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Gearing process is flawed and unfun.

TrubiTrubi Member, Alpha Two
If we keep with the vision of promoting crafting and enabling engaging gameplay.
We can follow some or all of these steps to mitigate or resolve this issue.

To open up variety of items crafted and maintain item relevance during the progression:

Item level tiers
1. Legendary novice (lvl 0) items should be better than Rare apprentice (lvl 10) items
2. Epic novice (lvl 0) items should be better than Uncommon apprentice (lvl 10) items
3. Legendary apprentice (lvl 10) items should be better than Rare journeyman (lvl 20) items
4. Epic apprentice (lvl 10) items should be better than Uncommon journeyman (lvl 20) items

To promote crafting:

Named Bosses
1. Completely remove full item drops from named bosses.
2. Keep the recipes droprate as is, there is nothing wrong with it.
3. Make the crafting material for named boss items guaranteed drop on every kill.
4. Increase the amount of crafting materials for named items multiple times. i.e.: Have 3 to 5 items drop with separate loot roll on each of them, so it can be easilly distributed amongst raid members

Regular mobs
1. Keep or increase the drop rate of full items
2. Limit the rarity of dropped items to be common. Only white drops.

Crafting
1. Introduce one of the following:
a). Reduce the required processed materials that are needed for crafting a gear item.
b). Increase the stats difference between different rarities.

Comments

  • AndiAndi Member, Alpha Two
    Just limit drops to greens and have crafting create better gear. That's all that's needed to make crafting relevant without hobbling players while levelling.

    And then reduce the amount of stuff needed to craft. No idea what the goal was here, but this is not only not "hardcore" (but annoying), it's also bad math.
  • VeeshanVeeshan Member, Alpha Two
    imo they should combine the named recipe and crafting item together so it just one item however recipes become 1 use unless u have some skill in the crafting tree to extend it :P
  • VolgarisVolgaris Member, Alpha Two
    One cool idea I read not long ago was that no full item should drop from mobs. Only the basic stuff, or 'damaged gear'. Then having a way to break down items for materials or the progress of learning the recipe.

    For example. If you find a 'damaged copper claymore' you can either.
    1. use it. (it's not as good as a copper claymore)
    2. break it down for materials (get a little copper from it)
    3. study it (start learning the recipe, you'd get a bit of exp to learning it)

    Only dropping white items is a good thing too. I'd actually be okay with gear breaking too, but more materials need to be available. Hard balance to strike.
  • GoodSheperdGoodSheperd Member, Alpha Two
    So, an idea i was tossing around was make enemies drop gear more often but make it weaker. Whatever quality it drops at make it 25% weaker than the lowerest roll possible. This way crafted gear is always better.

    Another option they could do aswell is take this "damaged" gear to an armorsmith or weaponsmith with half the cost to craft using same quality materials to repair the gear up to standard of an actual crafted piece
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    unless they gate leveling no matter what gear drops players will exploit or find a way to lvl up was it with no gear or whatever low or bad gear exist, thats how it is tbh
    ykwk7qwgw5os.jpg
  • VolgarisVolgaris Member, Alpha Two
    So, an idea i was tossing around was make enemies drop gear more often but make it weaker. Whatever quality it drops at make it 25% weaker than the lowerest roll possible. This way crafted gear is always better.

    Another option they could do aswell is take this "damaged" gear to an armorsmith or weaponsmith with half the cost to craft using same quality materials to repair the gear up to standard of an actual crafted piece

    Solid idea too. At least you won't be level 12 missing 4 or 5 pieces of armor. Then you could craft a piece to 'upgrade' it to a normal white level gear. I like the idea of breaking it down or learning the recipe from it more though. I want to encourage crafting during the leveling process as much as possible.
  • VolgarisVolgaris Member, Alpha Two
    unless they gate leveling no matter what gear drops players will exploit or find a way to lvl up was it with no gear or whatever low or bad gear exist, thats how it is tbh

    I think I know what you mean but could you elaborate on it a bit?

    How would they gate leveling? Doesn't the Node level gate mob content levels, which would gate leveling (well in theory)?

    If exploits are everywhere than nothing matters, no one will play the game for very long. There are things they can and should be doing to prevent power leveling. It wouldn't be hard to find out which exploits people are using to powerlevel, just track playtime, exp gain per minute, level, ect. They got the data or so they claim.
  • SmileGurneySmileGurney Member, Alpha Two
    edited June 4
    So, an idea i was tossing around was make enemies drop gear more often but make it weaker
    This is basically what I was thinking about. Make enemies drop only "Profane" quality gear, with slightly lower stats than "Common", and lower max durability. This would help with this ridiculous situation we have seen in P2.5 where people hit the level cap with empty gear slots.
    My lungs taste the air of Time,
    Blown past falling sands…
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    Volgaris wrote: »
    unless they gate leveling no matter what gear drops players will exploit or find a way to lvl up was it with no gear or whatever low or bad gear exist, thats how it is tbh

    I think I know what you mean but could you elaborate on it a bit?

    How would they gate leveling? Doesn't the Node level gate mob content levels, which would gate leveling (well in theory)?

    If exploits are everywhere than nothing matters, no one will play the game for very long. There are things they can and should be doing to prevent power leveling. It wouldn't be hard to find out which exploits people are using to powerlevel, just track playtime, exp gain per minute, level, ect. They got the data or so they claim.

    exploit is something else as for gating the leveling its as you said by tying mob levels in the node zone to the node or even the crafting station , they will either have to make lvling the node a bit slower or make the crafting stations come up a bit faster to balance it and they gotta make mobs around level 7-8 ,17-18,27-28..etc while making it so players cant get xp after a 3 lvl difference or keep it like now which is 5 lvls but after 3 the xp they get is greatly diminished so the most they can do if they really want to grind is get 1~3 levels ahead of others before they have to actually go and help the node and do other stuff
    ykwk7qwgw5os.jpg
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