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Changing Gatherable Rarity to be based on Tier

TalentsTalents Member, Intrepid Pack, Alpha Two
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.
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Comments

  • LudulluLudullu Member, Alpha Two
    Low tier mats are supposed to be used in high lvl item crafting. How would you craft a legendary item using common mats, in your suggestion?
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I quite liked when visibility of a tier was only available when the player had also reached the gathering tier
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I soft-disagree because:
    Azherae wrote: »
    Just bear in mind that we are missing an entire system that is causing issues with both aspects of this.

    However, I can't say as much because I know that the recent information doesn't convey all that well, that we should be expecting that system to change things.

    Right now, the weather system of Ashes isn't far enough along yet, for us to get a good feeling of what the gathering experience is supposed to be like.

    So, while legendary X might not need to be obtainable normally in the world, it's different if that Legendary X spawns or upgrades some time after a specific weather event. In which case, it being 'static, and based on a timer', would be the expected and 'correct' initial implementation step.

    If the weather is the thing that disrupts the 'quality timer', sometimes it would be more correct to have the spawn stay static, as it does in Throne and Liberty now (and of course FF11 and other games that have dabbled in weather, I think even BDO had something at some point).

    So, my contribution is that I don't mind if normally it's impossible to get Legendary X out in the world, but you need to leave some room for 'true 'Thunderstruck Trees' or 'this Marble node got exposed by rain causing a mudslide'.

    Those could be in the same physical space, while achieving all the team's goals and making all the things they have said, make sense in context.

    I feel more and more lately as if most people who still play Ashes didn't play games with this design type and obv are here instead of delving into TL, but as usual I speak in 'defense' of the devs here, reminding that not only does some of their work need to be taken in terms of a huge context we don't see all of, but also as 'a person who has seen these systems designed and helped design some'.

    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.
    "I blame society."
    "For what...?"
    "Just about everything, really."
  • Tearl StoneheartTearl Stoneheart Member, Alpha One, Alpha Two, Early Alpha Two
    I think rarity to legendary is needed at all tiers. I use copper along with tin to make bronze, for example. It would be a shame not to have the ability to process high-level bronze because copper isn't available in high rarity.

    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.
  • SorcresSorcres Member, Alpha One, Alpha Two, Early Alpha Two
    I also disagree, this is one of the points I really like. Having multiple rarities for every materials and their purpose even in higher level of crafting is really nice idea.

    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.
  • HiddenDaggerInnHiddenDaggerInn Member, Alpha One, Alpha Two, Early Alpha Two
    ya don't like this idea, it's simple a very SMALL % like 1-2% chance of getting a heroic or better early on from a static node. From that point we should be gaining rarity chances based on Level of our gathering, a skill tree, the artisan clothes we wear, our tool and our bags we use.

    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.
  • VaknarVaknar Member, Staff
    May I interest you in a new official Dev Discussion post regarding this topic? :)

    https://forums.ashesofcreation.com/discussion/66791/dev-discussion-gatherable-spawning-system#latest

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