Glorious Alpha Two Testers!

Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.

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.

The biggest worry about the future of the game is Intrepids refusal to learn from previous phases an

HighbornHighborn Member, Alpha Two
Part of the games charm for many, including me, is that levelling should be gatekept by NODE (yes node. Not the dumb AF new name) progression.

In P1, the mistake was that lvl10 gear was too strong, making lvl20 gear unneeded.

In P2 the problem was well... first it was like P1, then rebalanced, and since it was mid econ it was better

p2.5 was an unspeakable horror.

P3 now started out strong. However, almost immediately Intrepid shot the economy in the back of the head. Yes gear didn't drop and IT WAS A GOOD THING.

People who knew what they were doing, were able to farm some gear via named mobs, quests and such.
Artisans were motivated to progress their craft as lvl20 gear was basically not a thing, so lvl10 creafting was viable due to scarcity.

Then the fire nation attacked Intrepid went mental and buffed the ever living hell out of droprates. Now it rains lvl20 gear. So why in damnation would people works tirelessly to advance their professions when lvl20 gear will almost always be better? Profession with a stroke of a db update became irrelevant for the next 2 months until journeyman crafting becomes available. Except maybe for animal husbandy.

Hey but at least PVP Andies and nolifers are happy that they can cause wanton destruction on everybody I guess. It's not like they'll dip after 2-3 months.. oh wait... never mind.

Also why were things renamed to dumb shit like Radiant, and others? Actually is is brainpower spent on renaming things? makes 0 sense whatsoever.

This phase could have been amazing, with the crafting and gathering changes. Getting metals is now downright enjoyable at the casino... i mean metalworking station.

Anvils is nice too. Until you're attacked by 15 hawks & 17 raptors.

Honestly the dropchange was and is a massive killjoy. The more time is spend with the game the more hoghwash the "PVX" seems, and the more i think this is a non-stop pvp game.

I mean it already have been stated that meaningful PVE will not be a thing (as in hard content) and what was hard and enjoyable, like release of Forge when it was actually difficult, is being taken away. Actually the bridge on forge is still not fixed to my knowledge, as you can't walk out of the dungeon. Unstuck kills you, so good luck farming glittering spall, or crafting mats. The bridge solution was

SB is downright dumb with the mobdensity. You fart in the wrong direction and you pull something. If it's buffed to P1 levels it's impossible as pyros will 1shot somebody, if it's nerfed to p2.5 (or current) levels it's literally a joke category.

I guess the remaining hope for those that don't want to pvp nonstop was crafting but oh well it was stillborn... again...

If you haven't bought in yet and you're a PVE or Artisan mindend person dear reader i don't recommend atm.

If you're a PVP Andy, this game is for you.

Steven it's time to bite the bullet admit to yourself, you want to make a pvp game. Not a pvx game.

Thank you for coming to my tedtalk.

oh as for why tik-tok brain: because gear drop is short term gratification, and it sacrifices core pillars of the game.
Glory to all Tanks
Glory to Arioch
Glory to Winsted

For my mana addicted brothers:
For the Glory of Quel'Thalas

Comments

  • xentirxentir Member, Alpha Two
    We discuss this topic daily in our guild and i have to say, the change to gear drops was the biggest shot in the foot intrepid could do.

    Sure processing costs are a bit to high maybe half the cost would help.
    Crafting an item is actually too cheap in my personal opinion, why does it cost me 5c to craft but 1g to process the goods for the craft, this doesn't makes sense at all.

    Also we have a dedicated crafting branch in our guild and those guys put some serious ours in, just to see us getting gear dropped once you guys changed the drop rates.
    They aren't even able to compete with the drops for quite some time, because of slow node progression which is a good thing btw, don't change that!!!

    Simple solution: dropped gear is 95% common white gear and maybe to 5% uncommon rarity. Also uncommon will only drop from named mobs.
    Gear in general should scale better with rarity, so there is an actual incentive to farm and push crafting, because that's where the high rarity stuff come from.
    So common gear is much weaker and higher rarity gear is stronger but it wont drop in those high rarity's, since its been damaged by combat, it degraded to common gear ;).

    Also crafting recipes drop very often, there is no "hype" around specific recipes for e.g. steelbloom set recipes, this is kinda bad and also hurts the crafting professions progression curve.

    Scarcity is key and people need to understand it takes time to get stuff done, but once its done it feels like the most rewarding thing ever.

    Also recipes are crazy expensive once we go into higher tiers, its fun to farm emblems or a specific crafting material, but just for the fun of it 300 Timber of one sort seems a bit outrageous, common recourses (Wood, Ores and such things) should be needed but to a lesser extend.

    I hope you reiterate the current state crafting is in.

    Cheers


  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Mm, I guess i gotta go all the way to saying outright that there might really only be one or two solutions to this and you weren't the first to hit the 'good' one, Intrepid.

    So either you 'copy' it and get whatever flak comes from doing so, or everyone just 'tells you to copy it while you try to scrounge up another way'.

    I guess it's like 'being the first game to come up with Enhancing' in your era.

    I don't think you should shy away though, this 'was your idea', and even if not, the only reasonable 'argument' against that, in all arrogance, would be that it was my idea.

    Just let us Trait stuff.

    But to keep in the usual request.

    "As a Processor I do not find the current system to be a positive."
    You can always have my opinions, they are On The House.
  • lamina5432lamina5432 Member, Alpha Two
    edited September 1
    Azherae wrote: »
    Mm, I guess i gotta go all the way to saying outright that there might really only be one or two solutions to this and you weren't the first to hit the 'good' one, Intrepid.

    So either you 'copy' it and get whatever flak comes from doing so, or everyone just 'tells you to copy it while you try to scrounge up another way'.
    "
    It's pretty well known in any creative space that originality doesn't entirely exist. It's the way you use concepts and fit it into what you want your system to be and how you want the world to work.


    Honestly I'm all for them paving there own way if it was fun but just collecting hundreds of mats. Along the same timeline other people can get the same result for only time spent and a little knowledge.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Nah, see, the issue here is that what we have is a math problem.

    People want the game to be slow and leveling/gearing to take somewhat long.

    People also want to feel like they make some progress when they play, and crafters want to craft some things.

    The only solution to this numbers problem is some variation of the one Throne and Liberty uses.

    I go out in the world, I find or make White or Green grade Gloves, at worst 2x per hour of some item, but let's say it's Gloves because if I want Gloves I also want the option to target Gloves when I play.
    I eventually make or buy Blue Grade Gloves, all those White and Green Glove drops don't vanish. They need a purpose.

    In TL that purpose is 'use to enhance your Blue Gloves'. The specifics of exactly how are unique per game so I'm not telling them 'do exactly what TL does even down to this level'.

    Since this game contains Repairs also, could make it so that only 'full durability' Gloves can be used for this enhancement. Then fix the Stat lines so that higher Rarity gear has more statlines and more enhance options.

    This is what the math of their goals, 'says to do'. I don't want to gather 50 Copper Ingots to make one Weapon. I want to gather five (or 10), and then have a reason to make/repair ten (or 5) weapons. Faster durability loss is no fun. "Never needing or wanting higher Rarity gear while leveling" is not fun. Getting drops off mobs you basically can't use for anything is not fun.

    Trait-enhancement is not in itself super fun, but it's somewhat fun and would definitely be more fun if implemented by Intrepid who already intend to have Artisans have the ability to control statlines on gear.
    You can always have my opinions, they are On The House.
Sign In or Register to comment.