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Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Changing Gatherable Rarity to be based on Tier

in Artisanship
So basically, the way gatherables currently work is they can be anything from Common to Legendary rarity. I do not think this should be how it works. I think gatherables having rarities is good, but the rarities should not be as drastic as a single material being able to be anything from Common to Legendary.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.

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Comments
So, for me, I'm not expecting Legendary to just be 'out in the world' in the first place, that's the opposite of dynamism that Ashes is built on.
I am expecting a clamp on the upper values of items that can be found under normal weather/event conditions, and for that clamp to be 'lifted' under the special conditions, at which point 'having rarity gear' would matter (I don't like that implementation, but I can understand it).
This could also apply to how and when things are made. We should also remember that they have the easy option to put high level Processing stations deep in Dungeons and then to further stack weather/event on top of that, in fact, it's one of the easier things to implement and also would be very lore-appropriate for some places.
"Climbing to the top of Carphin to use a ritual at the altar that doubles as a Master Scribing Station" or "Finding an Alchemist's lab deep in another dungeon that only opens in X season" and all that.
This is what would qualify items to be 'Legendary', and would explain the goals of the team directly when it comes to their player-psych design. Their current implementation just isn't doing the job and should be scrapped/replaced as soon as possible, but they also need to test all rarities of gear, so they'd have needed to implement this first instead of 'well, open world only goes up to Rare'.
As always, let 'em cook. They don't have the NCSoft/Square Enix budget or experience to be 'building a dev path that causes each update to be a feature-complete iteration.
"For what...?"
"Just about everything, really."
Instead, I think gathering stats should matter. Perhaps a novice gatherer has no chance of anything over rare...or maybe an astronomical chance of legendary. BUT, as you grow in your skill, your ability to roll higher on a gather goes up passively. And as you get better tools and underwear, your chances increase even more.
Gathering rarity should not be determined on the spawn of the node. It should be determined by the skill and equipment of the gatherer. There should be a roll when the gather is completed, and that roll can be enhanced by our skill and gear.
So, at level 5 miner, the likelihood of gathering a rare copper could be 1 in a hundred, and your chances of scoring a legendary would be practically 0 (say, .0001%). But when you're level 50 mining, with all your upgraded gear, your chances would be more in the range of 40 in 100, and your chance of scoring a legendary goes up to 2 in 100.
I've seen systems like this in other games where the roll is 1-10000 (for example) and you need to get above a threshold to increase your chances for each tier.
Like it was mentioned here, if you want to craft Legendary Apprentice Weapon, you still need Legendary Daffodil and Snowdrop. This design, on the contrary, has pleased me very much and I hope it will be kept.
Also, this is really good for new players, in this way they can try to optain legendary/epic novice materials for sell, so their gathering also matter.
This will take longer to achieve really decent rarity rating, but will come with a feeling of satisfaction and completion.
This take my level 5 and hit a legendary node 5 times is so stupid it blows my mind. Any higher proc on a tree should feel like winning the lottery, and no one hits it over and over and over.
Let our progression in the skill and the resources we invest in it set us apart.
https://forums.ashesofcreation.com/discussion/66791/dev-discussion-gatherable-spawning-system#latest