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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What about rare items?
Hello everyone, I do not know if it has been mentionned or not but I'm very interested into rare items.
Usually, the rare "steps" are: Trash - Common - Rare - Epic - Legendary.
I would like to know what kind or legendary items we will be able to loot in the game, will it only be equipment and weapons or also mounts, recipes maybe?
The other question that I want to ask is: How are we going to earn them?
I'll take an example based on WoW. At the beginning of the game, we could earn legendary items by quest chains but also completely randomly on boss corpses. Later they decided to give it only by quest, and today legendaries aren't hard anymore to get, everybody got at least one.
The point is: I think that it should be very hard to get and always be like this. Please do not make the same mistake than Blizzard did.
If you have informations about that aspect of the game, I'd like to know!
Thanks for reading,
Koelium.
Usually, the rare "steps" are: Trash - Common - Rare - Epic - Legendary.
I would like to know what kind or legendary items we will be able to loot in the game, will it only be equipment and weapons or also mounts, recipes maybe?
The other question that I want to ask is: How are we going to earn them?
I'll take an example based on WoW. At the beginning of the game, we could earn legendary items by quest chains but also completely randomly on boss corpses. Later they decided to give it only by quest, and today legendaries aren't hard anymore to get, everybody got at least one.
The point is: I think that it should be very hard to get and always be like this. Please do not make the same mistake than Blizzard did.
If you have informations about that aspect of the game, I'd like to know!
Thanks for reading,
Koelium.
0
Comments
At least, that's what I'm hoping for. A legendary item should be earned through legendary feats.
I think both kinds of legendaries are good to have in the game:
Ones that provide top-tier stats and interesting combat effects, which are hard to get, but not super hard (probably with a different Rarity like "Heroic");
And ones that provide only cosmetic differences but also serve as a public display of your legendary accomplishments, which are extremely hard to get (actual "Legendary" rarity).
Since crafting is gonna be such a huge part of the game maybe even a huge quest at the highest tier of your artisan class that requires you to go find/forge a legendary anvil or axe. That still would have an effect on combat in the end, but in a different way than just endlessly farming for legendary gear.
Other than that I enjoy mounts, weapon skins, outfits, vanity objects, and pets.
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I think Steven is aware of this and planning a similar system. What I'd like to see is a system where there is one legendary weapon for each class, and whoever holds it is the "class master". The class master can be challenged in a dual by others of that class and if they lose, they have to give the legendary weapon to the victor.
And talking about legendary armour and such, items will break, need to be repaired, and be broken. Crafters are going to be in -constant- demand.
Assuming your gear lasts forever, would result in crafters being retired in the first month.
And I'm for dropping some gear, but hear me now...if I spend a month making a staff, it's either never going out of the bank, or I quit when it drops.
Gear needs to be accessible, but NOT the decider. If a naked pro league fighter is facing off against a noob mage, full gear, the fighter should win because of skill and knowledge of the game. The mage shouldn't be carried by his gear.
Gear needs to be accessible, but NOT the decider. If a naked pro league fighter is facing off against a noob mage, full gear, the fighter should win because of skill and knowledge of the game. The mage shouldn’t be carried by his gear.
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I disagree, Someone who has spent months and months building a set of items, who is an average player skill wise should be able to beat someone of increased skill with less gear. that is the whole point of gear, to make your character stronger. If gear doesn't do anything then there is no point having it in the game. ESPECIALLY in a game where gear can drop when you die.
Back to the original topic though, I don't know how far through the design of the game they are as I've really only found out about the game today, but I would love to see a system where everything drops/is crafted as "Common" you can then get drops from bosses, drops from the world, farmables (ore, wood, whatever) etc**. then you need to go to a crafter to make an upgrade item which then you apply to the gear to turn it from Common to uncommon, etc. I'd love to see a system where gear almost has no cap in terms of it's power increase for those willing to put in the effort to grind/earn it. They have gone with the "everything contributes to the Macro game" model with nodes, why not do something similar for the micro game (your personal character) This is how leveling in an RPG works, however once you are max level you need a way to continue, and gear is a great way to do that imbo. where everything you do in the game gives you increases in power through item enhancements?
**Expanding on this idea, (Numbers for examples, balance would need to be taken into account)
You could have a system where you get upgrade items, raid bosses could drop 3, dungeon bosses 1, NPC's in the world have a x% chance to drop one, you need 10 of these, plus 20 of common ore A and 2 logs to craft the common->uncommon upgrade, you need 50 of these, 20 uncommon ore B and 10 logs to craft uncommon->Rare upgrade, I'd then increase logarithmically, so by the time you get to legendary (side note, I think they should move away from numbers in this and use more of a Power ranking so it's infinite) or Rank 5 to Rank 6 it's costing 1000 of the drop items, 500 super rare ore B 1000 logs (Calving wood is hard will probably screw up a few times) to do the upgrade. Have different items for different gear, Node A spawns more super rare ore A once it gets to metropolis and is needed to upgrade helms, node B spawns more of super rare ore B at metropolis and is needed to upgrade gloves, node C gives double drops of the Upgrade items once it's at metropolis level. But you can only have 2 nodes at metropolis (haven't heard anything on that limit yet?) so this drives reasons for people to siege and destroy nodes, so we can level another one to increase access to the materials needed for gear.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/what-about-rare-items/#post-9052" rel="nofollow">Bans wrote:</a></div>
Gear needs to be accessible, but NOT the decider. If a naked pro league fighter is facing off against a noob mage, full gear, the fighter should win because of skill and knowledge of the game. The mage shouldn’t be carried by his gear.
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I disagree, Someone who has spent months and months building a set of items, who is an average player skill wise should be able to beat someone of increased skill with less gear. that is the whole point of gear, to make your character stronger. If gear doesn’t do anything then there is no point having it in the game.
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I can see both sides of the argument which is why I liked the system in the original Guild Wars, which clearly separated PvE and PvP. In the PvE side you had a standard progression system where you steadily unlocked abilities and gained new items as you leveled up to become stronger and stronger. But in the PvP, you could make a dedicated PvP character that was max level and had all the items and abilities unlocked, putting everyone on an even footing and the only thing that decided the victor was pure skill.
We also have to take into account how easy it is to gain gear. WoW is a classic example of this, where in the Arena, to get the best gear you had to win lots of matches which took a lot of skill, meaning if you had the best PvP gear you had already proven how skilled you were at the game. Compare that to the PvE where a lot of the time you could buy the BiS gear from a crafter. Have enough money and you can get amazing items with no skill required at all. In light of this, I hope AoC will have a system where the best items have to be crafted uses drops from high level bosses or hard to reach areas.
And regarding your suggestion to crafting I think that it is garbage gear needs to be broken and unrepairable after a certain point. If gear has unlimited power and unlimited durability the market will stagnate and only those with no life will succeed.
It has been tried and proven true casuals are the blood of a games Life disrespect the casual and the game will fail.
And regarding your suggestion to crafting I think that it is garbage gear needs to be broken and unrepairable after a certain point. If gear has unlimited power and unlimited durability the market will stagnate and only those with no life will succeed.
It has been tried and proven true casuals are the blood of a games Life disrespect the casual and the game will fail.
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I never said infinite durability, I just said the ability to power your gear up.
In an open world PVP game, where your gear can drop when you die, you will have no reason to increase gear if the moment you get it to a decent level, Top Awesome guild comes along and smashes you because they are gearing up a new member or whatever. That gear needs to give you an advantage that will allow you to overcome some situations. (obviously not a top guild, but someone who hasn't put in that level of effort)
You are 100% right, casuals are the life blood, and I would consider myself a hardcore casual, I want the hardcore aspects but I only play 1-2 hours a night, maybe 2-3 hours on the weekend. That doesn't mean I don't want a challenge to progress my character. I'm not the most skilled player most casuals aren't. but if someone comes along, and beats me who has put in significantly less effort? i'm done, because the effort/reward is no longer viable for me.
The RARE items should be mounts like Steven said that only have so many uses. Or Rare Glamour gear that you can chance the look of your gear.
And regarding your suggestion to crafting I think that it is garbage gear needs to be broken and unrepairable after a certain point. If gear has unlimited power and unlimited durability the market will stagnate and only those with no life will succeed.
It has been tried and proven true casuals are the blood of a games Life disrespect the casual and the game will fail.
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This is why I am trying to get this game to have gear like SWG. YES that includes having elemental resistances and elemental damage. So if I am fighting a Fire mage that has Fire resistance gear but it has a weakness against cold damage, I am a Cold mage with spells that do Cold damage because of my staff. I will win the fight, but if another mage is behind me and sees me and his Damage is dark magic like a warlock and that is my weakness I die.
Players should have strengths and weaknesses within their gear. This means No One can ever be the best because they will always have a weakness you can counter and destroy them with. It was much the same as in SWG. When I was a sniper and kept a bounty hunter at range and use my electricity damage weapon on him because he was strong against kinetic damage I would win. BUT when I used my Commando against a bounty hunter he kicked my ass because my Flame throwers best damage was within 10 meters and Bounty Hunters were great up close. Now if I use my heavy weapon with Electricity I MIGHT have a chance to be the bounty hunter.
If they keep away from gear Treadmills the ONLY problem casual players will have is figuring out how they are going to make gold in the game with the time they have. Yes gear will play a role BUT again with 64 Classes in the game and the different builds with them There will be NO way you can balance and make every class good again all the other ones. So pick what you want to do, how you want to play and know that there will always be a player out there that will take your weakness and destroy you.