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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.
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.
Mob Grinding / Crafting Alternative
in Artisanship
So it seems like there is a large chunk of the player base that really does not vibe with the gutted gear drops from mob grinding. I do understand that rolling on gear, and increasing your power from slaying mobs is definitely fun and a core part of MMOs... but I also get that the design of Ashes, is for your power progression to come from multiple systems. So I have an alternative to what we have now.
What if, mobs had a chance to drop equitable "Scrapped" versions of the gear in their loot pool. The scrapped item would only have like 1/4 of the stats that would be on the base version of the item. If you want to repair the item, then you'd need to take it to a crafter and you would have to pay a fraction of the materials that it would cost to craft the item normally. Keep the repairred version still weaker than a crafted item that you would craft from the recipe.
This gives people the thrill of still getting gear while grinding mobs, but would also incentivize interacting with crafting as well. Let me know what what y'all think.
What if, mobs had a chance to drop equitable "Scrapped" versions of the gear in their loot pool. The scrapped item would only have like 1/4 of the stats that would be on the base version of the item. If you want to repair the item, then you'd need to take it to a crafter and you would have to pay a fraction of the materials that it would cost to craft the item normally. Keep the repairred version still weaker than a crafted item that you would craft from the recipe.
This gives people the thrill of still getting gear while grinding mobs, but would also incentivize interacting with crafting as well. Let me know what what y'all think.
2
Comments
This is the feeling I’m aiming for: gear that players find in the early game is broken and battered, and with half the materials and help from a crafter, it can be repaired into something usable. Still weaker than freshly crafted gear, but enough to get a player started. It also reinforces the importance of crafters' right from the beginning. To make it fit gameplay-wise, this “scrapped” gear should only appear during the early levels, specifically, levels 1–10. After that, the world should be fully under player control. No more random mob drops, just player-made gear, player-driven trade, and meaningful progression through crafting and economy.
So: Levels 1–10 only: mobs can drop (Scrapped) [Grey] quality gear or weapons — old, tattered remnants of the world before the Fall. After level 10: no more gear drops. It’s up to players to gather, craft, and build the world from the ashes.