Kilion wrote: » I'm not sure why so many think there would be one gear set to rule them all. What is singular in other MMOs - the endgame content - is plural in Ashes "endgames". Depending on the Node that is Tier 6 the "best" gear is going to shift. For war there is best gear, if a city is leveled, so will the associated content and its gear requirements and with another Node taking over, there will be completely new gear requirements. Since we have limited storage space even after 1-2 years there will be no player with a best-in-slot set of gear for every possible endgame scenario.
bluntoze wrote: » But I think for the long term that might not be enough. Having Items earned exist forever I find weird.
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.
Depraved wrote: » what if it takes you 4 months to craft a set of gear? how long should you be able to use hat gear before you need to replace it? 1 month? ill farm for 4 months to play 1 month? 1 year? somewhere in between?
Vaknar wrote: » bluntoze wrote: » But I think for the long term that might not be enough. Having Items earned exist forever I find weird. I'm curious if you can elaborate on this. Why exactly do you feel that the current design might not be enough? Or can you elaborate more on your thoughts outside of it feeling weird? Interested to hear your thoughts!
Veeshan wrote: » Vaknar wrote: » bluntoze wrote: » But I think for the long term that might not be enough. Having Items earned exist forever I find weird. I'm curious if you can elaborate on this. Why exactly do you feel that the current design might not be enough? Or can you elaborate more on your thoughts outside of it feeling weird? Interested to hear your thoughts! Any game where you need to craft an item once and you got it forever fails in player run economies. New world for example the person who makes then next tier of tool gets richs and can sell there crafts constantly anyone who come afterward no longer has a market since there tools and never better than first player, when first player gets max level and crafts all the max tools once everyone gets said tool they will never sell another on again unless there a new player so effectivly that market is now dead. WoW another example the first person who hit max level gets money from selling stuff but once people get that crafted item that craft is now dead since no one ever needs the items again. Without decay the moment every player purchases the best items they can then there no longer a market until next expansion or major update. Same can be said with PvE drops when a character aquires their BIS items there no longer a need for them to participate in any raids until the next expansion because there nothing for them there. the only crafts in MMO that have long lasting player ran economy potentials are consumable crafts aka cooking/potionmaking because they are constantly needed replenished gear crafting is not unless there some kind of gear decay in the game like albion for example the only gear decay u have atm is corruption system drop which is just trading gear tbh and not to mention if there corrupted they generaly have a shitty gear set that does the job but cheap to replace this is the only time people will rebuy gear from crafters. I think you better off having gear decay eventually and can only be repaired by using crafted gear of same tier or close to item power bracket and quality so there a constant demand for crafted gear to replensh there BIS items instead of being done with buying items from crafters when u get you item. atm i beleive ur using resources to repair items however that cuts out the gear crafters and move it all to processors ur better off making completed crafted items like a chest plate to be used as the repair mats instead. that way you keep all the crafters in the process in play for repairing so there constant need for crafted items and allows people to keep there BIS items and keep them hard to get instead of easy come easy go you just need some relativly easier version of crafted gear to keep there durability up on the gear. of course higher item power gear needs more expensive crafted items to repair but it shouldnt be a huge headache
MrPockets wrote: » Depraved wrote: » what if it takes you 4 months to craft a set of gear? how long should you be able to use hat gear before you need to replace it? 1 month? ill farm for 4 months to play 1 month? 1 year? somewhere in between? Some questions that come to my mind about this: 1) what does it even mean to take 4 months to craft a set? What does that 4 months consist of? gathering/refining the materials needed? The actual crafting of the gear? 1a) if it is the crafting itself, what is that gameplay loop? is it just waiting on a timer? it is repetitive 'mini-games'? 1b) if it is the gathering/refining of resources...well that has nothing to do with the actual player who makes the final gear, in theory they can just buy all the materials. 2) If it takes this long to make 1 set of gear, how on earth is an entire server supposed to gear up at all? Is each individual working 4 months on making their own gear? what about players that want to do non-crafting professions? how long would the waiting list be to commission gear? I don't think your idea is bad/wrong, it just feels like it would fit better in a single player game.
Terrifying_Truth wrote: » the only thing that happens when no items are removed from the game is that the devs will force longer grinds and higher prices not having item removal from the game is what multiply the amount of chores all around in every system and every farm overall, the quality of a game improves when there is item removal since the grinds and chores can be scaled down and then you can let people to have stuff everybody wins with item removal, casuals win, grinders win, crafters win and everybody else win
Depraved wrote: » Terrifying_Truth wrote: » the only thing that happens when no items are removed from the game is that the devs will force longer grinds and higher prices not having item removal from the game is what multiply the amount of chores all around in every system and every farm overall, the quality of a game improves when there is item removal since the grinds and chores can be scaled down and then you can let people to have stuff everybody wins with item removal, casuals win, grinders win, crafters win and everybody else win item removal : farm to make 1 set so that I can use that set to farm for the same set a little bit faster because its going to break. how is that less chores? maybe less different choose but more time grinding instead of doing another activity.
NiKr wrote: » The magic of reading the wiki
Goalid wrote: » I guess you're referring to the item sinks from the over-enchantment system. I just can't see that ever working long term at end game. Plus it's basically a "we'll pick random players to screw over based off RNG by blowing up their gear!" which is awful. And this system only works on enchantable items, and not items like mounts. And it doent prevent over-saturation of middle-tier items since you're only over-enchanting the highest quality gear to begin with.
NiKr wrote: » Goalid wrote: » I guess you're referring to the item sinks from the over-enchantment system. I just can't see that ever working long term at end game. Plus it's basically a "we'll pick random players to screw over based off RNG by blowing up their gear!" which is awful. And this system only works on enchantable items, and not items like mounts. And it doent prevent over-saturation of middle-tier items since you're only over-enchanting the highest quality gear to begin with. Nah, I'm just memeing on arguments that are not even based on the full current info. But if they keep the "artisans won't always be max lvl" design, then low-mid gear will get OEd as well. Plus they've said that you'll need to disassemble some items to figure out crafting/recipes. And I think they'll add full breakage if the decaying item is not repaired in time (or just after a number of repairs). As for mounts and stuff like that, yeah, don't think we know how they'll address infinite income of those items, but I'd assume there'll be some kind of "timer" on them, be that a usage one or just a time-based one.
Goalid wrote: » I hope that you'll need those low-middle gear pieces for more than just recipes, since eventually you'll just have every recipe you need learned. Maybe recipes will be more dynamic than I'm thinking and you'll always be learning recipes, I'd like to see their system fleshed out.