JamesSunderland wrote: » Noaani wrote: » To me, this isn't a grind at all, it is a rough outline for an end game concept. The very notion of a grind is performing a specific task in order to achieve a specific outcome. I mean, it's still a specific task even witrh all the RNG(killling monsters) in order to achieve a specific outcome(acquing certain drops and/or exp). This 'very notion' is malleable, and still works under RNG aspects. Noaani wrote: » Some aspects of the above are fine for a grind, but if you are after a specific item (say, bear hide), you absolutely do not want to be grinding in an area where bears are only one of many possible spawns, nor do you want multiple potential drops from the bears you are grinding on. On the other hand, if you are just playing the game, then having mobs randomized to a degree, and drops randomized to a degree are both perfectly fine. However, that is not a grind. How about different type of bears? I would assume a basic material like bear hide would probably be the most common drop on their loot table.
Noaani wrote: » To me, this isn't a grind at all, it is a rough outline for an end game concept. The very notion of a grind is performing a specific task in order to achieve a specific outcome.
Noaani wrote: » Some aspects of the above are fine for a grind, but if you are after a specific item (say, bear hide), you absolutely do not want to be grinding in an area where bears are only one of many possible spawns, nor do you want multiple potential drops from the bears you are grinding on. On the other hand, if you are just playing the game, then having mobs randomized to a degree, and drops randomized to a degree are both perfectly fine. However, that is not a grind.
Noaani wrote: » While bear hide may well be the highest dropping item, there may well still be the chance of dropping a bear claw, or bear tooth, or even bear meat. Chances are, if I am after bear hide, other people would also be after bear hide. Said people would also be getting those other drops, which they likely do not want - just as I do not want them. As such, those items are probably dirt cheap on the market, making them not even worth picking up. It is virtually impossible to have multiple drops on a mob that all retain their actual value. As soon as players want a higher ratio of one drop than what the loot table allows for, the other drops all instantly become worthless.
NiKr wrote: » Noaani wrote: » While bear hide may well be the highest dropping item, there may well still be the chance of dropping a bear claw, or bear tooth, or even bear meat. Chances are, if I am after bear hide, other people would also be after bear hide. Said people would also be getting those other drops, which they likely do not want - just as I do not want them. As such, those items are probably dirt cheap on the market, making them not even worth picking up. It is virtually impossible to have multiple drops on a mob that all retain their actual value. As soon as players want a higher ratio of one drop than what the loot table allows for, the other drops all instantly become worthless. That just sounds like a bad crafting system then. Especially in the context of what Ashes is planning for their crafting. Make all those resources used somewhere on the crafting ladder so no material becomes useless or unwanted. This would also keep people fighting over mobs because they'll always stay important. Yes, some prices will fluctuate, but that's the case with anything in a free market.
Neurath wrote: » A bad crafting system? We have a star wars galaxies crafting system. If I was a dairy farmer I don't want rng whether the cow gives milk or not. I might also have different cow breeds to affect the milk formulation but at the end of the day it's all still milk...
Neurath wrote: » Star wars galaxies prevents monopolies because you can get materials from other sources and horizontal enchant to get the end result.
Neurath wrote: » I don't want to prevent monopolies at all. You are confused between unique dropped legendaries and crafted legendaries. A master crafter can make a legendary form of any item. The master crafter needs a vast supply of resources to level to the skill of legendary status.
Noaani wrote: » If you're grinding for experience, then sure, RNG is all good. However, I have yet to play a game that has required more experience than is able to be obtained by running all of the level appropriate content. I would personally consider such an oversight to be a grave error on the part of the developers.
Noaani wrote: » As to different types of bears - there isn't all that much variation you can add to them in terms of how they fight, while still being recognizable as bears (this is why I picked bears, rather than a more intelligent enemy).
Noaani wrote: » While bear hide may well be the highest dropping item, there may well still be the chance of dropping a bear claw, or bear tooth, or even bear meat. Chances are, if I am after bear hide, other people would also be after bear hide. Said people would also be getting those other drops, which they likely do not want - just as I do not want them. As such, those items are probably dirt cheap on the market, making them not even worth picking up. It is virtually impossible to have multiple drops on a mob that all retain their actual value. As soon as players want a higher ratio of one drop than what the loot table allows for, the other drops all instantly become worthless. When you are grinding for a specific item (as opposed to just playing the game with no specific goal), you really do want the least amount of RNG as possible. The more focused your goal (which is my personal definition of grinding), the less RNG you want. The less focused the goal, the more you want.
JamesSunderland wrote: » From my experience with Lineage 2 big RNG loot tables there was never a "drop you didn't want" or that "didn't retained their actual value" even with basic materials, that were typically the most common drops in the loot tables due to Lineage 2's resource scarcity, this permanently maintained the game economy healthy and thriving.. If any resource in Ashes ever makes you feel that you don't want it and that it retains no actual value, i would consider it a system oversight and possible a design flaw. The more consistent the drop of a material is, the more offer of that material is avaliable, unless demand is constant and high enough in comparison to the drop rate, it's price will go downhill to the dirty cheap realm.
Noaani wrote: » Literally the only good thing about L2 was the PvP. Anyone that ever says anything else was good about the game has a series case of rose tinted glasses.
Noaani wrote: » JamesSunderland wrote: » From my experience with Lineage 2 big RNG loot tables there was never a "drop you didn't want" or that "didn't retained their actual value" even with basic materials, that were typically the most common drops in the loot tables due to Lineage 2's resource scarcity, this permanently maintained the game economy healthy and thriving.. If any resource in Ashes ever makes you feel that you don't want it and that it retains no actual value, i would consider it a system oversight and possible a design flaw. The more consistent the drop of a material is, the more offer of that material is avaliable, unless demand is constant and high enough in comparison to the drop rate, it's price will go downhill to the dirty cheap realm. Yeah, but that is because L2 was a shit game, objectively speaking. I have literally never heard anyone say L2 had a "theiving" economy. I have heard people say they spend far more for an item than they should, just so they can avoid PvE, but not that the economy was ever thriving. Barely functioning is the description of L2's economy I get from people I know who were playing it from 2003to 2006. The reason every drop had a market was simply because there were so few drops, and people wanted to avoid PvE when they could. My suggestion is we dont label that as "good" in any form, so as to not mislead developers in to making a game with that poor of an economy or PvE content ever again. Literally the only good thing about L2 was the PvP. Anyone that ever says anything else was good about the game has a series case of rose tinted glasses.
George_Black wrote: » Noanni you keep calling a L2 a shitty game, just like unpopular kids at school would call a party that didnt got invided to "a shitty party". Dont talk to us about rose glasses and grow up.
Noaani wrote: » Yeah, but that is because L2 was a shit game, objectively speaking.
Noaani wrote: » I have literally never heard anyone say L2 had a "theiving" economy. I have heard people say they spend far more for an item than they should, just so they can avoid PvE, but not that the economy was ever thriving. Barely functioning is the description of L2's economy I get from people I know who were playing it from 2003to 2006.
Noaani wrote: » The reason every drop had a market was simply because there were so few drops, and people wanted to avoid PvE when they could. My suggestion is we dont label that as "good" in any form, so as to not mislead developers in to making a game with that poor of an economy or PvE content ever again. Literally the only good thing about L2 was the PvP. Anyone that ever says anything else was good about the game has a series case of rose tinted glasses.
George_Black wrote: » Noaani wrote: » JamesSunderland wrote: » From my experience with Lineage 2 big RNG loot tables there was never a "drop you didn't want" or that "didn't retained their actual value" even with basic materials, that were typically the most common drops in the loot tables due to Lineage 2's resource scarcity, this permanently maintained the game economy healthy and thriving.. If any resource in Ashes ever makes you feel that you don't want it and that it retains no actual value, i would consider it a system oversight and possible a design flaw. The more consistent the drop of a material is, the more offer of that material is avaliable, unless demand is constant and high enough in comparison to the drop rate, it's price will go downhill to the dirty cheap realm. Yeah, but that is because L2 was a shit game, objectively speaking. I have literally never heard anyone say L2 had a "theiving" economy. I have heard people say they spend far more for an item than they should, just so they can avoid PvE, but not that the economy was ever thriving. Barely functioning is the description of L2's economy I get from people I know who were playing it from 2003to 2006. The reason every drop had a market was simply because there were so few drops, and people wanted to avoid PvE when they could. My suggestion is we dont label that as "good" in any form, so as to not mislead developers in to making a game with that poor of an economy or PvE content ever again. Literally the only good thing about L2 was the PvP. Anyone that ever says anything else was good about the game has a series case of rose tinted glasses. Noanni you keep calling a L2 a shitty game, just like unpopular kids at school would call a party that they didnt get invided to "a shitty party". Dont talk to us about rose glasses and grow up.
JamesSunderland wrote: » Noaani wrote: » Yeah, but that is because L2 was a shit game, objectively speaking. I would say that was quite a interesting thing to say from some one who never played it. Noaani wrote: » I have literally never heard anyone say L2 had a "theiving" economy. I have heard people say they spend far more for an item than they should, just so they can avoid PvE, but not that the economy was ever thriving. Barely functioning is the description of L2's economy I get from people I know who were playing it from 2003to 2006. Really don't know whom you spoke to but, from release to around late 2006 the economy was the best, and started getting destroyed around late 2006 and early 2007 when the first bot programs stated coming out and overflooding the market with basic material and over-inflating the game main currency and destroying the game economy. Noaani wrote: » The reason every drop had a market was simply because there were so few drops, and people wanted to avoid PvE when they could. My suggestion is we dont label that as "good" in any form, so as to not mislead developers in to making a game with that poor of an economy or PvE content ever again. Literally the only good thing about L2 was the PvP. Anyone that ever says anything else was good about the game has a series case of rose tinted glasses. People didn't want to avoid L2 PvE because of the scarcity of drops, but because Lineage 2 PvE truly was bad, very simplistic and not very challenging(other than a few areas and bosses). My suggestion is, we don't make big assumptions from hearsay of systems we aren't truly familiarized with.