Azherae wrote: » I'd actually have to ask you what exactly you've found them to be dropping.
Azherae wrote: » Looks to me like the Glint drop reduction wasn't fully implemented either. Maybe we just misunderstood something about what was said? That said, I didn't watch the whole thing, and I don't think anyone feels like writing a screenparser for just Glint drop frequency for something we can just ask, so yeah, what's your feeling on if less Glint is dropping?
Azherae wrote: » But... isn't that really bad? That's just a clamp on skilled players with no real economic ... No... what? My head hurts.
GrilledCheeseMojito wrote: » It also brings into question economic design, because if this works both ways that means stuff *below* your level by a lot also doesn't drop anything, and eventually you'll make a situation where if a server's population is stable with not a lot of noobs coming in, that people would have to make alt accounts to keep lower-level crafting going.
Azherae wrote: » But then, thinking about the OP, how do you actually gear up and is this just going to create the huge gap we see in nearly every Korean-styled MMO? Because those situations are 'unfavorable' for us at minimum. Basically, if you say 'grind gear', and then you can feel the gear, but then you also have to upgrade it, and enhance it, and have 10+ slots, and customize, across all players...
Azherae wrote: » tl;dr works in 'The Fence', not in AoC as we understand it now (this is probably still unclear but obv explaining it would take so long).
lamina5432 wrote: » Made this thread o have these conversations about all the different aspects that seem maladjusted right now. Let the conversation flow though I'll probably inject different theories and ideas about all the parts in the original post I started. So going with both the systems Intrepid currently has like the deconstructing kits which then leads to the tempering system. With also the wiki's referenced proposed ideas like -Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[31][32][8][33][34][35][36] Choosing different selectable materials can also result in crafted items with different statblocks and unique properties.[37][38] The developers are considering whether the selectable rarity system should also apply to Processing recipes.[32] -Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[33][44] and - Deconstructing/disassembling rare item drops from bosses can yield recipes that can be used to replicate that item.[43][48] If we actually used all these systems in conjunction and had appropriately high but deteriorated or debuffed full gear drops. They could allow a much more free flowing economy between the players that would allow an increase in drops in such a way with not affecting the artisans. It would really depend on how the eventual market and auction house system ends up feeling also but I think this might lead to a better feel and inter-reliance on both sides.