Lark Wyll wrote: » If it is placeholder grind while they develop the game that is fine to a degree for artisanship if they informed us, but that's not how Intrepid is pitching the econ changes they opted for.
Lark Wyll wrote: » Please stop listening to the selfish idiot crafters who ask for there to be no drops for combat in the game so that they can get wealthy. THE GAME WILL DIE IF YOU LISTEN TO THESE IDIOTS THAT DON'T CARE ABOUT GAME HEALTH, THEY JUST WANT TO MAKE A QUICK BUCK AND DON'T CARE IF THE GAME IS A DUMPSTER FIRE AS LONG AS THEY ARE WEALTHY IN IT.
Volgaris wrote: » @Lark Wyll Overall I disagree with basically all of this. Obviously you want more loot drops. There are loot drops, but they are rare. So craft. If you don't want to craft get materials and trade them for gear from a crafter. If you go about this solo it'll be hard, it's not met to be solo'd. I'll agree there should be a type of common gear dropped a little more frequently by mobs, a 'damaged' common. So you can still progress. That's something I'd like to see. Even so just join a guild, make a plan, get on board, and feed your crafters. If that's not fun than don't play test, vote with your feet.The reason the drops are as they are is so crafting isn't just a max level or end game activity. If I can gear well enough to reach 25 or 50 without having to even think about crafting I will. Most players do. If you don't want to craft you'll need to rely completely on other players. This drives you to the market. Other wise we're playing the same old game that has been re-release a hundred times over the past two decades. And there's plenty of those to play. So is this niche? No to me. I don't mind crafting, and it can be enjoyable, I don't mind grinding mobs for gear either, or dungeons. I'll agree on storage and a repair vendor at a minimum for the node. That make sense, a little quality of life will help the nodes in the early stage. As far as the clumping of players. There are two starting zones now, and this start was WAY better than the last one. Also I'm pretty the main goal for the devs right now is testing the server meshing, so they needed us clumped as much as possible. This is just a test..4) Stop developing place holder garbage systems and especially economies.requires a metric ton of mats You obviously didn't craft much before this. Can this be tuned more? Probably but they won't know until they get info. My suggestions. 1. Mobs drop more frequent 'damage' common gear. (still fairly rare). That isn't as good as common. So anything the crafter makes will be better. Maybe the pendulum swung too far here, and gear drops by mobs should exist, rarely, because they are rewarding. Also you don't want to completely stop someones leveling progression, slow it down with trash gear drops fine, but not stop it. The balance to keep will be ensuring there is value to the crafters as they level up so crafting isn't just an end game/max level activity. Just an idea of loot rates for the 1-10 levels, these will need to change as leveling slows. 2% drop rate for 'damage' common (1 out of 50 kills) 1% common (1 out of 100) .5% and lower for the rest. (1 out of 200 or more, progressively getting rarer.)
Lark Wyll wrote: » Going to try and boil down some of your arguments together.
Volgaris wrote: » Lark Wyll wrote: » Going to try and boil down some of your arguments together. LMAO! That's what my response was attempting to do. But your og post basically boiled down to "no gear loot = shit game design". You're a loot goblin lol. I started typing a reply and then it hit me. You are a loot goblin. Or a munchkin XD XD XD. I basically disagree with everything you said. Could they pull some stuff from Albion? Sure, the crafter tag is neat. The Full Loot, I'd be okay with that, but that'd make the game more niche, which is odd you bring that up but complain Ashes is too niche. So your solution is to make it more niche with Full Loot mechanics? (O.o)
Lark Wyll wrote: » Volgaris wrote: » Lark Wyll wrote: » Going to try and boil down some of your arguments together. LMAO! That's what my response was attempting to do. But your og post basically boiled down to "no gear loot = shit game design". You're a loot goblin lol. I started typing a reply and then it hit me. You are a loot goblin. Or a munchkin XD XD XD. I basically disagree with everything you said. Could they pull some stuff from Albion? Sure, the crafter tag is neat. The Full Loot, I'd be okay with that, but that'd make the game more niche, which is odd you bring that up but complain Ashes is too niche. So your solution is to make it more niche with Full Loot mechanics? (O.o) I'd be fine with full loot, but no I don't think they should adopt that element. Some form of gear destruction would be fine if gaining gear was as simple as in Albion Online. Sandbox mmo's need to be progression and loot based because the systems tend to be quite raw. Questing certainly doesn't look like its going to prop up the game, nor will instanced content. Loot and group pvp in open world are the draws. There's little pvp and there is little loot ie. what type of mmo player is the current direction of game design for? And are there enough of them to support a mmo?
Azherae wrote: » Ok but for the sake of avoiding strawmen @Lark Wyll, what droprate do you actually like? Is it okay for an Elite mob to only drop gear 20% of times it is killed? There are definitely people who basically go 'no it should drop the gear every time otherwise I'm wasting my time killing it', but it's not clear where you actually stand on this, from what I see (maybe both my parser and my reading comprehension failed in which case, sorry, but please point it out).
Volgaris wrote: » @Lark Wyll The upped the drop rates
Volgaris wrote: » I've gotten some white drops so far. I think it's a good balance so far. Still feeling the storage pain though.
Lark Wyll wrote: » Being a gatheting bot and begging for something to be crafted for you and needing to align your play time and character location with a guild crafter to be online and where they're based out of and trade all of the mats without being able to see the costs (because you're not a crafter, doesn't have the recipe to see the mats cost UI tool tip) so have to guess, ask, or go on ashes codex 3rd party app to look it up.... The latter experience isn't nearly as satisfying as being self-reliant and self-sufficient for artisanship for me.