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.
Another PvP loop
The Rift is a full-loot PvP zone in a node’s Zone of Influence (ZoI), inspired by OSRS’s Wilderness. Active for 2 hours, 5 times daily with a 1-hour warning, it offers high-risk, high-reward gameplay with dynamic combat zones for varied playstyles.
Mechanics:
• Loot Boost: +50% drop rate/rarity for materials (scalable).
• Loot System: Killers claim 2-3 items; remaining gear is “battle-damaged” (destroyed), acting as a gear sink.
• Dynamic PvP Zones: Sub-areas for small/medium-scale GvG, catering to less competitive guilds.
• Opt-Out: Players in a Rift ZoI can teleport to a safe “Emberspring.”
• Gear Sink: Encourages use of disposable white/green/blue gear, giving it market value.
Integration:
• Nodes: Rifts tie to node ZoIs, scaling rewards with node level. Activity could contribute to node progression.
• PvP: Bypasses corruption penalties during Rift hours, encouraging consensual PvP.
• Economy: Gear destruction prevents inflation, boosting crafting/trading.
• Player Types:
• Hardcore: Rifts for high-stakes PvP.
• Casual/Fun: Dynamic zones for skirmishes.
• RPers/Casual: Opt out via teleports, focus on standard PoIs.
Benefits:
• Balances economy via gear sinks.
• Engages diverse players (hardcore, casual, RP).
• Fosters guild competition and dynamic content.
Challenges & Solutions:
• Griefing: Mitigated by opt-outs, warnings, and dynamic zones.
• Reward Balance: Scale loot by node level/player activity (1-2 items in low-tier, 2-3 in high-tier).
• Tech: Use AoC’s node/instancing systems for efficient Rift activation.
• Accessibility: Clear UI notifications and teleports ensure inclusivity.
Mechanics:
• Loot Boost: +50% drop rate/rarity for materials (scalable).
• Loot System: Killers claim 2-3 items; remaining gear is “battle-damaged” (destroyed), acting as a gear sink.
• Dynamic PvP Zones: Sub-areas for small/medium-scale GvG, catering to less competitive guilds.
• Opt-Out: Players in a Rift ZoI can teleport to a safe “Emberspring.”
• Gear Sink: Encourages use of disposable white/green/blue gear, giving it market value.
Integration:
• Nodes: Rifts tie to node ZoIs, scaling rewards with node level. Activity could contribute to node progression.
• PvP: Bypasses corruption penalties during Rift hours, encouraging consensual PvP.
• Economy: Gear destruction prevents inflation, boosting crafting/trading.
• Player Types:
• Hardcore: Rifts for high-stakes PvP.
• Casual/Fun: Dynamic zones for skirmishes.
• RPers/Casual: Opt out via teleports, focus on standard PoIs.
Benefits:
• Balances economy via gear sinks.
• Engages diverse players (hardcore, casual, RP).
• Fosters guild competition and dynamic content.
Challenges & Solutions:
• Griefing: Mitigated by opt-outs, warnings, and dynamic zones.
• Reward Balance: Scale loot by node level/player activity (1-2 items in low-tier, 2-3 in high-tier).
• Tech: Use AoC’s node/instancing systems for efficient Rift activation.
• Accessibility: Clear UI notifications and teleports ensure inclusivity.
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Comments
If you have enough resources in the world to support this kind of mechanic, it means that all the other stages of rarity are more abundant as well. At which point you have way too many legendary items in the world which, imo, is a problem.
So, as I said, I'd prefer if we didn't have full loot in the game. Completely losing mats on any death is already too strong of a sink imo, but we'll see how that ends up.
And I never said it will be easy to get back the gear but if gearing is anywhere near what it was in phase 2 after the Econ is set up after a month it’s quite ez to buy white or green gear for 10-30 gold there is already enough mats in the game to support this people just don’t craft low quality gear because no one buys it because everyone wants bis. We also in turn just need gear sinks to keep mats in demand because people are actually crafting a lot of items
Also not true at all are u a new player there are always way more white green blue mats then there are heroic epic or legendary and it’s not even close that’s what there usually 50x more expensive
just don’t think those problems actually exist I think we should try and maybe give this a test and see how people like it:
Again u also don’t have to go here if you don’t want to. It’s a optional loop intended for the more hardcore players to keep them away from the more casual types
It's not about how many of them there are right now. It's about the ratio of things. If people know they'll lose their gear - they'll want to have at least several sets of it, so that their progress is not hampered. This means that the game has to support this approach to gameplay, otherwise you have a wild imbalance of gear distribution on the realm.
And so, if you multiply the amount of gatherables you get (to support the higher amount of gear required) - you'll have the rare mats multiplied by that too.
Afaik this is true in pretty much any full loot game. Their entire economies are built around the requirement to recraft your gear over and over.
And if this system has highest rewards in the game (which it would need to even be viable) - then it's not really optional, because all those casuals will be demolished even harder by the people that can easily farm the rewards in this full loot locations.
This is lawless zones on steroids, which means it's even worse than the already-fucking-aweful lawless zones.
Also players can only pick up 2-3 items with my idea the rest is destroyed (which is what we want in reality you want gear sinks when crafting is the way to get good gear)
The strong will always get stronger it takes a multi faceted effort to take down the number one but if you do my god imagine the hit even in piss gear if you manage to wipe the top guild and there rocking blue gear u just lost them 1000s of gold and set them back which is always fun for both parties ( if mentals are strong)
Again I don’t think gear and balance need to be balanced for this loop osrs does not balance there game around full loot it’s mostly balanced around pve is kinda my point we don’t need more mats the game has alot it’s okay for progress to be slow.
This also generates ton of player agency and content which right now the game lacks
Ur point that casuals will be demolished doesn’t really mean anything because they already do you kinda want the main guilds fighting each-other sinking gold and gear because they will have the most of it anyways so the more they sink the better it is for everyone else in reality. It’s kinda why osrs has a hard time with there economy because there are no Gear sinks. Which is why the devs purposefully buy items from the market and delete them themselves
Now I see this as an even worse idea. And I don't really have anything else to say on this topic. Have a nice one
These two concepts are at odds with each other.
Sure, and any player wearing it will get curb stomped.
There is more to this than *just* availability of gear. Gear scaling also needs to be bought in tighter so that a player that just lost everything is able to work back up to decent gear. You need to design your game world in a way where this player is able to have somewhere to farm away from those with significantly better gear - something that is all but impossible in a game with a dynamic world.
The thing is, the general idea has merit - in another game. It is the kind of thing a PvP focused MMORPG needs to be built around from day one. However, since Ashes isn't designed around it, and trying to add it in now would require a complete redesign of all of the games itemization, content and the removal of the node system in order to facilitate seperation of players as stated above.
So, it's potentially a good idea, for a different game.
Really?
MMORPG's are built on gear. Whether it is a one off item that you have the only one of on a server, and hard to get or expensive to craft item, gear that only drops from the hardest content in the game - players put time and effort in to getting the specific gear they want, working out what is the best they can get from the content they are able to defeat, that suits their build.
This is the core of what an MMORPG is (get friends to run dungeons to get better gear to be able to run harder dungeons). You are basically saying "nah, fuck that, let's do something else", and don't get why there is pushback?
You not thinking gearing needs to be changed to accommodate your suggestion does not mean you are right. It absolutely would need to be changed, as the very notion of full loot means gear has to shift from something players strive towards, to something that is a commodity. This is a hard requirement for any full loot game - even moreso when that full loot game involves destruction of gear.
A game where you have a reasonable expectation to hold on to an item until you find a better one to replace it can easily ask players to spend a dozen hours working towards that one item (or 60+ hours, as in the game I am currently playing). A game with full loot can't ask that much of players for a full equipment set, let alone one item.