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Post by Ludullu on 2022-05-19 17:52:27
Yeah, and I suggested that some of the non-main mats would represent "parts" of the piece of gear. So the crafting process wouldn't change. Only at the enchantment stage would you interact differently with it. Though I get how it'd be a bit too overcomplicated at the scale of the full gear set. That's mainly cause I see enchantment as something that you do later on in your character's life. Intrepid might be more lenient than me and that'd be completely fine with me. I mean, that's already the case in the currently presented design. There'll be unique legendary ...
Post by Ludullu on 2022-05-19 23:29:33
Yeah, I'd love these kinds of quests here and there. And Elden Ring has proven that they can work. Make some social animations interact with environment that then leads to a quest. Make certain actions or actions in a certain sequence unlock something within a dungeon. All that kind of stuff would be great. Now there's obviously a question of proper repetition that wouldn't just get spoiled by all the youtubers (as you've mentioned), but I don't think that one-off quests would be a good solution cause those only work in single player games or in fictional stories that ...
Post by Ludullu on 2022-05-20 02:19:12
What if you made the player the quest hook? Put some truly one-off quests in random places anywhere on the server. When the first person finds such a quest and finishes it, you reward them with a cool cosmetic and a rock, which description reads "Seems tradable" (unless "tradable" will already be a description on most items, then you have no words on the stone but that). Make that rock undroppable, undeletable or unsellable to the store. Now this first player will probably trade the rock to a friend or a guildmate. Once they do, the second player sees ...
Post by Ludullu on 2022-05-20 12:42:57
That just sounds like a bad crafting system then. Especially in the context of what Ashes is planning for their crafting. Make all those resources used somewhere on the crafting ladder so no material becomes useless or unwanted. This would also keep people fighting over mobs because they'll always stay important. Yes, some prices will fluctuate, but that's the case with anything in a free market.
Post by Ludullu on 2022-05-20 12:53:53
I meant that example in particular. If when you killed a cow you got milk, meat, skin, horns, hooves - I'd expect all those items to get used somewhere in the crafting system and be fairly valuable. With maybe one of those being used in some important recipe so its price is higher than others, but you don't feel bad for not dropping that exact item because everything else has a good price too.
Post by Ludullu on 2022-05-20 13:26:23
It's a double-edged sword for me. On one hand I want there to be limited sources for things so that players have to fight each other over it, on the other hand I understand how monopolies can kill the game's economy and lead to a ton of people leaving. Have definitely seen a few monopolies in L2 back when you had some resources farmable only in one locations (or at least meaningful farm in only one) and big guilds would lock it down and control said resource. And I don't really know how you'd balance those things out.
Post by Ludullu on 2022-05-20 14:10:32
Yeah, and those supplies can be controlled by a guild. So I'm not confusing things. But I've already seen some people complain about the potential of big guilds taking over some parts of the map/nodes/resources and setting their own super high prices on those things. That is if they even decide to sell them. Now I'm completely fine with that cause I'm used to fighting against stronger and bigger foes, but I can already see people leaving the game because they can't get some piece of gear because some huge guild is controlling all the ways of acquiring that ...
Post by Ludullu on 2022-05-20 18:13:24
What is the link between artisan professions and enchanting gear? We know that this service can be provided at a player stall, but we haven't heard if it's a separate profession or just a way to use rare items by paying money to other players.
Post by Ludullu on 2022-05-20 23:17:35
Its pvp was good exactly because pve was super basic though. Yes there were sieges, but those are every other week. But daily pvp only worked because you could pvp around mobs w/o being scared shitless that you'd both die. I can already see people complaining a ton if Ashes has challenging pve in the open world, just because they keep getting attacked by other people and die because of it. Dunno about the very early days, but from what I've heard L2 was ridden with bots so of course the economy would be in utter shambles.
Post by Ludullu on 2022-05-20 23:34:56
I mean, it was definitely not the biggest and best thing since sliced bread like WoW was, but that's mainly due to the reasons of WoW being way more casual-friendly and NCsoft being utter shites at promoting/developing/admining their game in the west. And then it all just snowballed down a mountain.
Post by Ludullu on 2022-05-21 03:55:41
Crafting window from alpha1 and the so far explained crafting system is really similar to L2's, except for the dials. Classes function differently, but the separation of classes is quite close to L2's. I thought about making a video showing some potential similarities, or at least the ones I saw. Humans/elves/orcs/dwarves - all in L2. Tulnar is the obvious outlier, with Py'Rai coming close second, but tulnar were a kickstarter stretch goal, right? So they would've probably came later in the game's life and not be the base race if Intrepid didn't reach that goal. Copying lore/world design would ...
Post by Ludullu on 2022-05-21 14:03:20
14th reference on this page says that it was Jeff who pushed for SWG's crafting mechanics for Ashes. Outside of that, Ashes will have personal shops that will most likely be used to advertise crafting/processing - L2 had people sitting in towns, with small "billboards" over their heads, selling their crafting services directly. Ashes will use all tiers of materials in the crafting process of all tiers of items (or at least close to that). L2 had this exact design. Ashes will use recipes to craft items. They'll be rare and can be learned and traded. L2 had this ...
Post by Ludullu on 2022-05-21 14:37:54
Yeah, that means that they added a ton of stuff to make the system even better. And I'm glad about that because I loved L2's crafting system already and AoC's seems even better.
Post by Ludullu on 2022-05-21 17:03:25
Decay definitely relates to economy though. Decay is a material sink which is a gold sink in a free market game. If you don't have a material sink, all your materials become super cheap because they're endless, and your gold inflates to all hell because everything is cheap. Decay influencing economy. L2 had "decay" in the form of 60% chance to craft a piece of gear and then even lower chances when OEing it. That was their material/gold sink. On top of the materials themselves being super rare, but that's more of a speed-controlling tool rather than a preventive ...
Post by Ludullu on 2022-05-21 18:17:37
Right, I mistook personal money spending for server-wide gold sinks. Main gold sink would be taxes in city shops and I thiiiink player stalls too but don't remember for sure now. So in a way L2's mat sink was more of a dispersal of wealth that would then be sunk by the taxes, rather than a direct gold sink, right.
Post by Ludullu on 2022-05-22 13:54:08
As I said in one of the posts, I saw the lower tiers of gear have timer of around 2 weeks of casual play and 1 week of hardcore play (assuming that casual players wouldn't minmax their timer, while hardcores would). And by the end of that time, in my system, you'd only need to have one of the 4 crafting components, which would most likely be easily acquirable by the second week, so any casual player could just go and buy them on the market. Enchantment could follow the same logic. Low tier enchantment (both in terms of ...
Post by Ludullu on 2022-05-22 14:44:01
I think the game should have party grinding quests that have rng for the mob sub-types. If the quests asks your party to get 10k boar hides, there should be boars that counter ranged classes, melee classes, mage classes, anti-debuff boars, buff boars that make other boars stronger, etc. Each of them gives the whole party a hide, if we go with a quest-based item drops, or some sub-types should just drop more hides (cause the boar is thicker or smth), if we go with a regular mob drops being a part of quests requirement. And solo quests should ...
Post by Ludullu on 2022-05-22 19:20:38
No, the only safe space is your freehold and your stall. Every other place is a pvp-enabled zone
Post by Ludullu on 2022-05-22 19:39:52
Pretty sure this hasn't changed in years (if not from the start). Wiki might not have some info, but I doubt this too. But the main thing, no one will gank you in a city. A flagged person is a free kill to anyone around them. A PKer is an even more of a freebie. And on top of that, PKers will get attacked by city guards. But on the off chance that someone hates someone else so much that they don't care about the consequences - they can kill another person.
Post by Ludullu on 2022-05-22 19:43:53
Eh, I personally like seeing a "community" of mobs of different kinds. And that lets the devs to make some small type-based animations that add an "alive" feeling to the world. I also prefer parties for fight several mobs which requires more teamplay, than playing a semi-boss-like mob that does a ton of dmg on each hit. But whatever Intrepid goes with, I can get used to it.
Post by Ludullu on 2022-05-22 19:45:28
If it's a city-based tavern (I think there'll be some of those), I think it should be a pvp zone. If it's a player-controlled tavern in their own freehold - yes, that's a pvp-free zone.
Post by Ludullu on 2022-05-22 19:54:19
I mean, pretty much the only mmo I've played is L2 I've played BDO to maybe lvl 20? WoW classic to 30. B&S to somewhere around 40. Up to 30 in FF14. And maybe under an hour of gameplay in a few other mmos. So I am insanely biased towards all the things I loved in L2. And there you'd have mobs with different subtypes and each type had their own abilities and when your group fought all of them you'd have to properly move around and control mobs. Get a silence on the mage, try to hold stun ...
Post by Ludullu on 2022-05-22 20:16:07
Yeah, Intrepid do claim that they want to get away from the idea of "grinding through repetition", so most likely it'll be lone strong mobs that give the required reward. But we'll have to see how it plays out, cause due to my own bias I find it hard to believe that an mmo can exist w/o some kind of grind, be it mobs or gathering or questing.
Post by Ludullu on 2022-05-23 00:08:37
Yes, we totally agree on that point. I'm just used to mobs always agroing in a group (cause L2 loved mob trains and aoes), so for me "having a group of mob sub-types" means "my party will have to fight all of them at once and find a way to win because fighting a group of mobs that have a counter to pretty much my whole party is difficult". So like I said, whichever way Intrepid goes, I'll get used to it. It just needs to be fun for all the other people that would leave a game over ...
Post by Ludullu on 2022-05-23 01:02:19
From the little amount of other mmos I've played (if I'm remembering them correctly cause for some it's been years), only BDO had big grouping of mobs, though even there you had to pull most of them yourself cause only a few would agro right away. FF14 was just a solo experience so barely any social agro at all. B&S was kinda the same. WoW mainly had long agro, but even with mobs from the same type/faction you could still pull singular mobs from a group just by slowly approaching them. I'm not saying that L2 is end all ...
Post by Ludullu on 2022-05-23 01:34:59
Every update added content. Some were bigger some were smaller. Did EQ's expansions always add a ton of content? Cause I think I looked its history up once and I don't think I saw thousands of things added in each expansion. L2 came out in 2003 in Korea and has had an update roughly every 6 months (afaik), which leads to 40 updates with some of them being on the smaller size and some literally changing the whole world. I prefer L2's all of those when compared to other mmos that I've seen from the period. Though two of ...
Post by Ludullu on 2022-05-23 02:24:52
I never really understood that critique (maybe it's smth with my eyes, I dunno) and have never heard it addressed to L2 so I guess I was just playing in a different gaming bubble.
Post by Ludullu on 2022-05-23 02:35:35
I have an even better suggestion, how about we go back to topic of grind and how we all hate it so much, with some of us not hating it at all. And with me loving it
Post by Ludullu on 2022-05-23 13:35:43
And yet Ashes plans to have this and it'd be even worse than my suggestion. And yet Ashes plans to have this and it'd be even worse than my suggestion. The chances are, all people who's gonna be in a guild will have their crafter friend who'll repair stuff for free and the guild will help them farm mats for repairs so that will also not be a gold sink. So casuals will still be punished for existing in the game, cause, again, they can be attacked and their durability will go down and because they're attacked they can't ...
Post by Ludullu on 2022-05-23 16:20:35
Oh, it has been criticized to hell and back. You can check out this thread for that. But this system was inspired by L2's overenchantment and there your items would get destroyed after a failed attempt. And my initial post was made precisely to address that destruction. But I personally like L2's system and what it represents (that being a big money/mats sink), so I just came with a system that would save the goal of the system while removing the rng and "feel bad" associations that come with it. I kept the planned decay system, I kept the ...