Azherae wrote: » It's a perfect model for studying 'how to ruin the MMO part of an MMO, having started with an actual MMO'.
NiKr wrote: » Azherae wrote: » It's a perfect model for studying 'how to ruin the MMO part of an MMO, having started with an actual MMO'. Yeah, it definitely sounds atrocious In a way I'm still happy that the game didn't hook me strongly enough back when it was releasing. While I'm sure that I'd enjoy quite a few parts of it, experiencing yet another mmo ruined by its devs would've been devastating for me and I don't think I've heard about BDO private servers (though I haven't really looked into it), so I'm not sure if I could repeat the L2's cycle with BDO. I hope we hear more about crafting in ashes (the more system scale, rather than "well, you can hit a piece of metal instead of just hitting a button"). Pretty much the entire economy will revolve around it, so that information would be highly appreciated. And I want it for selfish reasons too, cause I wanna be a crafter
Azherae wrote: » In both cases, you are crafting, and I am buying.
NiKr wrote: » Azherae wrote: » In both cases, you are crafting, and I am buying. Yep, to me that sounds pretty much perfect. So as long as this interaction can be upheld, while somehow removing that rng part of the equation that seems to be feeding this interaction - I think the biggest amount of people would be satisfied. And if the enhancement method is tied to the system too - even better. Iirc that's already planned to be the case in Ashes, so as long as they deliver on that - we good.
Azherae wrote: » So if it's me deciding, and you say "I think we need the RNG or something similar so that the demand doesn't eventually dry up", definitely keeping the RNG. I'll just assume for now that you are okay with what Ashes currently proposes (relative to what I've discussed from the BDO side). Durability loss with new item requirement. I personally hope it isn't so simplistic, but I want to see what they come up with, without building up any biases towards 'my own approaches'.
NiKr wrote: » I, for the life of me, couldn't remember why I think that L2's armor had 55% chance to successfully OE, but I found this graph with I think it truthful.
NiKr wrote: » I, for the life of me, couldn't remember why I think that L2's armor had 55% chance to successfully OE, but I found this graph with I think it truthful. So, if all gear in BDO has the same chances - it's even better than L2. I know we're past this, but it was bugging my damn mind and I decided to just provide some additional data, if you ever need it.
Azherae wrote: » I'm betting on the third, those guys are scary.
Azherae wrote: » Why on earth would they have changed the flat 66% to all this? Should I assume this would be 'at a point where they had an item to prevent the item being destroyed'? This is also what I found, and ALSO that they didn't add 'item delevel', the Scroll was just difficult to get. But that is a thing I cannot confirm fully without you, I believe you said.
Veeshan wrote: » So AoC is very much an player run economy from everything i see in regards with there emphasis on crafters which has a potential to stagnate and crash markets when majority of players hit there BIS items lets take new world tools for example when people got there tool they never needed to buy anymore since there no decay on equipment so once every player got there ori tool for example the toolcrafter were now obsolete cause no one will ever purchase a tool again since they got there max level tool for life so generaly in games the only crafters that ended up being needed were the cooks and alchemist because once people bought ur non consumable items they were no longer a customer for you since they were set for rest of game or till next expansion. So for a player run economy to thrive there need to be equipment decay so there was always a demand for equipment, from my understanding AoC going with a repair system that requires materials to repair items however these items will most likly come from processing not the equipment crafters themself so theyll fall in same issue of being obsolete or hard to find customers for there goods, now you could make repairs kits on the crafters themself which is an improvment but then you basicly only be crafting repair kits to sell instead of armor cause do demand for the armor. The normal solution to games that have a working player economy is to have easy come easy go system where you have gear eventually be destroyed but fairly easy to make so you keep constant demand but that wont work with AoC since it seems gear gonna be a decent time investment to aquire higher quality stuff coming from drops from raid bosses and things where people wont wont to use that gear over fear of loosing it. I think the best solution is to have gear be repaired by using crafted gear of the same tier level) that way to repair a raid drop plate chestpiece of max level items you would need to buy a max level plate chestpiece to use as it catalyse to repair it with you would be able t=o use the basic max level equipment for this so there be constant demand for the easier to craft items for crafters aswell to cycle though. Generaly in MMO you only make money crafting initially and it a race to level up because u know once people out level ur crafted items u loose all sales on that in new world i rushed tools and sold shit loads early on buit after a week they never sold again cause people level past those and people to slow leveling the craft basicly just lost money due to already being obsolete for the entire time.
JamesSunderland wrote: » Azherae wrote: » Why on earth would they have changed the flat 66% to all this? Should I assume this would be 'at a point where they had an item to prevent the item being destroyed'? This is also what I found, and ALSO that they didn't add 'item delevel', the Scroll was just difficult to get. But that is a thing I cannot confirm fully without you, I believe you said. Basically, straight up cash and cash event, the cap implementation and 1st enchant rates modification, aligns very near the moment NCsoft started its P2W savagery and right after implemented GoD version turning Lineage 2 F2P, in this moment we saw NCsoft adding things like chance improvement items straight up in the cash shop(they existed before but on non-P2W events) aswell as the Enchant scroll that did no break the item and maintained the enchant if you failed, you could also get the scroll from a few bosses but the chances were ridiculously low. It motivated some cashed up maniac whales to over enchant Top-Grade S86(strongest H5 version weapons) to +16https://www.youtube.com/watch?v=yfqooTFII1k
Azherae wrote: » I don't like when they are ABSOLUTELY universal for all items (leads to people hoarding them to use on their best gear that they 'plan to get later' and not wanting to 'waste' them on progression gear), nor when they cannot be gifted/sold on the market (limits the sort of person strong enough to GET these, into having to find a way to use them, which tends to skew poorly imo)
Myosotys wrote: » Veeshan wrote: » So AoC is very much an player run economy from everything i see in regards with there emphasis on crafters which has a potential to stagnate and crash markets when majority of players hit there BIS items lets take new world tools for example when people got there tool they never needed to buy anymore since there no decay on equipment so once every player got there ori tool for example the toolcrafter were now obsolete cause no one will ever purchase a tool again since they got there max level tool for life so generaly in games the only crafters that ended up being needed were the cooks and alchemist because once people bought ur non consumable items they were no longer a customer for you since they were set for rest of game or till next expansion. So for a player run economy to thrive there need to be equipment decay so there was always a demand for equipment, from my understanding AoC going with a repair system that requires materials to repair items however these items will most likly come from processing not the equipment crafters themself so theyll fall in same issue of being obsolete or hard to find customers for there goods, now you could make repairs kits on the crafters themself which is an improvment but then you basicly only be crafting repair kits to sell instead of armor cause do demand for the armor. The normal solution to games that have a working player economy is to have easy come easy go system where you have gear eventually be destroyed but fairly easy to make so you keep constant demand but that wont work with AoC since it seems gear gonna be a decent time investment to aquire higher quality stuff coming from drops from raid bosses and things where people wont wont to use that gear over fear of loosing it. I think the best solution is to have gear be repaired by using crafted gear of the same tier level) that way to repair a raid drop plate chestpiece of max level items you would need to buy a max level plate chestpiece to use as it catalyse to repair it with you would be able t=o use the basic max level equipment for this so there be constant demand for the easier to craft items for crafters aswell to cycle though. Generaly in MMO you only make money crafting initially and it a race to level up because u know once people out level ur crafted items u loose all sales on that in new world i rushed tools and sold shit loads early on buit after a week they never sold again cause people level past those and people to slow leveling the craft basicly just lost money due to already being obsolete for the entire time. You understand the problem from the wrong side : 1. If no one needs tools in NW, it is because the game died and there are not enough new players to run the economy. 2. in NW, because of full storage all the time, players sell there ingredients for free almost and it ruined the economy 3. NW is full of bots/gold sellers and that ruined also the economy 4. If you compare AOC with a super bad designed game so it is normal to have concerns. (Or maybe something changed in NW ? Because I stopped to play in November 2021).
Neurath wrote: » The repairs are done at stalls and also require relevant resources.
Veeshan wrote: » Neurath wrote: » The repairs are done at stalls and also require relevant resources. problem with that is it by passes the weapon smith/armor crafters and so on since resources are from processing. Now they could make it require a blacksmith to repair but then ur in the realm of tediousness trying to find a blacksmith to repair ur items everytime. Now you could have blacksmith craft repair kits whcih get used instead of resources so u dont bypass the blacksmiths to keep them relevant however early game smith will be making armor when later on in the game they would be solely making repair kits due to much less demand on armor pieces for example. Or better you can use a system to repair a cheat plate you need another chestplate to repair it of same armor tier, this way armor smith will always have a reason to craft some armor since there catalyse to the repairing process and raid droped gear (gear that need a raid drop to craft) wil lstill be used if you can use a basic T5 crafted chest piece to repair a Raid T5 chest piece.