NiKr wrote: » 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will create a situation where players will be constantly vying over ownership of the new landmasses and leaving outdated landmasses behind, because they no longer contain any of the best resources.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. 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).
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will create a situation where players will be constantly vying over ownership of the new landmasses and leaving outdated landmasses behind, because they no longer contain any of the best resources.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.
Mag7spy wrote: » Imagine you enhanced and upon gear decay it was weaker than when you gambled to enhance lol.
Mag7spy wrote: » Seriously don't understand some peoples desire to make the game a living hell for people. Trying to take a system and make it in the most unfun way possible with stats loss. If you think there is not enough resource sink than the simple answer is to make things cost more to be made and to repair. Not trying to be like only those 8 pieces of gear you have you are losing 3-5% of stats and not you are losing about 15-20% total stats and now you need spend months getting the gear again after you had been using the gear for less than a month..
NiKr wrote: » Mag7spy wrote: » Imagine you enhanced and upon gear decay it was weaker than when you gambled to enhance lol. That's how it should be Mag7spy wrote: » Seriously don't understand some peoples desire to make the game a living hell for people. Trying to take a system and make it in the most unfun way possible with stats loss. If you think there is not enough resource sink than the simple answer is to make things cost more to be made and to repair. Not trying to be like only those 8 pieces of gear you have you are losing 3-5% of stats and not you are losing about 15-20% total stats and now you need spend months getting the gear again after you had been using the gear for less than a month.. Yeah, there's a ton of ways to address this w/o making the system super hardcore or unfun. I'm sure we'll go through months of testing this in alpha2 in 2030
Mag7spy wrote: » Seriously don't understand some peoples desire to make the game a living hell for people. Trying to take a system and make it in the most unfun way possible with stats loss.
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
Goalid wrote: » NiKr wrote: » The magic of reading the wiki 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: » The magic of reading the wiki
Arya_Yeshe wrote: » I think the current model is enough, there's durability damage and if the durability goes to zero then you need more materials and you could salvage equipment Still doesn't fix the situation of "make an item and use it for 10 years"
Diamaht wrote: » Well, I think the OP is talking more about item sinks instead of resource sinks. He's worried that high power gear will make the economy go stale as time goes on and fewer people need them. Current MMOs solve this with periodic expansions that invalidate older gear with higher level gear. If gear is always being replaced by stronger stuff then we are fine. If not then the OP has a point.
Kilion wrote: » The thing is that the base assumption is not applying. The concern about "Meta" has been huge in all regards time and time again. Be it class Meta, story arch Meta or gear Meta. And in all cases the underlying assumption has to be "there is 1 best in slot option". And that is where these threads fall apart every time, because that does not apply to Ashes, if Intrepid keep their word and manage to pull it off correctly. Ashes won't have a Meta.
MrPockets wrote: » Mag7spy wrote: » Seriously don't understand some peoples desire to make the game a living hell for people. Trying to take a system and make it in the most unfun way possible with stats loss. It's not that we are discussing ways to make the game unfun, but we are trying to discuss how the crafting/economy side can be MORE fun. And part of this discussion totally is: does an idea impact other parts of the game and make those LESS fun? But it is important to not lose sight of the ultimate goal of this topic: making the player run economy fun/engaging to those interested in that part of the game. Statements like: "peoples desire to make the game a living hell for people" is just going to cause discourse and squabbling within a thread. Instead you could say something like: "I think losing stats on gear is too harsh of a penalty and the game would be less fun"
Galaturc wrote: » I am with the OP. As someone whose first gaming experiences were with UO and SWG, I have a fondness for degradation, repair, and the risk of item destruction during the repair process. However, modern theme-park games, emphasizing rare, epic, and legendary items, have shifted away from this dynamic, prioritizing permanence and diminishing the role of crafters. These games require a constant influx of new "rare" items in each DLC to fuel the crafting system, as each new item replaces the previous one. While games like WoW and ESO have proven this to be a viable model for theme-park games, it doesn't sit quite right with me. I yearn for a more "hardcore" or survival-based approach, similar to the UO system I originally loved.