bluntoze wrote: » I know there is a durability loss and repair system that will constitute a resource sync. But I think for the long term that might not be enough. Having Items earned exist forever I find weird. I was thinking what if the more you repair an item the more the maximum value of it's stats drop. Not something you would care for short term, but say in 1 year of constant use , an item would loose 10% of it's stats max value. That way even the best crafted roll , would not be best for all eternity. And economy will keep churning to replace what was once best and now is aging.
Sengarden wrote: » Almost nothing is instanced in Ashes, so whenever new resources come out for better gear recipes, the open world has to get bigger to accommodate those resources, and the way those new resources are concentrated in newer, smaller landmasses will create a situation where players will be constantly vying over ownership of the new landmasses and leaving outdated landmasses behind, because they no longer contain any of the best resources. Unless every time a new resource is added to the game, it just magically pops up from the ground where it never existed before.
MrPockets wrote: » If this game is hoping to attract players who enjoy the economy side of MMOs, an item sink is required in my opinion. Personally, I don't think just requiring raw/refined materials is enough. If I want to be a full time armor and/or weapon smith, what happens when the majority of the population already has all their gear? I'm basically forced into a different part of the game, assuming I want to continue playing at all. What's the consequence to an adventurer who needs to replace their gear once in a while? spend a couple hours looking for replacements? They feel bad that the game "took" their gear from them? I understand that this isn't a popular opinion, but if the game establishes a norm of needing to replace gear...it becomes just that...the NORM. There are plenty of ways to design a system around this concept and make it where players won't feel bad or quit because some gear broke.
NiKr wrote: » New resources just need to be incorporated into the broader structure of crafting. So instead of going "I need to only farm this newest item" you go "I need to go this newest item on top of everything else I was farming before this". And due to your time being limited, you can only choose one place to farm. This would distribute the playerbase across the content and would let weaker players start farming stuff that only the strong players could farm before, because the strong dudes are now farming the newest locations. Make the older stuff drop just a bit more often and you now have weaker players that are rapidly gaining on the stronger ones, while strong ones are fighting amongst each other for the new stuff, all the while they all still need resources from all the previous locations. This is roughly how Lineage 2 worked, except its gear tiers were a bit more separated in their core mats, which I think Ashes could change for the better (cause I believe SWG did and Ashes is going for a similar system).
Terrifying_Truth wrote: » weapons deal critical hits, what if when you land criticals there is a chance of reducing the max durability? after many hundreds or thousands of critical damage rolls your gear would need restorations, restorations should take many hours to finish the job and bring back the gear standard max durability at the same time if others hit land criticals on you then your armor would have a roll that will bring the chance of reducing the max durability for your armor this would bring a certain level of risk reward for the people who set their builds for landing more criticals, you will do more damage but there's a cost to that