Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Gear Drops have to change

GEAR SYSTEM IS NOT GREAT. I know, I know. "Don't give us suggestions, give us complaints." Well it's clear there is no coherent direction, so my intention is to try to give a baseline. And before all you crafters come after me, this suggestion is independent of the abhorrent state crafting and processing is in. I get it, but if there's no easy-to-tweak baseline, we'll never get anywhere.
Gear should drop. Period. End of Story. Common rarity gear should be….wait for it…..Common. Uncommon should be slightly rarer. Rare should be rare. Heroic should be arguably the highest you can get as a drop.
It feels good to get drops. Players should be rewarded for doing challenging content. I understand crafters are supposed to be the ones creating end game equipment, but players should not feel punished (and they do, it's me. I'm players.) for grinding mobs in a PoI or dungeon.
When players go out to grind mobs, it is their expectation to be able to get introductory and even mid-tier gear from doing so. Similarly, crafters should feel like they can go and get some low rarity gear so that they can more safely gather materials for their professions.
I propose a rather simple solution to gear drops: TURN IT UP.
Commons should be dropping rather often. 10-20% of the time. Uncommons should be 5% of the time. Rares should be 1% of the time. Heroic should be 0.5% of the time. I believe that Epic and Legendary quality items should only be craftable and this gives crafters a way to be relevant. But this drop rate system (numbers subject to LIGHT tweaking) gives the grindset players something to work at without it feeling absolutely terrible to go out and do that thing that MMO players do: kill stuff.
That's not to say anything about the crafting system, which needs a total overhaul independent of gear drops.
Gear should drop. Period. End of Story. Common rarity gear should be….wait for it…..Common. Uncommon should be slightly rarer. Rare should be rare. Heroic should be arguably the highest you can get as a drop.
It feels good to get drops. Players should be rewarded for doing challenging content. I understand crafters are supposed to be the ones creating end game equipment, but players should not feel punished (and they do, it's me. I'm players.) for grinding mobs in a PoI or dungeon.
When players go out to grind mobs, it is their expectation to be able to get introductory and even mid-tier gear from doing so. Similarly, crafters should feel like they can go and get some low rarity gear so that they can more safely gather materials for their professions.
I propose a rather simple solution to gear drops: TURN IT UP.
Commons should be dropping rather often. 10-20% of the time. Uncommons should be 5% of the time. Rares should be 1% of the time. Heroic should be 0.5% of the time. I believe that Epic and Legendary quality items should only be craftable and this gives crafters a way to be relevant. But this drop rate system (numbers subject to LIGHT tweaking) gives the grindset players something to work at without it feeling absolutely terrible to go out and do that thing that MMO players do: kill stuff.
That's not to say anything about the crafting system, which needs a total overhaul independent of gear drops.
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Comments
However, I do think common materials should still be used for gear crafting and be viable. One alternative to this is having dropped gear be "rusty" or "worn" - meaning even white dropped gear would be weaker than normal crafted gear of the same tier, meaning crafting said gear would still give you a slight power boost.
his would mean we could still gear up through drops and crafting would still be relevant.