Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
[Suggestion] NPC that sells 1 legendary resource with a cooldown.
Psylas
Member, Alpha Two
*edit*
I understand that the main point of this alpha is to test server stability. I also understand that down the track, player stalls and other methods of improved trade systems will be implemented.
In the current iteration, it'd be nice if there was a way to procure legendary resources other than gathering them - such as a very conservative NPC that will sell you one legendary resource on a one week cooldown.
My reason for posting this is that despite spamming global chat for hours, I couldn't find a single seller for a single legendary tin ore. Eventually, a seller did pop up, and charged an exorbitant price.
If I were to buy the tin needed for crafting 4 legendary items, it'd be an obscene amount of gold. I do understand that MMORPGs are all about the grind - I apologise for upsetting your masochistic tendencies guys, sheesh. I posted this thread after having an awkward convo with some guildies over what items we would craft with our very limited supplies. It was verging on hostile territory because we were falling prey to the relative deprivation theory in the light of these scarce resources.
I personally do not think this idea would be detrimental to the server economy, although I am sure others will hold opposing views.
I don't realistically think that the devs will implement this idea. I give up. I really just needed to vent.
I'm done reading and/or responding to the same circular arguments popping up in this thread. It's so exhausting.
I understand that the main point of this alpha is to test server stability. I also understand that down the track, player stalls and other methods of improved trade systems will be implemented.
In the current iteration, it'd be nice if there was a way to procure legendary resources other than gathering them - such as a very conservative NPC that will sell you one legendary resource on a one week cooldown.
My reason for posting this is that despite spamming global chat for hours, I couldn't find a single seller for a single legendary tin ore. Eventually, a seller did pop up, and charged an exorbitant price.
If I were to buy the tin needed for crafting 4 legendary items, it'd be an obscene amount of gold. I do understand that MMORPGs are all about the grind - I apologise for upsetting your masochistic tendencies guys, sheesh. I posted this thread after having an awkward convo with some guildies over what items we would craft with our very limited supplies. It was verging on hostile territory because we were falling prey to the relative deprivation theory in the light of these scarce resources.
I personally do not think this idea would be detrimental to the server economy, although I am sure others will hold opposing views.
I don't realistically think that the devs will implement this idea. I give up. I really just needed to vent.
I'm done reading and/or responding to the same circular arguments popping up in this thread. It's so exhausting.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
0
Comments
It's literally a placeholder until a better system is implemented. Why not?
“Of all the things that men may heed
'Tis most of love they sing indeed.”
There's no reason to just give everyone legendary items on the live client. If you want it to cost a ton - you're removing money that could've been part of the current economy. And if you want it to not go to everyone and instead be a "first come first serve" kinda thing - how is it any different from the current system of just getting lucky during gathering?
Phase 1 is mostly server stability.
It's a far-cry between just giving everyone legendary items, and giving them 1 legendary resource per 24 hours, 48 hours, or once per week It means a group can actually pool together and get their members to use their purchase cooldown on a specific resource to get a specific item made for a specific task, which might be a legendary crafted weapon for a war coming up, or fighting a world-boss, etc. You understand that it takes 12 legendary copper fragments and 24 legendary tin fragments just to make 12 legendary bronze ingots? That's just 1 component of 1 weapon, and theoretically, 36 people had to use their cooldown to purchase 1 of each of those resources. Your average guild has only got between 50 - 200 members. That's maybe 3 or 4 items worth of legendary resources at most. It's barely going to break the game or throw the economy into disarray. It's more like acting as the oil that lubricates the pistons in an engine, or the myelin sheath that facilitates the smooth transmission of an electrical signal down an axon. It stops things from just grinding to a halt and making people log off for the night because they can't progress. There's nothing else to do presently, once you hit max level, other than caravans, or gathering/crafting. Because that's all you'll want to do when you realise just how much better legendary crafted gear is, than anything you can get from killing mobs. The bulk of the resources will still need to be gathered and grinded for.
It's different from the current system because right now, all of the copper/tin/bluebell/weeping willow nodes are exhausted without end, and groups are self-cannibalising over scarcity of these resources. Not only this, but it's blowing the value of resources way out of proportion - people are having to pay 10g for 1 legendary tin on Vyra, for example. If you extrapolate on this - your average caravan trip takes 30 mins minimum. You might get 5 - 12 gold from that depending on various things. So based on this, we are expected to spend approximately 1 hour of time per legendary resource? That's 36 hours worth of time just for 12 legendary bronze ingots? Overall about 50 hours worth of time just to assemble 1 legendary crafted weapon? So then 50 hours of time per person in the guild? Each person using 1 handed items in their main/off hand? That's 200 hours that the gatherers/crafters are spending per person just to make 4 legendary crafted level 10 items for each person. And that's if they are buying legendary resources at 10g a pop, which is what it has come to now.
It's stifling the ability of the server to actually progress in the content and provide more data, pertaining to the crafting system and the implications it has on PvX.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
Also, 1h per legendary item is sooooo fucking fast. It's unreasonably fast. Legendary is right below Artifact, in terms of rarity. And artifact rarity is "singular items on the server", which means that legendaries should be AT MOST a few dozen per server, yet you want to give EVERYONE a legendary material, which then easily makes a legendary item.
Also, you say "guilds only have 50-200", yet you're forgetting about the rest of the server. If we can already buy legendary items from others - this would not go away with your suggestion. If anything, the costs would shoot through the roof, because the guilds that can run caravans in huge bulk would be able to buy those items at higher prices, while solo players would have to wait out their vendor CDs to craft anything, which would just mean that they'd simply go gather shit, as everyone should be doing.
So, once again, giving everyone legendary mats won't test anything new. If anything, it would drastically decrease the gathering load on the server, because people would just buy shit from the vendor and from others who have done the same, instead of going out and devouring all gatherables in sight.
1) this gap will be solved with the intended solution (player stalls)
2) i’d rather the devs focus on fixing higher priority issues than developing throw away half-measures.
I said 1hr per resource, per item. You're also trying to make an argument that guilds have an advantage to somehow prove a point, which is a moot point IMO - the game revolves primarily around being part of a guild, and everyone else is essentially effected by what the guilds do.
This is alpha. The point is to test the content, which means giving as many people as possible access to as much of the content as possible, no? You're emphasising balance in a controlled environment that has been accelerated with the intention of gathering data... It's not the full release game yet, certainly not the full polished, balanced version.
I'm baffled by you saying that giving everyone legendaries wouldn't test anything new. Because it appears as though everyone is getting legendaries when they realise how the crafting system works - and they are then going to war with other players. The difference in survivability/damage etc is so drastic with legendary items, that it surely does test a lot, assuming they haven't seen legendaries being used in large-scale PvP like we've been having on Vyra today. It gives them data on how fast level 25 groups can clear content with lvl 10 legendary crafted gear. It gives them data on if that is balanced when compared to the gear that other, lower level, less organised players have. It gives them data on how quickly a small group can take out a world boss. It gives them data on what simply happens when 100+ people are in a small area, using specific items en masse. It gives an absolute trove of data - so, I think you're very wrong. The level of assumption being made, and pure conjecture that you're inserting to bolster your subjective opinion is rife with logical fallacies. I'm not going to sit here dismantling everything you've said, or trying to counter-argue points that are just plucked from thin-air and not based on any evidence whatsoever.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
But not the data you're talking about, as far as we know.
What's the benefit of access to Legendary items?
I mean, is it really worth going into a thread and saying "I'd rather they work on fixing something else"? That seems a bit redundant of a comment to make. Everyone has their preferences of what they'd like to see. Are you going into every single thread that doesn't fit your own perceived hierarchy of importance and saying this? I'd prefer if you spent your time doing something more constructive tbh.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
What do you mean by this?
“Of all the things that men may heed
'Tis most of love they sing indeed.”
There pretty easy to get when u have full gathering set shame i can only log and no one else want to trade will be easier when player shops come on the 20th or what not
We know that Intrepid is testing things like stability, scalability, and probably their metrics, their systems for logging things that happen on the server like 'how often players find Legendary items'.
What is it that you believe they are testing/want us to test, that benefits 'specific players having Legendary items'?
Some people have them, some people have crafted items with them, so we know 'crafting Legendary Items' is working, already. What's the test case here, for Phase I?
Make it so everyone is getting legendary materals, and suddenly you stop testing how the game functions for people that don't have legendary gear at all.
Testing how hard it is to take on content with less than the best gear is more important than testing that same content with good gear. So, if you don't have legendary items, well done on performing some great testing.
Refer to my previous answer to another person on why it may be of interest to them I do understand that the main point of this test has been declared as server stability testing - but that doesn't preclude the value of the data they are getting from their crafting systems being used, and how these may interact with other systems,
right?
I am curious, why exactly is it more important to test one thing over another in terms of good versus bad gear, in your opinion, as you've stated?
“Of all the things that men may heed
'Tis most of love they sing indeed.”
Look, you make a valid point - and my original point certainly wasn't let everyone have legendary gear, in my mind I was making a suggestion that was a good compromise between time spent gathering and the dynamic value of the resources. There has been a bit of a shift in the discourse from my original point - which was simply that those who have reached the stage of the game where they'd like to be able to craft legendary items, within the last remaining weeks of this test, are finding this challenging due to a bottleneck in rare resources and there being no way to try and find them if they have all been mined, other than to spam global chat. Stalls aren't in the game yet - I understand this. Now, in the full release - it'd make absolute sense for these resources to be scarce and hard to come by. But in an accelerated environment such as this alpha, it just seems like it's hampering our ability to test the systems to their fullest extent.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
"so we know 'crafting Legendary Items' is working, already." Ummm... Look, my guild has discovered various things about crafting, with extensive testing, that may suggest otherwise. Hence my strong stance on this issue.
“Of all the things that men may heed
'Tis most of love they sing indeed.”
Thanks, that clarifies.
If you're still encountering bugs/unintended behaviours in the crafting/processing of Legendaries, then I don't see a problem with the suggestion.
Your other posts were mentioning things like progression and retention of interest and such, so I fixated on that and didn't get your intent.
https://www.reddit.com/r/AshesofCreation/comments/1h3za3b/gear_scaling_is_super_broken/
It also shows that the gear is broken beyond belief. So if we let everyone get legendary items (and your suggestion does do this) - the entire game becomes broken. Mobs become completely useless. Bosses become untestable, because even just a few people with this kind of gear can kill any boss on auto-attack. PvP becomes utterly untestable, because as is shown in another comment from this thread - you oneshot literally anyone, if you have legendary gear.
Right now, there's only a few people with this kind of gear lvl. Intrepid have info on how fast it was achieved, on how many people it required, on where they were farming it, etc etc etc. And they can then decide "do we want to keep this as it is right now, or do we change it?" (sure as fuck hope they change it)
Giving everyone a free legendary item would literally circumvent ALLLLL of that info gathering, because of the things I already explained here previously. And, as I also already said, Intrepid have the PTR. If they want to test "100 people in full legendary gear pvping each other" - they can do that easily and at literally any time, because they can simply tell their PTR testers to log on, get full legendary gear from an npc (or hell, craft it by getting mats from said npc) and go pvp in a location.
You suggestion completely ruins the current main client test simply cause you got to max lvl and got bored by "artisaning being too slow". You're more than welcome to give Intrepid the feedback of "artisaning is way too slow" and I might even agree with you, but asking for free legendary gear is not the way.
The suggestion is more in line with the PTR.
A better solution will be coming on Dec 20.
So, yes its entirely valid to repond with ‘go fix something higher priority’ instead of designing, developing, and testing a change just for your problem just for 19 days, when they could focus on something more meaningful.
Oh, cool. I thought stalls were coming with Phase II. That’s great, I can finally get a slate weapon mold. 😃
Anything at all that takes developer time and isn't specifically intented for the live game is kind of a waste.
Testing legendary crafting is best done when all the systems around it are in place. That is when you can actually test it, as part of that test includes the amount of effort required.
Dammit, man - stop teasing me. I was thinking 19 days of build & deploy time.
phase 2