At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Songcaller on 2023-05-13 13:59:59

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Post by Mag7spy on 2023-05-13 15:28:23

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Post by Mag7spy on 2023-05-13 15:34:57

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Post by Songcaller on 2023-05-13 15:39:58

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Post by Ludullu on 2023-05-13 15:51:04

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Making it a guild or node item completely removes its uniqueness, because it would just become the public toilet - everyone's free to use it.

And just as we all won't be the ones to get the item if it's a forever thing, nor we or you would be the ones to get the item even if it is on a bi-weekly reset. So what exactly is the difference between the two?

The chances are, the item will be used by several people from that top guild, because there might be times when it fits another player better than the og owner. I've seen this happen with Epic Jewelry in L2 and was myself a GL who lent out my EJ to other guildies to use during important fights (usually in pvp arena).

Post by Songcaller on 2023-05-13 15:55:57

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Post by Ludullu on 2023-05-13 15:58:16

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It did require a ton of trust for the players who I gave it to, but I'd assume that only guilds that have been playing together for years would even come close to farming the bosses who drop uniques, so I'm almost sure that they'd have the same approach to those items.

Post by Songcaller on 2023-05-13 16:00:14

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Post by Mag7spy on 2023-05-13 16:13:23

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Post by Songcaller on 2023-05-13 16:17:51

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Post by Ludullu on 2023-05-13 16:23:51

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Now, obviously I dunno this for sure, but I'm 95% sure that the boss that drops Uniques will drop a shitton of other stuff as well. And the Unique will most likely not drop on the first farm of the boss. In other words, the content will always be valuable, even after the Unique is dropped. The top guilds will still be the only ones to farm it.

The only way to communize the hell out of Uniques is to literally prohibit the same guilds from even participating in the farm of the boss. And not just once, but for, like, months. Because if you don't - they'll just monopolize the boss. Obviously there'll be fights for it, and probably someone will beat the top guild through whatever means, but the Unique item would have nothing to do with it either way.

I feel like you imagine the Unique item's boss to be a completely its own thing with the Unique being the only thing that drops and only on the first farm of the boss. Because that's the only way the item would take 100 man hours. Though I'm not a 3d modeler, so I'm not sure how long the design and development of a single item takes, so maybe it's always 100 man hours, but at that point it wouldn't be any different from any lowbie unknown item from a shitty set, that literally never gets used by anyone (L2 had a few of those iirc).

Post by Mag7spy on 2023-05-13 16:49:34

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Post by Mag7spy on 2023-05-13 16:53:49

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Post by Ludullu on 2023-05-13 17:12:14

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Again though, this only applies if that boss' whole damn loot table is so trash that only the Unique is valuable, which will never be the case because Unique is a singular item. No reasonable guild would be farming a boss for a single item, let alone top lvl guilds.

I can kinda understand your point about dev time spent on an item that's gonna be in the hands of a single person, but at that point it's on Intrepid to decide what they wanna do with their time/money. But the "it will remove content for people" argument is definitely way too weak for me.

Either way, we just have too differing of an opinion on this. I want those items to be a game's story, while you want them to be smth that goes from person to person (which to me makes the item not unique in any way and so much less desirable and awe-inspiring).

Post by Mag7spy on 2023-05-13 18:13:54

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Post by Mag7spy on 2023-05-13 18:17:40

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Post by Ludullu on 2023-05-13 19:13:44

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I find it a bit funny that our views differ in this way, yet you give examples that really support my view. I look at Uniques as if they are already legends at the time of them dropping. So examples of one ring and anakin's saber are those exact legends. Those items had a huuuge history exactly because they were held by a super powerful ONE person for a damn long time (their respective stories just had different time scales of course).

To me, that ONE person would be exactly the one whose name would be used when talking about the item (one ring doesn't quite fit this, but I hope you get my point). But you want the post-legend story w/o the legend itself. Would one ring really be cool if it was taken from sauron before he properly used its power? Would anakin's saber be all that cool and meaningful if it was taken from him before he became Vader (let alone did all the cool shit)?

Imo they wouldn't be, because they wouldn't have garnered the legendary status yet. Yes, the game calls them legendary be default, because that's how games work currently, but to me sandbox (or sandpark in AoC's case) games are about player-made stories. And there can be no real story if the item keeps changing hands every so often.

In L2 there'd sometimes be these hugely OEd items, that would be widely known because they'd stand out from the crowd of enemies (due to their bright glow). And most of the time they'd stay on one player and that player's name would be synonymous with their weapon's strength. And due to the short-lived nature of some private servers, that player would leave the server soon enough. And there'd usually be 2 ways of leaving: you either OE your stuff till you burn it or you give it away. The former was always a spectacle because it'd be done publicly in the most popular town, while the latter would obviously transfer the power to a new player. But that power would still be known as the original owner's rather than that new player's.

And what I personally want for Ashes is to have the same interaction, but on a much longer timescale. If Intrepid are successful with their content release pace, I'd imagine we'll keep getting at least one new Unique every 6-12 months. I'd love to see a lore-connected "event", where old Uniques get repossessed every year. If the owner has stopped playing - it'd be just a "lost legendary" that was found by the boss' minions, so you can farm it again (but it now has the owners name on it or smth).

And if the owner is still playing then their node gets attacked with everstronger ways of mobs until they manage to kill the owner, at which point the item would drop. There could may even be some BH quest that marks him as Red on the map, in case the owner decides to hide from the mobs.

In other words, I want the timescale of these items to be way longer than a few weeks, because I've played with several-week scales and I disliked it :)

Post by Mag7spy on 2023-05-13 19:33:15

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Post by Azherae on 2023-05-13 19:35:53

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That's barely enough time for a non-'no-lifer' to actually enjoy their gear.

We shouldn't ruin the experience of those who manage to get this despite their limits in order to 'hold back' the ones that have less limits.

Lower chances of getting something but then getting to actually use that something is better to me. I don't enjoy 'higher chance to get something that you then feel obligated to try to get to use'. Especially in a game where using it is supposed to be strategic.

Post by Songcaller on 2023-05-13 19:58:11

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Post by Noaani on 2023-05-13 19:59:53

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Post by Mag7spy on 2023-05-13 20:27:43

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Post by Songcaller on 2023-05-13 20:32:34

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Post by Songcaller on 2023-05-13 21:11:13

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Post by Mag7spy on 2023-05-13 21:16:11

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Post by Songcaller on 2023-05-13 21:25:31

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Post by Mag7spy on 2023-05-13 21:50:43

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Post by Diamaht on 2023-05-13 21:52:11

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Post by Ludullu on 2023-05-14 02:59:04

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In your opinion, how long should it take to make a top lvl gear build in Ashes? Outside the Unique items' context. Say even outside pure full legendary builds. Just the next BiS build before legendary tier, how long should that take a person to get?