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Consumables and on use items

ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
what type of consumables and on use items would you like to see in game? i love the fact that in wow classic you can use level 5 items all the way to max level and still benefit greatly from them, also what type of potions/ stat buff items would you like to be able to use in game?

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    None.
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  • Mag7spyMag7spy Member, Alpha Two
    edited November 2023
    Agreed none, buffs should be from players and a single food, not managing 6 potions and getting buffs from npc in the world. That is gross WoW stuff, and also stupid in bdo and the devs knew and monotonized it.

    Edit*

    Also dislike healing potions that have like a 1-10 sec cooldown. Potion spam is one of the worse things and becomes more about inflating your hp.
  • LudulluLudullu Member, Alpha Two
    I like consumables :) Some potions and food with limited buffs (1/3-1/4 the power of a player's buff, or simply lvl1 effect of player buffs, while players' go up to 5 or smth).

    Helps solos to be slightly strong, helps alchemists/cooks make money, helps gatherers make money on alchemical/food resources.

    If Intrepid keep their word - no p2w pots/foods.
  • I'm curious on food buffs. Most cases they're so minimal they dont usually have a significant impact especially if lost upon death. Just another consumable that becomes over saturated in the market that most people just make their own.

    potions/elixirs probably going to be more useful regardless if health/resource/buff
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Pros and cons of consumables:

    Pros:
    1) Add extra layer on build uniqueness.
    2) Provide wealth avenue and gameplay to related professions.
    3) Add to the feeling of adventuring in the sense that you have to prepare yourself and your group for the trip or the task.

    Cons:
    1) AoC fails to become creative, BiS consumables emerge, in which case it's no longer fun since everybody uses the same. They become a necessary nuisance.
    2) If you ever find yourself an a possition that you cant have access to the necessary amounts of consumables, you are instagimped. Sometimes it's bothersome to have to spend a lot of time, out of your way, gathering the ingredients or spending too much gold on them.


    How long should the effects last? I am against spammable pots that give you instant heals because they become a mandatory action (and you have to have them for pvp) and also I dont care for 5-10min resuse time on "powerful pots" because you might have just had to use such a potion and 2 minutes later the next clown appears and he doesnt have a CD on the item. He wins.



    I am big on class identity in mmos so I will suggest that consumables other than the standard hp/mp potions, let's say more complex and powerful consumables, can only be used by mages, rogues and bards, both as a source of strength in combat but as a drawback in the poket:

    Mages could become empowered
    Rogues could apply status effects
    Bards can unlock "Prophetic abilities" that shock enemies and empower allies (in addition to their existing skills)

    Also, up until level 30 or so, consumables could also provide minor buffs to all players so in the absence of all the skills, some gaps can be covered, but ultimately later on empowerment gets tied to combat classes.

    That way the professions relevant to consumables (crafters gatherers) will contribute and benefit at all stages, early on with generic products and later on with unique AoC designed consumables.


  • TaerrikTaerrik Member, Alpha One, Alpha Two, Early Alpha Two
    If the consumables are player crafted, I could see them being a fun part of the game economy.

    Things that help exploration seem most cool to me.

    Throw potion at frozen stuff to melt it temporarily, allowing passage, or swimming, or whatever for a few seconds.
    Drink potion to get jump boost for a few seconds.

    Those kinda things that let you explore parts of the world just a little bit further.
    But they need some limitations like, can only carry one, or a handful. So using them feels important.


    Combat enhancing consumables in games usually are either just a small boost that turn into required things, which is boring and the game could do fine without, or they are huge effects, in which case they just become the rich get richer as they can afford the things to use to win. Id rather not see them.

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  • SathragoSathrago Member
    edited November 2023
    The more tied to specific specialty crafting these are, the better. If everyone can craft them it makes these items mandatory for all "serious" players. If only specialized specific types of people/nodes can craft them, the market will not be able to facilitate the demand (hopefully), leaving room for alternatives and creativity.

    For instance, maybe one kind of consumable can only be crafted by people at a sea-side node, and sure its got better healing values than other similar consumables but limited by its location and the required specialties to craft it. in that case, most players not near these nodes will instead opt for their accessible variants, with only some importing those special consumables due to cost/time restraints. This can be used to create disparity inside of the same tier of item without creating major advantages and requirements to have this consumable.
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    Commissioned at https://fiverr.com/ravenjuu
  • I would like food and potion effects to stack but food to have very longer effect if consumed in taverns. To make taverns relevant as meeting point.
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