novercalis wrote: » that's not a problem. Go find ans hire a BS for the repair. After all - it's still a RPG - go roleplay and find the blacksmith to repair. Tedious, annoying or not - it's a living world. Everyone always in a rush and these "downtimes" should be appreciated more. Slowing the game down is a good thing.
NiKr wrote: » novercalis wrote: » that's not a problem. Go find ans hire a BS for the repair. After all - it's still a RPG - go roleplay and find the blacksmith to repair. Tedious, annoying or not - it's a living world. Everyone always in a rush and these "downtimes" should be appreciated more. Slowing the game down is a good thing. Even better, make relationships with your local crafters. If you're a gatherer/processer - make sure you provide them with some resources at a discount and negotiate a discount for yourself. Be sociable.
Depraved wrote: » no gear destruction please. you can still make professions profitable. also, regarding nw and tools..tools weren't the only thing you could sell with engineering.. .-.
Veeshan wrote: » Depraved wrote: » no gear destruction please. you can still make professions profitable. also, regarding nw and tools..tools weren't the only thing you could sell with engineering.. .-. They all work the same was as tools, however tools are just accelerated due to being easier to roll the perks u want compared to armor/weapons however when people hit the armor and weapon perks they are happy with there no market any further this is just a much slower process due to hated RNG crafting system, if AoC doesnt have that RNG crafting system this will occur much faster
akabear wrote: » Those that did achieve the +5 to +15 stood out with their blue glowing weapons and were admired and those with +16 (or whatever it was) were incredibly rare and very, very powerful
NiKr wrote: » akabear wrote: » Those that did achieve the +5 to +15 stood out with their blue glowing weapons and were admired and those with +16 (or whatever it was) were incredibly rare and very, very powerful But I'd assume that purely based on how statistics should work, all those people were the lucky exception out of however many attempts. And all those attempts put strain on the entire server's supply of both gear/mats and enchantment scrolls. Any new even just +4 weapon would mean a pretty high chance of a failed +4. And the higher you went in enchant lvls - the more items would've been burned at the server's scale. So as long as Intrepid can properly control the methods of gear acquisition and the quantity of enchantment options, I think OE destruction could serve the game well. There'll always be people that want to be better than others and they'll be the ones paying for that power with countless failures along the road.
Azherae wrote: » In all RNG systems with a meaningful 'input chance' where the output is purchaseable and a real economy, the one with the most money through the non RNG method tends to 'win' if they apply their capital correctly because they can 'pay others to gamble for them', and statlstically, this is beneficial to the one with the starting capital. I'll give you the numbers if you want. But overall, particularly because RNG is streaky and market cost movement can be slow, the rich can manipulate things relatively easily. It is true that this does NOT make them more rich outright (moreso more 'wealthy'), though, unless they also control an input point (in BDO you CAN but it's equalized by a usefully bad design point) In Ashes, they almost certainly would, though, which is another reason I 'oppose' RNG enchanting. I put oppose in quotes for the usual reason. If the game 'rewards the rich in hidden ways by letting them prey on the psychological effects on the minds of the masses', I'll just 'roleplay a villain' and take the money.
NiKr wrote: » Azherae wrote: » In all RNG systems with a meaningful 'input chance' where the output is purchaseable and a real economy, the one with the most money through the non RNG method tends to 'win' if they apply their capital correctly because they can 'pay others to gamble for them', and statlstically, this is beneficial to the one with the starting capital. I'll give you the numbers if you want. But overall, particularly because RNG is streaky and market cost movement can be slow, the rich can manipulate things relatively easily. It is true that this does NOT make them more rich outright (moreso more 'wealthy'), though, unless they also control an input point (in BDO you CAN but it's equalized by a usefully bad design point) In Ashes, they almost certainly would, though, which is another reason I 'oppose' RNG enchanting. I put oppose in quotes for the usual reason. If the game 'rewards the rich in hidden ways by letting them prey on the psychological effects on the minds of the masses', I'll just 'roleplay a villain' and take the money. Oh. I know that the rich will be the ones who had the highest OE on the server. It's gonna be on Intrepid to limit that only to in-game rich, rather than through bot/rmt means. What I meant is that even if a rich person wants to get some high OE - they'll have to put strain on the server's chain of production of that item (which is, ideally, connected to a ton of other stuff) and in the process would burn through a ton of shit. So while, yes, only the rich person will win out in the end, it would also mean that instead of their guild having 10 semi-strong players, they'll just have one really strong one. Now there's obviously the option of "one guild has been controlling the means of production for months and have been the only one to craft these items. They've know outfitted everyone in the guild and have started OEing it to all shit instead of selling it to others on the server". This is definitely a possibility, but this would only work if literally no other guild on the server even attempted really going against this one. And on the design side, it would depend on how often Intrepid will release expansions that push the gear tiers forward. And there's the overall impact of gear tiers balancing in the context of that expansion rate, but I think that's kinda a separate discussion. Here's an example of what I'd prefer to see: Say Intrepid release new gear every second expansion (so every year), but release a second acquisition method for top gear in every expansion Guild 1 manages to control the top boss(es) for the first 6 months with no contest G1 now has, say, 20 weapons with a few BiS full sets. That's half a raid and barely a party with top armor With the second expac comes another way to get that armor and weapon, but it's slower than Bosses In another 6 months G1 has 40 safely enchanted weapons and a few good OE attempts. Also a few BiS sets But at the same time pretty much every other guild has at least a few weapons and might've gotten a set or two. There's a chance some of them could've sold their stuff to G1, but I'd assume they wouldn't because they need it themselves or they'd at least sell to other guilds to prevent G1 getting eeeeven further ahead With 2nd expac comes yet another way to get the currently best gear, so even more people start getting it and more people OE it G1 now starts farming the newest bosses for the new best gear. They OE the previous gear to all hell in order to make the farm easier If there is destruction on OE, the process would burn through quite a lot of G1's free gear, while every other guild just gets properly outfitted If highly OEd gear only gives a few % over the safe lvl - G1 would've destroyed a ton of gear to just go up a bit on power, while the whole server (relatively speaking) got really close to them In these new 6 months G1 would probably have a bit harder time farming all the bosses cause their powerlvl is not a high above others as it might've been at the start And this is an example where literally only one guild controls the entirety of top lvl content. It's a possibility, but I'd hope it won't be a likely one and other guilds would try to stop them by working together. If they manage that, the distribution of gear would be even better. Do you see obviously holes in my assumptions or just disagree with the premise itself?
Azherae wrote: » Basically you're the one that designs games where I'm the villain.
Azherae wrote: » I wouldn't build something this way because I believe (without solid evidence) that Pyramidal power structures in MMOs such as what you described are bad for retention.
NiKr wrote: » Azherae wrote: » I wouldn't build something this way because I believe (without solid evidence) that Pyramidal power structures in MMOs such as what you described are bad for retention. Btw, do you have an example for an mmo that did this interaction better? Was ff11 that? If yes, is there a way for me to read that w/o you spending a ton of time explaining it to me? Don't want to bother you for a completely off-topic discussion (cause while it might have economic impact, I see this as more of a "powerlvl design").
Azherae wrote: » And that's why you can't sell Lootboxes in Belgium.
NiKr wrote: » Azherae wrote: » And that's why you can't sell Lootboxes in Belgium. Then another question. Is there a non-instanced way to prevent the rich from always winning in a non-rng system? Would my suggestion thread work, because it puts more strain on the top of the pyramid (unless I misunderstand my own suggestion in this context )?
akabear wrote: » Should AoC follow a similar route to the early L2 approach to over-enchanting, I cannot see it being a material sink. L2 enchanting quickly became a well-understood risk and those adverse to risk would only enchant as far as within their bounds.. up to +3 was 100%.. +4 was 30% fail chance either ever-increasing risk. Those that did achieve the +5 to +15 stood out with their blue glowing weapons and were admired and those with +16 (or whatever it was) were incredibly rare and very, very powerful!.. There was always talk of enchant exploiting but never knew.. but those that did not play the market and/or were not part of the select few clans that farmed the bosses that dropped the most elite and expensive gear were leagues apart in personal wealth.. so perhaps those clans did achieve it legitimately.. Hope to see a system that enables high achievements and high risk to achieve rarity and uniqueness as well as yield power.
Depraved wrote: » akabear wrote: » Should AoC follow a similar route to the early L2 approach to over-enchanting, I cannot see it being a material sink. L2 enchanting quickly became a well-understood risk and those adverse to risk would only enchant as far as within their bounds.. up to +3 was 100%.. +4 was 30% fail chance either ever-increasing risk. Those that did achieve the +5 to +15 stood out with their blue glowing weapons and were admired and those with +16 (or whatever it was) were incredibly rare and very, very powerful!.. There was always talk of enchant exploiting but never knew.. but those that did not play the market and/or were not part of the select few clans that farmed the bosses that dropped the most elite and expensive gear were leagues apart in personal wealth.. so perhaps those clans did achieve it legitimately.. Hope to see a system that enables high achievements and high risk to achieve rarity and uniqueness as well as yield power. eh I hope not. u could swipe on the NC store and geet a +10 weapon for no effort, and +10 to +16 was not that hard if you just kept swiping. ashes wont have p2w. i like the current approach. its the same as l2 except your weapon never gets destroyed (you never completely lose it), you just have to repair it. so as long as you keep getting mats, you will eventually enchant your weapon high enough.
JamesSunderland wrote: » Depraved wrote: » akabear wrote: » Should AoC follow a similar route to the early L2 approach to over-enchanting, I cannot see it being a material sink. L2 enchanting quickly became a well-understood risk and those adverse to risk would only enchant as far as within their bounds.. up to +3 was 100%.. +4 was 30% fail chance either ever-increasing risk. Those that did achieve the +5 to +15 stood out with their blue glowing weapons and were admired and those with +16 (or whatever it was) were incredibly rare and very, very powerful!.. There was always talk of enchant exploiting but never knew.. but those that did not play the market and/or were not part of the select few clans that farmed the bosses that dropped the most elite and expensive gear were leagues apart in personal wealth.. so perhaps those clans did achieve it legitimately.. Hope to see a system that enables high achievements and high risk to achieve rarity and uniqueness as well as yield power. eh I hope not. u could swipe on the NC store and geet a +10 weapon for no effort, and +10 to +16 was not that hard if you just kept swiping. ashes wont have p2w. i like the current approach. its the same as l2 except your weapon never gets destroyed (you never completely lose it), you just have to repair it. so as long as you keep getting mats, you will eventually enchant your weapon high enough. I'm pretty sure Akabear is talking about L2's pre-P2W Era. As for the current approach according to the wiki is:Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.