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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Peition: Allow Food & Potions to be a part of Player's Loot Table Drop
novercalis
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
I get the clarification that, food and pots arent processed goods as it wil be classified as protected items and thus I'd ike to petition - these items should still drop.
I get the aspect that weapons and armor shouldnt (unless corrupted) but I don't see the issue with why food and pots not to be dropped.
It would even boost economy on these items as well. By allowing these to drop, will create more demand.
I get the aspect that weapons and armor shouldnt (unless corrupted) but I don't see the issue with why food and pots not to be dropped.
It would even boost economy on these items as well. By allowing these to drop, will create more demand.
{UPK} United Player Killer - All your loot belongs to us.
1
Comments
Unfinished goods and resources are potential player power. If you lose those, you can get them back presumably because you are not any weaker than you were when you got them the first time. But if you die with your potions (and lose them), you may not be able to accomplish your original goal because now you are even weaker than before you died.
Generally, it is important to have few instances of losing player power and when you do, it needs to be strongly justified (like you were griefing and are corrupted).
armor and weapons arent droppable unless ur corrupted (or red)
I don't mind them dropping, if they don't have the same RATE as gatherables/processed goods.
10% droprate on food and potions is ok with me, as it would help deter people from just carrying massive amounts of it.
I believe these things should ABSOLUTELY drop from Caravans if they are being transported in Caravans, and should have the same droprates as Gatherables/Processed when dropping from caravans.
If I have 10 potions and drop 1 or 2, I am ok with this.
If I have 1 potion left and die and a 10% chance causes me to lose the last potion, it will sting, but that's okay.
I am basing this on the idea that there is no EXTREMELY powerful food or potion in the game to begin with, but even then it might still be fine.
So, lootable yes. Lootable at 50%, no.
I can get behind this. maybe not 10%, a bit more
Ideally the high impact stuff would require low impact stuff in its crating recipe, so that the low impact stuff would be considered an unfinished product, which would allow it to be dropped. So, in a way, what neuro said about player power, but still allowing for some of that player power to get lost.
And to me this makes sense, because if a low lvl player loses a few weak buff/hp pots but still has a ton of them - they've only lost a fraction of their previous progress. While a strong/rich player might use their strong pot/food to give themselves a boost, but then still die, and it would have a much bigger impact on their progress and potential power.
Ideally it would also be tied to weight/amount limits. Hell, I'd even prefer if there were special separate slots for food and pots that were limited in how much stuff they can hold. This way those rich players couldn't just carry both low and high impact stuff. I think this would tie nicely into the risk/reward structure. You either bring a ton of low regen cheap stuff with you, so you can't be as fast with your farm. Or you bring impactful stuff, but risk stronger mobs that could kill you or farm weaker mobs faster but don't have as much of a return on the investment.
Otherwise people will have the most ludicrous stacks of potions and expensive potions in their bags without fear of losing it, then they will only use when they think they can win... this is weird?!
I think people should drop anything that is in their inventories
ps: to be honest I think greens/reds should drop 100% and purples 50%, but I wonder if any carebear around here would support the idea so im sticking with the "should have the same drop as materials"
edit: I'm not your everybody "I like PvP when I feel like it but if I drop one lesser healing potion then I cry" fake ass pvper
sorry but thumbs down
good guys 4 x 5 bad guys
PLOT TWIST: potions will never drop, but they spoil in a few days, maybe a few weeks, even the ones in your warehouse/freehold/whatever container will spoil and you will lose all
Only mineral based potions would last way longer, they would also offer effects for longer time but the effects would be modest... great for dungeons, open world pve and gathering
Potions based on organic stuff like plants and animals would spoil very fast, the effects would be short lived too, but they would be extremely potent... these would be the potions for mad pvp and bosses
So nobody would hoard potions, everybody would have to make potions for the day or for the weekend, or buy a packed lunch of potions
For longer expiry dates you would have to store them in a cellar in a building or ship
When it comes to corrupted players I played a chinese mmorpg back in the day called conquer online and when you went red named it was like a 25% chance to drop 1 piece of gear and inventory they would lose a lot and that was after about 10 kills after about 20 kills your name went black and the chance was more like 80% and you exploded like a loot piñata and dropped most if not all of your gear and go instantly to jail where you had to wait for the points to drop off back to red name which could easily be a good 2 hour wait or could be months of keeping your character logged in if you kept killing people. It was obvious you knew what you where doing when you where killing people because you would go kill people mining in the designated mines or people farming monsters in spawns. So like harsh punishment was justified and the bounty system they had rewarded players for killing pkers too. And you could do quests or buy items that helped reduce prison time or just wait it out. Normal players loot was like 5% of the inventory at random and a percentage of gold carried like 10% and you could drop weapons and armor that where looted drops archers had arrows that had to be bought they could drop those too. That's why people would use warehouses at towns to store money and gold and not carry it with them when going outside of town.
Honestly I love those types of games because there's thrill on both sides of it. Some people who don't want to end up with consequences of the punishment system won't ever touch the PK option but those that want to its another level of giving them something to do and too it also means bots get hunted. The server didn't have any bots cause they would never survive to keep anything and revive killing Pkers was a big thing too even though it was only 25% chance to drop an item you would auto revive them and chase them and try to kill them again. But you would be surprised there was an honor system where if someone saw a pker attacking a group others would gang up to help kill it. So while you might be fearing the worse PKing doesn't ruin the game it has more benefits especially stopping bots from destroying the economy.
College Lessons
good guys 5 x 5 bad guys
Well... in my head I still have the same idea:
The player should decide how much loot he loses!
If I want to lose 100%, then I should be allowed to
Then in a 100% loot drop guy against a 100% loot drop guy, they will be gambling their entire inventory
Adults should decide how much loot they are adding to the pot, if you click the "I have +18 years old" in the EULA then you should be allowed to decide how much loot you will loose
Then the loot should be locked to my attackers if I die, only my attackers should be allowed to loot me
VIOLENCE AND GAMBLING, BABY!
Hey man, I don't like this measuring scale at all.
Are there going to be carebears in Ashes of Creation? Yes.
Does that invalidate their opinions? No.
Are there going to be girls playing Ashes of Creation? Yes.
Does that mean they have to increase their masculinity? No.
Personally, I don't mind if potions drop because I think they should be easier to replace than gear.
However, that doesn't mean I'm a gigachad - my opinion speaks for itself, and I want to hear the deeper reasons others have for their opinions.
Why i think they should drop?
To deal with hoarding of them and to not make them a completely riskless asset like gold while having functional power at the same time.
Why drop at a lower rate?
Pots and Food are things that players are more than likely to carry around everywhere as they influence character power, therefore already a much more likely thing to drop at allon player death.
Good old balancing of risk vs reward, potions and food are straight up generic rewards without risks otherwise.
Aren't we all sinners?
It's ok if you dont like, I already knew people wouldn't like it
But I made like that anyway, just as a joke even tough a few people would get annoyed by it
good guys 7 x 5 bad guys
ps: don't get mad at the classification, it's just a prick joke, but the counting is legit... I also used the purple color since it's the pvp color and the green if you can't spare to lose a potion
if you accept that losing a few is fine then you are purple already in my book
Yeap, just by bringing the subject to the table you are in the masculine team