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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
Just so people know where iam coming from the MMO i came from is Eve Online while not perfect eve had a good economy as everything that was built was destroyable in Eve if you flew a ship into combat and died that ship was gone and at best you got back was a fraction of the cost of the ship via insurance frankly i would prefer gear loss in this sence where player X kills player Y then player X can loot Player Ys corpse with all of the gear that player Y was wearing having a chance to be destroyed with the end result being Player X receives a what ever survives of what they had equiped and player Y looses everything they had equiped either way, however i do not think that such a system would be nessesery for the game to succeed.
What the game does need however is Destruction to offset the Creation process, we cannot have one without the other a game with only destruction would be mindless and risk free while a game with only creation leads to too much abundance which devalues the items thus making another risk free environment, the OPs idea could work as a method of adding some destruction however iam not certain if 33% per death is enough of a sink to prevent a abundance forming.
Just so people know where iam coming from the MMO i came from is Eve Online while not perfect eve had a good economy as everything that was built was destroyable in Eve if you flew a ship into combat and died that ship was gone and at best you got back was a fraction of the cost of the ship via insurance frankly i would prefer gear loss in this sence where player X kills player Y then player X can loot Player Ys corpse with all of the gear that player Y was wearing having a chance to be destroyed with the end result being Player X receives a what ever survives of what they had equiped and player Y looses everything they had equiped either way, however i do not think that such a system would be nessesery for the game to succeed.
What the game does need however is Destruction to offset the Creation process, we cannot have one without the other a game with only destruction would be mindless and risk free while a game with only creation leads to too much abundance which devalues the items thus making another risk free environment, the OPs idea could work as a method of adding some destruction however iam not certain if 33% per death is enough of a sink to prevent a abundance forming.
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I love SWG gear system because as a weaponsmith I always had people buying my rocket launchers as well as other weapons. People needed that gear all the time. Some gear was better than others but there was so much gear on the market you just needed to know who had what. You also made friends with crafters. I understand the feeling of people losing something that takes days or weeks to get, but I dont think gear should be that way. I am even of the mind that Ships should be destroyed if destroyed in battle. This would keep crafters very busy and crafters very happy because we will not be useless for most of the game.
Ideally the best way for ashes to go is as close to the UO system as possible. A stable economy and overall health of multiple playstyles requires all crafting types to be viable (from the looks of siege and node wars, certain crafting and engineering will always be in need) but they also run the risk of inflation and market cornering.
Ummm.... Is it me or is that how real life actually works. Everything breaks.. eventually. Item decay is a good thing in my opinion. As long as its not like 1 week or something. Its gotta decay according to how good it is. High tier stuff should take longer to decay. You can extend its life by taking it to a crafter and perform maintenance on it, like in real life. Which will make crafters more important. Win / Win.
Steve: Lets make decay 'great' again. :)
ps... fake quote from Steve.
See kickstarter.
So
1. No decay. Everyone builds everything they want until the materials run out. Nothing left to create new stuff with. Crafters/Gatherers/Traders Redundant
2. Allow deconstructing. Now you can recycle equipment. But you have to destroy to create. Gatherers still redundant.
3. Allow votive offerings. Now your (finite) materials can go back into the system and be harvested. Crafting and gathering fully functional.
Our modern economy depends on repairs or upgrades.
And when materials run out in the real world, when we have plundered all it resource, there will only be recycling.
You will HAVE TO destroy old stuff to create new stuff.
I am huge into crafting. I have always wanted a game that has amazing crafting and unique items. I want to be able to make a certain item a certain way and people will come to me for that specific style of item. NO GAME has this, not even star wars galaxies. I have yet to play a game with a crafting system worth using. Hopefully, this game can.
Siege and raids should cost people more than just a respawn. War is not free. If protecting your node cost resources, calling for war should also cost resources.
I would like to see ammo system a thing too. Not the infinite ammo we see nowadays in mmos for archer and gunner classes.
And repair with decay is fine. I would like to see master artisan creat gear with higher durability if they honed their skills and have the resources to do so. Thus we seek out artisans than can either craft 400 durabilty average armor or 200 durabilty elite armor. A niche for crafters so that no one crafter is the same as the next one.
Siege and raids should cost people more than just a respawn. War is not free. If protecting your node cost resources, calling for war should also cost resources.
I would like to see ammo system a thing too. Not the infinite ammo we see nowadays in mmos for archer and gunner classes.
And repair with decay is fine. I would like to see master artisan creat gear with higher durability if they honed their skills and have the resources to do so. Thus we seek out artisans than can either craft 400 durabilty average armor or 200 durabilty elite armor. A niche for crafters so that no one crafter is the same as the next one.
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Yes every item has unique attributes and crafters can level up and define, which attributes are their strengths and which attributes are their weaknesses.
ie a user definable self balancing skill distribution (speciality)
power / endurance / lifespan ...what will you sacrifice.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/item-decay-2/page/5/#post-18253" rel="nofollow">Shirikuryu wrote:</a></div>
Item decay is a necessity. Not only for the economy but also to prevent powerhouses in going on endless tyraids because their armor and weapon have infinite ammo or durability.
Siege and raids should cost people more than just a respawn. War is not free. If protecting your node cost resources, calling for war should also cost resources.
I would like to see ammo system a thing too. Not the infinite ammo we see nowadays in mmos for archer and gunner classes.
And repair with decay is fine. I would like to see master artisan creat gear with higher durability if they honed their skills and have the resources to do so. Thus we seek out artisans than can either craft 400 durabilty average armor or 200 durabilty elite armor. A niche for crafters so that no one crafter is the same as the next one.
</blockquote>
Yes every item has unique attributes and crafters can level up and define, which attributes are their strengths and which attributes are their weaknesses.
ie a user definable self balancing skill distribution (speciality)
power / endurance / lifespan …what will you sacrifice.
[/quote]
Yes both are great ideas. The idea around item decay is that I am more than just a repair bot. I can make 20 sets of gear with 20 different looks and maybe 3 or 4 different attributes. I would rather to that and sell my wares instead of being a repair bot even if it makes reworking an item. I would rather get materials and make the gear and let it sell.
Yeah, they said that it will take just as much preparation to attack a node as it is to build one up.
[quote quote=18392]I can make 20 sets of gear with 20 different looks and maybe 3 or 4 different attributes.[/quote]
I like this idea. If the developers could combine this with a way to make our own items unique (not just our name on it) Maybe submit a symbol of some sort, kind of like a guild logo would be applied. Have it applied to a piece of equipment in game. Ex: Helmets would have our custom stamp in game, or chest plate can have a logo somewhere as well. This should be allowed for master crafters.
Question on repairing. If an item will decay and a way to prolong its lifespan would be to go repair it at a crafter then my question is how do we avoid the issue of "trade repair" I give you my piece of armor to fix, you fix it, but never return it. lol
Trust?
Or maybe we both have to go to a repair station and I place my armor in the station while you can only repair it. Cant remove it for yourself. Hmmm...
I agree that decay shouldn't be 'okay three mobs down, gotta repair'.
In the topic of uniques or legendaries, I love the idea of forming a bond with Item you've repaired countless times, but I don't agree with any permanent destruction of an item. I feel something like a legendary would return to some primal essence form which would need to be painstakingly recrafted if you don't do regular upkeep on it. This would give value to an item, or it's lesser form it you ever change builds and no longer need it.
The thing I hate the most though are games that have permanent destruction mechanics such as the common 'Chance for the item to break on upgrade from +5 to +6 reinforcement' ... It makes me never want to care enough about farming an item if I have to go through getting it over and over again for a chance for it to end up as not garbage.
TL;DR I'm fine with items decaying and breaking, but not too the point they are completely destroyed. At least give us some core form or base to reupgrade / maybe give us raw materials or let a crafter break it down to offset material cost.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/item-decay-2/page/5/#post-18253" rel="nofollow">Shirikuryu wrote:</a></div>
If protecting your node cost resources, calling for war should also cost resources.
</blockquote>
Yeah, they said that it will take just as much preparation to attack a node as it is to build one up.
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/item-decay-2/page/5/#post-18392" rel="nofollow">Helzbelz wrote:</a></div>
I can make 20 sets of gear with 20 different looks and maybe 3 or 4 different attributes.
</blockquote>
I like this idea. If the developers could combine this with a way to make our own items unique (not just our name on it) Maybe submit a symbol of some sort, kind of like a guild logo would be applied. Have it applied to a piece of equipment in game. Ex: Helmets would have our custom stamp in game, or chest plate can have a logo somewhere as well. This should be allowed for master crafters.
Question on repairing. If an item will decay and a way to prolong its lifespan would be to go repair it at a crafter then my question is how do we avoid the issue of “trade repair” I give you my piece of armor to fix, you fix it, but never return it. lol
Trust?
Or maybe we both have to go to a repair station and I place my armor in the station while you can only repair it. Cant remove it for yourself. Hmmm…
[/quote]
You institute trade contracts.
Contracts are mediated by the system
Users must stipulate requirements and place funds escrow.
Creator must build agree the contract, fulfil the requirements and receive escrow once the goods are agreed acceptable.
If both parties dont agree, funds/goods dont not exchange.