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.
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.
A way to have crafters and grinders/drop fiends live harmoniously.
in Artisanship
Preface: I enjoy the drop playstyle and craft. But I also wouldn't enjoy having drops only drop stuff for crafters and I think I have an idea to have both playstyles work in the game.
First is to allow drops similar to Phase 2. Then have drops bound activity on the map. Just like Lawless zones, you can have other non-lawless zones where the loot gear drops have a higher chance, for more PvE type players, they miss out on extra XP and luck where the Lawless zones are higher. Also introduce a loot fatigue system where the longer you grind, the less chances you have of getting a high rarity drop. This would only be a threshold for extreme grind farming to discourage no-life mob grinding for 10+ hours and encourage different activities while also reduce flooding into the market with insane amount of gear drops.
Secondly, Have gear be stronger than the rarity equivalent that drops. For example, when a blue/rare weapon drops, it has stats equivalent to an epic drop. However, after pickup, over time it will degrade in rarity (stat-wise). So after awhile of having this weapon a blue weapon will end up being the equivalent of the rare version from usage. Then once it hits being blue, it will only degrade after this from wear and tear and not time. This allows two different things. A) when it becomes common and a reduced durability, it can either be sold (If someone wants it) or this gives incentive for things to be deconstructed for the mats. And
if they want to continue using the weapon, you can introduce the Tempering kit system where they can get a certain amount of materials and craft it back to the rarity they found it at permanently, almost as if they crafted it themselves. This also allows deconing and tempering both useful in the world, and still allows crafting to be helpful if you decided you want a heroic+ weapon that will not degrade in rarity (stat-wise). Also allows for deconstructing it with higher rarity decon kits to get the boss mat to craft it themselves.
First is to allow drops similar to Phase 2. Then have drops bound activity on the map. Just like Lawless zones, you can have other non-lawless zones where the loot gear drops have a higher chance, for more PvE type players, they miss out on extra XP and luck where the Lawless zones are higher. Also introduce a loot fatigue system where the longer you grind, the less chances you have of getting a high rarity drop. This would only be a threshold for extreme grind farming to discourage no-life mob grinding for 10+ hours and encourage different activities while also reduce flooding into the market with insane amount of gear drops.
Secondly, Have gear be stronger than the rarity equivalent that drops. For example, when a blue/rare weapon drops, it has stats equivalent to an epic drop. However, after pickup, over time it will degrade in rarity (stat-wise). So after awhile of having this weapon a blue weapon will end up being the equivalent of the rare version from usage. Then once it hits being blue, it will only degrade after this from wear and tear and not time. This allows two different things. A) when it becomes common and a reduced durability, it can either be sold (If someone wants it) or this gives incentive for things to be deconstructed for the mats. And

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Comments
2. I like the idea of degrading items, durability rather than rarity though. Some/most crafted items should be BOE and some dropped from mobs should be BOP. That will stop the flood of drop items in the market, and make used crafted items less tradable. Degrading an items durability will fuel more trade for crafters, processers, and gatherers. Have items 'break' and need repairing would fuel a service trade for those crafts, such as tailoring, armor, weapons, ect. Trade has goods and services. Currently in ashes the repair is done by an NPC, fine to have it, but allowing players to fill that role would be good. A proper store interface would be needed, but that should already be getting done.
The game can't have both, drop items and crafted items. One source will have less resistance and that's what people will do.
Well the flooding would be decreased from what I was saying about certain areas that have drops and the longer you grind the less chance of a drop you get. This is so the market doesn't get flooded by no-life grinding. You can also remove Jman drops, because if the certification of making Jman gear is supposed to be difficult, it shouldn't drop at all.
Also, the degradation of rarity would be better rather than durability. Because with durability, when you hit the end, you won't be able to repair it. With rarity, when you get the lowest rarity, it will be quicker to break but you still get to keep it. They need this because you want to keep the weapon for the use of tempering and decon kits. We need a "destroy, dismantle, improve" mechanic. You can easily make it where if you use an item too much, it will degrade rarity past common and become "crude". So you can have a "Crude Forsake great Spellsword" that has a max durability of say 50. This kind of degradation would only happen with dropped weapons. So you can either temper it, (to make it your own), or you decon it, to make a fresh one if you need the embles/boss mats from it.