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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.
The content that I have never seen in a mmo.
Blyz
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
One thing that super stands out in my mind which could be a large content type of update is world-level single (or perhaps a set) drop items in a variety like weapons trinkets and armor. I know there's mount drops from bosses, but what I mean is too make the world items like monsters, you can find uber-rare monster and obtain an uber-rare world item in its fashion, with harder fight's that could entail a small group needing to complete it and a fashioned item drop in respect to the monster that rolled the extremely rare modifier. These items could be added seasonally and limited in total with the added "can roll what the dev has put" as it's unique modifier pool, and simply drops named in some unique way to identify its item class as world-level. If the devs decided to add unique items this would be the best way to make it happen I think, and it would drive an entire market of people attempting to say put a set together or collect uniquely rolled items.
This would be a really cool way of limiting and also controlling the output of new high powered items. It gives the dev's more control in the items quantities and gives them the ability to add modifiers to items that you can only find on that item or in that item's group. The items would roll from the pool and get a name. Or on the flip side it's 100% predetermined stats drop in sets as monsters are farmed at X number of monster spawn's of that monster type, then the high powered version of that monster appears. It could drive farming and playtime really high based on people wanting to find an uber rare monster item. I also like the sadistic idea of making one of the monsters so hard you need your whole guild to fight it like a world boss.
TL:DR
Make unique monsters drop unique items and make the items limited but high power and world-level.
This would be a really cool way of limiting and also controlling the output of new high powered items. It gives the dev's more control in the items quantities and gives them the ability to add modifiers to items that you can only find on that item or in that item's group. The items would roll from the pool and get a name. Or on the flip side it's 100% predetermined stats drop in sets as monsters are farmed at X number of monster spawn's of that monster type, then the high powered version of that monster appears. It could drive farming and playtime really high based on people wanting to find an uber rare monster item. I also like the sadistic idea of making one of the monsters so hard you need your whole guild to fight it like a world boss.
TL:DR
Make unique monsters drop unique items and make the items limited but high power and world-level.
0
Comments
and nerfing them will really piss people off
for cosmetics or things that dont disrupt the balance of the game, then yeah sure thats fine.
And eventually people complain that there haven't been enough new ones released, so they release more which have to be better than the last ones cos they're newer, and then people complain that they want more, and so more get released which have to be better than the last ones cos they're newer, and eventually there's a HUUUUUUUGE power imbalance cos all the newer gear is so ridiculously overpowered that all the existing content becomes irrelevant.
the other option is to make them drop on death and not be repairable so they shift hands often however then you will get people sticking in there bank and never bringing them out :P
It also doesn't sounds like innovative content.
The OP's idea just sounds like world-bosses to me, and we're already going to have those. Sometimes, they may drop "Legendary" items that are 1/server - but to my understanding, these will largely just be cosmetic.
Counter-proposal; don't do this.
It's supposed to be at least a Raid necessary to defeat Legendary World Bosses; not merely a small group.
I think these items could extend out of raw combat use scenarios easily and you could make them more commonly this way. Things like gather rate or production value of goods could be part of the modifiers.
Or simply don't make mob fashioned items and keep it like every other game. I don't think its always a matter of "it has to be this way" I just like the idea of an item class which bases its appearance and rolls uniquely toward what the mob you killed was like. They could even be re-dropped if you take the "world-item" part out and keep the base concept.
Rather than Wolves eating Shields and Plate Mail.
I'm sure they have a rare table of drops already in some form or drops which are distinctly less common, my point is why not make the items have more lore in appearance and functionality, and even a step further make monster mobs sometimes contain alpha monsters which are like lower level forms of world bosses with similarly fashioned drops (maybe normal monsters could also drop these items but perhaps at very limited rates comparatively).
This by no means will make or break ashes I just always wanted to see this in a mmo.