Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Options
What should we loot on mobs ?
in Artisanship
I have been comenting on youtube vidéos livestreams , here and there but i tought it would be better to create a discution dedicated to the subject: What should we loot when killing mobs ?
My ideal system :
Each monster have a loot table with ressources ranking from very comon to very rare. for exemple you kill a wolf you have 100% chance to get wolf skin 50% chance to get a claw 25%chance to get an eye 10% chance to get a toth and maybe something like 0.5% chance to drop a mana infused wolf tooth.
Each of these ressources belong in a craft like the skin can be refine to leather the claw can be use in jowelry the eye in alchemy and the infused wolf tooth is used in a legendary set of weapons.
Same goes for bosses exept you have more rare ressources and they belong in more recipes.
So if you fight a monster and you loot the rare ressource you are gona have the same sensation or even a better one that when you loot a piece of gear ! Because you are 100% sure it has value.
Also it's obvious but it makes the farming gameplay loop feed the crafting gameplay loop and if it is the only way to get gear and the crafting is correctly design the crafting loop will feedback the farming loop and the pvp and the pve.
So everyone is connected.
And in top of all that it makes farming monsters extremly valuable and rewarding wich is good to create endless content with no effort and can create player friction around some farming areas once the corruption system is fixed.
That's for my opinion on the loot and the craft, i don't really like the glint system. I think with the upcoming crate system coming soon the whole glint situation can be reevaluate and maybe remove ? It feels like a temporary solution to me not a fully intended design. OFC i don't like looting ready to use equipement, not because i don't like the sensation of looting it but because i like it when a mmo have a well integrated crafting system.
Also this type of system makes so robusts gameplay loops that it almost replace questing. No need to implement artificial content and weird guidelines throught the world, people will do what they want and feel good about it.
And i will finish with the fact that if you have resources only obtenable on a certain area then it will gain a lot of value once moved on another area wich is one of the intended gameplay loop of AOC !
What are your takes on looting, farming and crafting and how thoses loops should work together ?
My ideal system :
Each monster have a loot table with ressources ranking from very comon to very rare. for exemple you kill a wolf you have 100% chance to get wolf skin 50% chance to get a claw 25%chance to get an eye 10% chance to get a toth and maybe something like 0.5% chance to drop a mana infused wolf tooth.
Each of these ressources belong in a craft like the skin can be refine to leather the claw can be use in jowelry the eye in alchemy and the infused wolf tooth is used in a legendary set of weapons.
Same goes for bosses exept you have more rare ressources and they belong in more recipes.
So if you fight a monster and you loot the rare ressource you are gona have the same sensation or even a better one that when you loot a piece of gear ! Because you are 100% sure it has value.
Also it's obvious but it makes the farming gameplay loop feed the crafting gameplay loop and if it is the only way to get gear and the crafting is correctly design the crafting loop will feedback the farming loop and the pvp and the pve.
So everyone is connected.
And in top of all that it makes farming monsters extremly valuable and rewarding wich is good to create endless content with no effort and can create player friction around some farming areas once the corruption system is fixed.
That's for my opinion on the loot and the craft, i don't really like the glint system. I think with the upcoming crate system coming soon the whole glint situation can be reevaluate and maybe remove ? It feels like a temporary solution to me not a fully intended design. OFC i don't like looting ready to use equipement, not because i don't like the sensation of looting it but because i like it when a mmo have a well integrated crafting system.
Also this type of system makes so robusts gameplay loops that it almost replace questing. No need to implement artificial content and weird guidelines throught the world, people will do what they want and feel good about it.
And i will finish with the fact that if you have resources only obtenable on a certain area then it will gain a lot of value once moved on another area wich is one of the intended gameplay loop of AOC !
What are your takes on looting, farming and crafting and how thoses loops should work together ?
0
Comments
Either find other players to help you craft what you want, sell the resources to buy what you want, or level a crafting profession yourself.
I haven't really thought too much about the glint system - to me it is just a way to get raw gold into the economy.
There's nothing wrong or off about this poster's feedback. They're clearly expressing the theme of their feelings, but because Ashes is so 'far out of phase' the same problem happens all the time. The post ends up being "talking about 'obvious things'" and my mind wants to gloss over the obvious things that I know most people are thinking to evaluate if to engage with the post, but since everything is basically obvious things, it's difficult to engage with feedback discussion.
I'd love to talk about drops, or how things could work, but I'd just end up talking about other games that have already built their systems, or trying to describe an entire system, because Ashes isn't far enough along to have even really defined what sort of thing they want to build outside of 'committing to poisonous structures that they will have to work the rest around' (glint, certificates, etc). This is my pet peeve with Intrepid's economic design. It's nearly impossible to build a real economy after you commit to building the foundations of a fake economy. I could rant on the reasons for and results of this for hours. ...anyway.
So my response to the feedback is to yet again remind Intrepid that I really care about this, but that doesn't really mean that I am in a position to discuss it effectively given where they are in development.
I agree. I will add something; what worries me is the fact that they have full gear drops in the game already, and I've heard them mention loot drops before. It makes me question if this is something they would even budge on when they start digging into their final economy design. I just don't think their complex crafting vision can be healthy in a world with full (viable) gear drops.
https://ashesofcreation.wiki/Loot
Loot (loot tables) from mobs and bosses have a RNG chance of dropping glint, completed items, recipes, and materials.[2][3][4][5][6][7][8]
It is more likely that materials and unique recipes are dropped that can be used to craft items of equitable value.[9][4][5][6][7][8]