.

    "Glorified repair man" isn't a crafters market. It's a gatherers market since you just need resources to repair the gear. You should lose your gear, and then if you're playing the game properly you will be able to replace it.

    what is gear? gear gives you power. so you cant have other things that give you power as well? for example, if I wanna farm fire mobs, ill enchant my gear with fire in the armor and water o the weapon (take less damage from fire and do more damage to fire). if I wanna then farm dark mobs, ill equip dark enchants in my armor and holy on my weapon. you can have crafters create these enchants using processed materials made by using raw materials, you don't need to destroy the gear. you also have consumables and other things.

    about repairing. lets say you are fighting a monster and it tore a hole in your robes. you don't have to throw away the entire robe. you can pay a tailor to repair it (or patch it), but then you need to buy silk and process it, or buy the processed silk. there you go, you have the economy going and you have your sinks.

    steven has said that leveling professions and making gear will take a long time. if you destroy player gear, it should be easily acquired, but the market gets flooded with gear because it is so easily made. losing gear becomes almost irrelevant. the corruption system becomes irrelevant, losing materials on death, caravans etc, because everything is easily replaceable.

    you just don't slap gear destruction in a game and suddenly it will work. you have to design the game around it, and that wasn't the direction of ashes.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited November 2022
    Depraved wrote: »
    Goalid wrote: »
    Depraved wrote: »
    if crafting is the issue, then we could make crafting relevant by needing to craft thing other than gear.
    getting gear in ashes will be long and hard (no pun intended). if gear breaks, acquiring it shouldn't be too hard (that also encourages RMT).

    you will need materials from the gathering and processing professions to repair gear, and people will need to constantly repair it. that's enough to keep the professions and economy going. forever losing your gear isn't necessary.

    "Relevant by doing other things" means that they would have to be as valuable as gear in a marketplace in order for it to be a playstyle. Which usually is impossible or incredibly lackluster. If you want a gear market, there has to be sinks. Full stop. People need to get over it.

    There's no way to completely stop RMT. The only time there won't be some method of RMT in a MMO is if nobody cares about the game. Even games that completely restrict trading still have RMT in the form of boosting and account selling.

    "Glorified repair man" isn't a crafters market. It's a gatherers market since you just need resources to repair the gear. You should lose your gear, and then if you're playing the game properly you will be able to replace it.

    what is gear? gear gives you power. so you cant have other things that give you power as well? for example, if I wanna farm fire mobs, ill enchant my gear with fire in the armor and water o the weapon (take less damage from fire and do more damage to fire). if I wanna then farm dark mobs, ill equip dark enchants in my armor and holy on my weapon. you can have crafters create these enchants using processed materials made by using raw materials, you don't need to destroy the gear. you also have consumables and other things.

    about repairing. lets say you are fighting a monster and it tore a hole in your robes. you don't have to throw away the entire robe. you can pay a tailor to repair it (or patch it), but then you need to buy silk and process it, or buy the processed silk. there you go, you have the economy going and you have your sinks.

    steven has said that leveling professions and making gear will take a long time. if you destroy player gear, it should be easily acquired, but the market gets flooded with gear because it is so easily made. losing gear becomes almost irrelevant. the corruption system becomes irrelevant, losing materials on death, caravans etc, because everything is easily replaceable.

    you just don't slap gear destruction in a game and suddenly it will work. you have to design the game around it, and that wasn't the direction of ashes.

    The problem with this system is that most players wont use it - or at least wont use it some of the time.

    Everyone will use gear, that is why gear is the best anchor of an in game economy.
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