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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.
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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.
Dragon coins
MasterDeadly
Member, Alpha Two
Should have a system of a dragon tooth/coin, where if you killed dragon 20-30 maybe more times you can for sure trade at the special trader item you so desire. Honestly any token system is fun because it bring sense of farming. Also temporary buffs after killing dragon/any boss. Also a hate system, when you kill dragon enough times he will have a %higher to attack you during the fights. Also perma buffs for killing each boss in the game, should be not too strong tho. As well killing boss should give you access to some zone where you get more rewards.
Visually looks good, I would add knock up in the air/on ground, maybe for some bosses add vine capture, or stone forms, slows and so on. Should have ability to instant kill if not following script. Example circle on ground, cloud mists, distinguish colours.
Visually looks good, I would add knock up in the air/on ground, maybe for some bosses add vine capture, or stone forms, slows and so on. Should have ability to instant kill if not following script. Example circle on ground, cloud mists, distinguish colours.
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Comments
Tokens and collecting 100 of junk smells like shiny loot boxes / mobile games.
I know that token systems (WoW did it in depth), but personally I dont like it.
If a dragon has a heavy plate armor chest in his loot table, that seem to make sense to certain classes (due to stats on it), than just get it into the loot table with XY% and drop it / hope for it.
If some minor snake boss in a jungle biom holds this poisened dagger in its loot table, just drop it at XY%. The next rogue (or whoever, depending on the item stats perhaps also other classes) should be able to get that drop, if lucky.
I generally like this better. I've always found it strange that a dragon drops something like a wizard staff or that a loot table has arbitrary loot assigned to it. Dragons dropping teeth, scales, a heart, etc., that get used in many different crafting recipes feels more organic. The chest sitting in the back of the dragon's lair can have whatever in it though, I suppose.
The token system is actually less like loot boxes than the traditional gear-only loot system.
Because with the token system you are always guaranteed to get something that will be useful/desirable for you. Even if it takes a few times to get enough to acquire the desired gear piece, you are always making defined, guaranteed progress.
But with the gear-only loot system you are just rolling the dice each time - opening up / looting a corpse which may or may not have anything in it that benefits you at all.
tl;dr token system is less luck-based and more deterministic. gear-only is more luck-based and random (like loot boxes).