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Gear Drops have to change

DrukalnnDrukalnn Member, Alpha One, Alpha Two, Early Alpha Two
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.

Comments

  • DezemiDezemi Member, Alpha Two
    At the very least make the glint generation somewhat viable. Currently, being oriented in anything that is not crafting does not feel sustainable.
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  • cavedogcavedog Member, Alpha Two
    Atm there is no Point of killing mobs except for Xp. Common items are ultra Rare. ppl roll on common items and ninjaloot everyting to get some gold- the only thing this is good for is a toxic mood
  • DrukalnnDrukalnn Member, Alpha One, Alpha Two, Early Alpha Two
    To add some stuff that people posted in response to my same post in discord:
    • Item rarities should go back to increasing the number of stat lines in addition to increasing the amount of stats an item gives.
    • Killing enemies in any scenario should feel like you're making progress in some way and right now, farming glint and the occasional emblem does not feel good.
    • Right now Steebloom was/is the only place to farm entry level gear efficiently. The set bonuses are so powerful it feels like a waste of time to farm for anything else unless you already have those sets and are looking to get the ilvl 29 sets from places like Befallen Forge or Carphin. The other biomes currently do not have enough incentive to farm in those places.
  • AzphelAzphel Member, Alpha Two
    I agree with OP's intent here.

    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.
  • tozukatozuka Member, Alpha Two
    i think to fix the gear issue they should do a set of gear that is drops only common/uncommon rarity but have this gear say 20% worse then the crafted equivalent
    this would make levelling easier due to been able to get some type of gear but also keep crafted gear as a sort after item due to it been 20% better for common and uncommon rarities and having the option to have rare heroic epic and legendary where the dropped gear wouldnt
  • RazelthethirdRazelthethird Member, Alpha One, Alpha Two, Early Alpha Two
    edited September 24
    common gear should drop alot. Too many people running around half naked at 25 or still in initiate gear.

    If you're looking at making this a gathering / crafting game, good luck with that, people won't be around long.

    Current server economy is fuked, needs to be either wiped or a new server started. Before either of those happen other problems need to be fixed.

    We can thank all of our wonderful low life garbage exploiting guilds for that. Just permanently ban them already, they serve no useful purpose. All known exploits need to be fixed. Static spawns need to end.

    Static spawns of boss mobs need to change. Mobs that have a high chance of dropping great gear need to have spawn times completely random, also not respawn at the start of every server reset. Those mobs in question need to be roaming mobs as well. I'm not going to tell you which mobs, you should already know since you created them. These boss mobs should be roaming a large area, not just standing in the same damn spot. (the reason for these things is because your gold / item sellers currently log on right before they are due to respawn, kill the mob, then log off. This isn't a hard thing to fix.......

    drop the costs of processing and crafting. currently its just stupid.

    in the famous words of bruno mars, go fix your face.
    mXtIUqI.png
  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    Drukalnn wrote: »
    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.

    This,

    This constant idea that players should grind days and days for glint to provide gold for crafters so the crafters can get their fix and that all drops are evil, is such a drag...
    giphy-downsized-large.gif?cid=b603632fw5r996ogaoo8eb7pbza6lm2b0fhwol1hraz3d1tf&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • DrukalnnDrukalnn Member, Alpha One, Alpha Two, Early Alpha Two
    tozuka wrote: »
    i think to fix the gear issue they should do a set of gear that is drops only common/uncommon rarity but have this gear say 20% worse then the crafted equivalent
    this would make levelling easier due to been able to get some type of gear but also keep crafted gear as a sort after item due to it been 20% better for common and uncommon rarities and having the option to have rare heroic epic and legendary where the dropped gear wouldnt

    The idea of even MORE gear items in game is a fallacy I wish people would get out of their heads. All this does is further the gap between crafters and mob grinders. There should be more than one way to progress your character and it should not be a punishment and a perceived (and actual) waste of time to go out and actually kill monsters in the MMORPG.
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