Loot-Craft and Time Investment = Reward System Discussion
Hello everyone, this may be a really long and controversial discussion for some people, so I will break it into multiple parts. Talking about me and why I believe that discussing this topic is really important in now-days mmorpg genre is because of ridiculous amount of RNG > Time Investment to progress through out the game industry. I really want this game to succeed so I want to get this discussion running right now to get more public opinion on it. I am sure that there is better ways to implement few things, but the main idea still stands.
I apologize if there is any grammar mistakes, English is not my first. If I had any programming or design experience in gaming industry, I would for sure have joined your team, Intrepid.
You may skip this part about my history
Quick talk about me
I am one of the younger generation of gamers; however, I have a long history of playing almost every mmo-game on market and have been playing mmo-games religiously for 10 years. Being a semi-casual PvPvE tank/healer in games, I have focused on every part of the game I played starting from: gathering and crafting to hardcore raiding and arena PvP to guild siege wars.
I have played countless amounts of hours of BDO, GW2, RIFT, WOW Classic, ArcheAge, Warframe, Monster Hunter, Dragon Nest, ESO, B&S, WildStar, RevOnline, Perfect World, Albion, Lost Ark, Bless Online and heading deeper into the games that should have never existed due to ridiculous amount of P2W and poor gameplay. If I haven't played it, I heard all about it (GW1, WOW as a whole, SWG)
Main Discussion
EDIT2: Crossed out few things that was already confirmed on the wiki but left few things to still add to it **
Looting
Looting in games have always been something that included so much RNG that it didn't matter how good or bad of a player you were. It also didn't make any sense to get a top tier sword off a dragon boss in a raid or pair of leather gloves of a stone golem boss when they don't possibly carry it around on their body. I have heard in the previous developer streams that you will follow logical approach to looting; however, does that also apply to raid/dungeon bosses and world/elite bosses? **
Another question pops up: Why do I only get 1 dragon claw loot off a boss that has 5 on each limb, or 2 pairs of gloves off a humanoid boss when he is wearing only 1? Sure - fail at gathering materials may get you less of one type, but would it matter if you have a high tier leather worker with you to gather exponentially MORE leather/hide due to experience?
That is what I call Time Investment > RNG. Not only you need to have a good group of dps and healers to do the dungeon, but you would also bring in the whole entire point of crafting and gathering into the game. Having few high level miners in the raid group would bring you more loot from a golem boss once gathered, for example. You do not need to interact with the body to boost the loot given, but having a higher average miner score of everyone in the group would scale it up. **
Once all the materials have been obtained, (example rare dragon fang, 4 claws, 10 leather) who would craft those items into armor and weapons? You would need to have a high level leatherwork to process that leather + more ingredients into armor. Would you need to find someone who can craft the sword for you if you don't have metalwork?
Crafting is confirmed to be extremely difficult to master**
Yes, you would have to go out and find someone to craft it. Don't implement request boards (please, please, please) it just ruins the whole idea of player transaction. Make the crafting player houses worth while to check and talk to other people to find what you need. Don't make crafting into unessential part of the game, it is the main structure of player economy. Those who want to focus on crafting should be the kings of economy, those who want to focus on gearing up should be the kings of raiding and pvp. In a realistic game, those two groups of players must balance the essential need out, PvE players must depend on PvP and vise versa.
How hard would it be to level up a crafting profession? MONTHS, every part of the game should be time invested to reach the TOP. What is the point of reaching Master in crafting if you can do it in 30 minutes of processing, where is the REWARD for reaching Master of Crafting? You have to work for it to be the best, not only processing excessive amount of materials (that you probably bought with gold) to get the top. Why does making a sword only takes 5 seconds next to a bench?
If you want to be the master, you have to invest time into it. Making a hilt for the sword should take at least 30 mins, processing high tier dragon fang and sharpening it into a sword or a dagger should take hours. This lazy, uneventful crafting system (of WOW or GW2 or RIFT) is made for kids who cannot wait or know the value of time. Make it realistic, make it feel like that crafting this sword for my guild is something everyone be excited about once its finished! KILL-LOOT-REPEAT should stop, this is not what a mmorpg game IS (SWG crafting system example). Make every piece of equipment take time to be obtained, not only top tier legendary loot.
Durability
Durability in games have always been something that players would just pay little amount of cash to repair at NPCs. Why does my leather set never get old, never wears out? Why when my weapon reaches 0% durability, it is just unusable and not completely broken? Players should be mindful of their gear condition, if its broken, its a penalty. A heavy penalty. Make people have to use the same materials that the leather armor that they crafted it with to repair it. It would keep the market flowing. Make higher tier crafters repair it more efficiently and make it last longer. **
Legendary
What specifically people looking in top grade armor and weapons? Higher stats, unique look, better grade level, difficulty of finding/crafting. Make them indestructible, make them permanent unlike any other item in game. Have a unique look to it, something that everyone can recognize from far away no matter how rare it is. Don't make them overly unbalanced, it would break the game with top tier guilds overpowering low tier, but make them unique with buffs and bonuses to their owner. (Fire sword does extra fire dot, ice staff made of dragon wing provides a frost shield to its owner and etc.) Achieving a legendary weapon or armor should be rewarded for someone who master the content (like GW2 legendaries) and should be something that everyone look towards to.
Dungeons
Talking about dungeons, from the last stream on 4/30/2020, you have pointed out that dungeon would get more and more difficult the deeper you dwell into one. From knowing that dungeons will supposedly be huge and part of open world, each one should have something for everyone. Same as nodes, dungeons would be best if they were changeable and randomly generated room by room, not only mob changes or mechanics (like Waframe system or No Man's Sky), over specific period of time dungeon structure would change. Open new passages and close the old ones, vice versa. This is what I would love to see in a game unlike any other one previously. The more players explore the dungeon, the more they will know about the changes to it in the future. Give them some bonus to spending time exploring it. Finding that one raid boss room should be difficult, but once found it should be a reward of its own.
You have used the same randomized system with your nodes and NPCs, this is the spot to impress everyone if you can still do it this far into the development.
Raid Loot Distribution
The main thing that always pissed me off and probably not only me is the loot distribution. Spending time in game to get materials to get better is my main goal and when it comes to party or raid difficulty content, there is always someone who did it all for nothing.** Killing a boss should be rewarding to everyone who participated. Make people who participated in events get loot, not just afkers. (RIFT and GW2 system) Dungeon loot should have 2 different pools, personal small loot pool for each character and bigger raid pool with buy out and bidding** (the one affected by gatherers).
Off topic: Raid Bosses/Elite DPS
Looking at the dungeon presentation and the raid boss room (which looks amazing by the way) on your stream last month, many people pointed out that lava wasn't doing any environmental damage. Of course that is just a test without any heavy mechanics to it, but I personally want to see more than just lava damage.
To better explain it, each raid boss room - lets talk about the lava room presented - should have overall de-buff on each player in the room. The longer you stay in the volcanic room, the more "overheat" debuffs the character accumulate. That debuff will "lock" 5% of your character hp, that means you will have 5% less hp total. Stacking continuously until healers cannot keep up.
To balance that out, when the dragon is closer and closer to dying, it will get weaker and weaker. So it will do less damage, which is technically still be the same amount due to your "HP lock" if the raid damage is enough to beat the boss. The faster you kill the boss, the easier the fight. Those with better gear would be able to do it easier.
Technically speaking - this is backwards enrage. Instead of boss enraging and getting 1000% more dps and defence from failing dps check, you just simply die to its normal attacks due to staying in the boss room for too long. Of course some monsters/humanoids will have different mechanics, but the point of getting weaker and weaker closer to death still stands. The raids should be difficult but not reaction time dependent. Making 8-9 mechanics for a boss is unnecessary confusing. (Making raids similar to GW2 difficulty is the best personally) It would mean that healers have to pay a lot more attention to the raid than normal heal>tank to survive. Unavoidable room attacks (like in Wildstar) is just lazy design and too easy to out gear in the late run.
Off topic: Casual Friendly
Even though I called myself semi-casual, I have a huge stance again casual players overall. Casuals need everything brought to them on a silver plate in shortest amount of time possible. New content?
Casuals - "You better make NPC green gear better than top tier gear in the last patch"
Developers - "Okay"
Looking at the condition of many of the games with big content updates (WOW, FFXIV, RIFT) they have completely removed the importance of old content and provided the worst new content items that were better than top tier old content. In the future, do not delete the importance of old content and do not give out items on a silver plate because that will just make players quit faster because they beat the game FASTER. MMORPG games are about the end-game, but it is also about the road that you take to reach the top, do not remove chucks on the road for those who are too lazy to walk.
Conclusion
Thank you for everyone who did read this long post and commented your opinion on my view of the time investment > rng. Developers, I hope you consider some of these ideas in your development and make this game less casual friendly and focus on players who actually want to explore and enjoy your game. MMORPG community members are depending on dedicated people like you to make the right choices for this genre.
This discussion was a lot about bringing up the crafting professions up; and knowing that Ashes of Creation will have a lot of its attention on crafting in the future with node systems and housing; I want to give these ideas out right now before it is too late. Trading and crafting in a game is what makes a normal solo hack and slash game into an mmo. I feel like over the years many companies lost that idea and many younger people never had to wait for anything to be done. That doesn't mean that younger generation is right.
Please comment your ideas of some of these topics, either you are a pro player who only PvPs and hates every single word I say here, or casual crafter who would enjoy having their own little market open to smelt some PvP swords for those who need them.
Contact me on Ashes of Creation discord if you want : [BadPotato] Mary#9987
EDIT: If I have mentioned some of the things already announced by Intrepid, it would be great to know. I try to be up to date with the information posted online, but I might have missed few things here and there.
EDIT2: Crossed out few things that was already confirmed on the wiki but left few things to still add to it **
EDIT3: Confirmed that the high level gathering professions will be affecting total loot pool from a specific boss