Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Drops, quest rewards
There need to be drops in the game and decent quest rewards. However, the BEST equipment should almost always be player crafted. The one exception to this would be a quest reward for an epic quest, these rewards should also be among the best obtainable. Also, drops/rewards in the game should be mostly (around 80%-90%) "bind on acquire" so they can't be sold or given to an alt. Some proportion of crafted gear should also be BOA to keep the economy moving.
Virtually no drops makes for a pretty boring game, and there are better ways to protect crafters and the economy.
Virtually no drops makes for a pretty boring game, and there are better ways to protect crafters and the economy.
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Comments
This really is an odd notion. Lets keep the economy moving by, umm, making it so many items can't be traded?
Very mid 2000's mindset.
A much better option is to create a means by which these items leave the economy - which is something they have planned but have not yet implemented.
The core philosophy is that the best gear will come from player crafting, with world drops and quest rewards playing more supportive or situational roles. This reinforces the player-driven economy and keeps crafters, gatherers, and traders highly relevant throughout the game's life.
If too much gear were BoA or dropped often, it could actually undercut the entire crafting loop and economy, which are key pillars of the game design. That said, epic quests might still have strong and memorable rewards, just not necessarily best-in-slot for everyone.
It's a bold direction, but it’s one of the reasons Ashes feels like a truly different MMO.