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Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 03:14:34

Depending on how those recipes will work, they might be a one-off thing that will be learned by the top guild's crafter once and new boss drops won't be deconstructed. Sub-BiS stuff will obviously be crafted at industrial scales across the entire server, so w/o them getting destroyed in OEs, there's nowhere for them to go, because the mats for them or from them will become overabundant soon enough. And as I said, if repairing a fully decayed item is the same as crafting it from 0 - I'll be completely fine with no destruction on a failed OE. ...

Discussion about grinds

Post by Ludullu on 2022-05-17 03:27:17

Intrepid intends to have 45 days of leveling 4-6h a day. Most likely at least some of that time is calculated with Nodes advancing slower than people's lvls. So considering that, if a person plays 16h a day instead of 4-6, what will they do once they outlvl node's mobs? They'd probably go do their artisan and social stuff, right? That'll most likely also be blocked by node progress, so there's a ceiling on that progress too. So the player will go do random menial quests, right? And if those are semi-randomly generated, how can they not become grindy ...

Discussion about grinds

Post by Ludullu on 2022-05-17 15:07:29

Dygz, I'm talking exactly about the first few weeks when no other nodes have even gotten to lvl 5-6. Let's say I'm playing 18h/d cause I'm hardcore like that. Nodes level up waaay slower than my adventure lvl or any other content that is present within a lvl 2-3 node. I've done any and all unique quests that are in the reasonable vicinity from me (and I doubt that going across the world will all of a sudden provide me with more unique quests that would fill up my gametime). I've leveled up all my possible artisan professions to ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 16:25:13

The corruption system is meant to stop all those 0.01% of people who'd be willing to PK someone else multiple times. But it's still one of the core systems and gonna be tested extensively exactly for its purposes, so I dunno why OEing can't be similar to that. And Ashes will be the same. Hardcore players will still kick your ass even w/o the OE, so again, I don't see an issue here. OE would only influence the top lvl pvp (that is if it's super rare and expensive as I'm suggesting it to be). And in my experience, ...

Discussion about grinds

Post by Ludullu on 2022-05-17 16:32:27

Didn't you just describe your own definition of grind? "Grinding: doing a repetitive task because it's required to get to the next step in any endeavor." Doing an easy task over and over just to upkeep the item that you need in order to progress.

Discussion about grinds

Post by Ludullu on 2022-05-17 16:52:34

That would be some shitty gear system imo. But we have no clue about what Ashes will have, so who knows, maybe that'll be it.

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 17:10:23

Nothing really. It just accepts that some people will be luckier than others and become stronger because of it. Yes, it's unfair, but it's no more unfair than some person having 16h a day to play the game and grind out any resource that they might need to overpower everyone else against a person that can only play an hour a week and not defeat even the weaker mobs, let alone people. The main thing that can prevent that disparity from happening is the amount of attempts someone can make to get an insanely OP item. If the availability ...

Discussion about grinds

Post by Ludullu on 2022-05-17 17:33:03

I'm not saying I'll be max lvl. I'm saying I'm gonna hit a soft cap of leveling at which point I'd need higher lvled nodes in order to level up w/o grinding the same low lvl mobs over and over. Ok, I decided to build up those buildings in order to get more unique quests outside my node. Those buildings will require dozens if not hundreds (if not even more) of resources. Getting all of that would either require hundreds of people (as it should) or hundreds of hours of grinding to get those resources by one person (me ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 17:39:14

I'm friends with multiple people that used L2's market to make themselves insanely rich w/o even touching a mob. So yes, I do in fact hope that you are able to succeed in your goals

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 18:21:56

People will always go for the easier route if given the opportunity to do so. That is why WoW blew up so much, when the alternative was hardcore somewhat grindy mmos from all sides. And after WoW any new mmo tried to copy it and then add even more ease of play. And WoW itself simplified and streamlined its designs (outside of overcomplicated systems of later updates which I attribute to the loss of good developers along the way). And now all we have is treadmill-like mmos that present most of its content on a silver platter w/o too ...

Discussion about grinds

Post by Ludullu on 2022-05-17 18:23:36

True, and I hope I am.

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 19:11:31

It was just an example of another system that's meant for a very small amount of people but it's still present in the design of the game. It might be my bias or me just forgetting about it, but I genuinely cannot remember a single person that left the game just over a failed OE. That is already a planned feature and that's what I was referencing when I said "deconstruction for repair". From how it looked like in Alpha1 and from what've heard of explanation of crafting, it seems closer to L2's system, where you need resources from ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-17 19:16:47

I was talking about specifically people leaving L2 over a failed OE. Yes, I've seen people stop playing the game because they could no longer grind for as long as before, but not because they failed OE. But that's more of a grind issue, rather than anything else. And as for FF14, that's exactly why it's so successful. It's super easy at its base so it's appealing to an overwhelming amount of people. Yoshi P loved WoW and knew what was good and bad about it. He took the good parts, made the bad parts better and easier and ...

Discussion about grinds

Post by Ludullu on 2022-05-17 19:30:10

Cookies always seem to work out for the dark side. I'd go with those.

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 13:54:15

It is a power creep and gear sink. If OE is completely safe but just requires some extra resources - the whole server sooner or later will balloon up to such a high power lvl that devs would have to account for that in new expansions. And the gear sink is there to keep said gear in use while preventing its overabundance. If we have a super high upkeep cost on top lvl gear, people just won't use until they know for sure that they can fix it after a fight. And now you made the player that worked ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 15:26:25

A lot of people suggest harsh upkeep mechanics as an alternative to "OE fail destruction". So let me ask this, how would a player feel if after every pvp he had to think to himself "oh, I'd rather not use this super cool weapon that I spent weeks grinding for in the next fight because I don't have resources to repair it rn", so they use weaker stuff and might now lose because of that, even though they've put in countless hours grinding for their powerup. Imo these 2 systems are pretty much the same. Except in OE's case ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 16:48:50

I just got an idea that would have the scaling upkeep, would have a good gold sink, mats sink and a potential gear think in it w/o rng in the OE. Hear me out. Let's say that each piece of gear consists of 4 part during a craft. Those parts have their own multiple parts too, but when you're about to press the button to "craft the Sword of Awesome" you need to have 4 particular items in your inventory that represent 4 parts of said gear. Those parts would be linked to the crafting dials and would represent ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 16:57:04

Corruption is a system that'll only influence maaaybe 1% of people (if not less). Top lvl bosses with super hard mechanics and open world pvp for them will only reward 1% of the playerbase and maaaybe 10% will ever even come close to the farm itself. Castles are only meant for the big guilds or a big alliance of smaller guilds. Any casual/random player will never even enter a castle. Flying mounts are meant for only ~20 players out of the damn 10K on the server. All of those are game mechanics in Ashes that are meant only for ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 17:03:10

Oh I know that full well. Yesterday I came up with a system to encourage time-casual players to come back to the game, while hardcore players pay for their return (while getting their own reward for it) and got downvoted on reddit to all hell I thought of rewriting that post onto the forum, but was to tired to bother. But as for this enchanting system, I was just trying to find a way to keep the gold sink that destruction-based OE brings, but leave out the RNG part of it, while also keeping the power creep contained to ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 17:13:46

What do you meaaan, it's aaaawesome. It's like TUBULAR, but DIAGONAL

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 18:44:33

One of the references mentions Lineage 2 by name and says that this system is similar. L2 destroyed your item completely if you failed OE. So unless Intrepid decides to listen to all the people who dislike that kind of system, there'll be item destruction within that system.

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-18 19:16:01

Guess we'll have to see how exactly it looks. You might be right and a big part of this whole thread is useless complaining because people screamed about not having any item removal through enchantment system. The rng problem remains, but if the item doesn't go away I see no problem in OE being rng. Especially if you need less resources to repair the item than you would've to re-craft it.

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 02:33:13

I had a post in the Enchanting thread that I'd like to get more reactions/critique to. This suggestion would have the scaling upkeep, would have a good gold sink, mats sink and a potential gear think in it w/o rng in the OE (overenchanting). Hear me out. Let's say that each piece of gear consists of 4 part during a craft. Those parts have their own multiple parts too, but when you're about to press the button to "craft the Sword of Awesome" you need to have 4 particular items in your inventory that represent 4 parts of said ...

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 03:03:36

Yeah, this could just be seen at a crafting stall probably. You'd see that your item decayed to 0. You'd go to a crafter stall or your favorite crafter buddy and look what mats you needed to fix it. This part can definitely be streamlined and simplified visually and mechanically to not seem as burdensome as it might here.

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 03:14:43

I'm used to the enchant increasing both stats on weapons. That was the way L2 did it so there's a chance Ashes will have the same vertical enchantment? Not sure though as we barely have any info on that.

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 03:19:50

Time is just a simpler visualization for it. It could be a direct timer that ticks down to show that it's going down (and in my suggestion it'd go down when worn) or it could be an energy bar on the gear icon that would lightly glow when being used. Having it tied to uses would muddy the waters way more imo. Like, does any amount of dmg decrease it by one point out of some amount? Does bigger damage remove more points? Does me dealing dmg to different things decay my weapon differently? That kind of math tracking ...

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 15:04:06

I was basing my suggestion on this picture which is also very similar to how L2's crafting system worked. You'd have the item's main mats + a few craftable resources. None of it would be optional, but the item mats would be the "main" component. I split it into fours just so it'd be easier to enchant and repair later on, because you'd know what your item consists of. Imo enchantments should be part of the "risk vs reward" system (the vertical part is already that). When you make your item stronger, there should be a higher price to ...

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 15:22:49

If the PKer drops gear - that's on them for being a PKer, so I don't see that as an issue. Otherwise people don't drop gear. As for destruction w/o repairs, I don't think we've heard about that. There's a few quote from Steven mentioning destruction after a failed OE, but even then he says that the item would just be unusable, so there's a chance that items don't get destroyed ever. We'll have to see. Yes, I was thinking of how to simplify this system to the max. The best I could come up with was this. You'd ...

A suggestion for crafting/decay/enchanting system

Post by Ludullu on 2022-05-19 15:27:56

And on the topic of those gear presets, when thinking about that kind of mechanic I thought there'd have to be some base equipment that you'd have to wear w/o worrying about it decaying. And I thought that having artisanal sets of gear (achieved through artisan quests and achievements) that would be "evergreen" (cause I thought that green would be a good color for a "top20% decay timer"). They also have transmog slots, in the case people wanted to wear their own stuff to show off. But if you don't have/want transmog, you can just wear your artisanal gear ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-05-19 16:03:54

Yeah, it's the usage of low tier stuff in the high tier crafting and this crafting window . That looks exactly like the stuff you'd see when crafting in L2. Yeah, it's definitely not good, even if I personally like it. Same, hope everyone can do whatever they want in the game and still feel some sense of achievement and contribution to the greater cause.