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One of the most important things in any MMORPG is gear. The entire gearing process has to be good. If there isn’t a continuous chance for power, then the game stagnates and people stop logging in every day. Ashes of Creation will be no different. Gear will be obtained, and then an extra power can be obtained by enchanting and eventually over enchanting. The key part here is the risk vs reward of overenchanting, and the risk of that is gear breaking upon failure.
Some people have expressed concern about Over Enchanting that it might end up making “end-game” gear out of reach for casuals, and this is certainly a concern. People also think the RNG part is less than desirable, which is also true, but without some sort of item sink the economy will suffer long term. What do you think? Give feedback on your opinion of what Over Enchanting should look like in the comment below!
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I think the higher enchant the greater chance for failure and permanent breakage, high risk high reward. Same with repair, if your trying to repair your gear the percentage of success drops each time until it inevitably breaks
Things breaking in MMO should be a thing on critical failures, it allows for crafting and resources to be kept in demand.
I don't think you should LOSE gear that took you umteen hours/days/weeks to grind or earn achievements for, I appreciate that if you fail difficult or low-probability attempts to make your weapons better in Archeage that they Crystallize instead, which is still recoverable.
I really don't like breaking chances at all. Just make the enchanting more expensive, like of 10% to break, instead just add 10% of tge items value to the cost. For people who play a lot this is basically the exact same since over time the costs will be about the same but you avoid angering people making them feel unlucky
What if crafting wasn't 100% success rate?? Higher the tier, higher the chance to fail a craft.
I really like the "cant pick up corrupted gear" idea and "pay back what you stole to clear corruption" Ideas. I Think that only Master enchanters, specked into over enchanting should be able to take it past a point or have a reduced chance to fail. This would be to keep items like plus %chance to succeed out of the game. I would prefer their to be a HARD cap on the amount of enchants.
Personally, I liked the idea of gear breaking and only being able to be repaired so many times. It adds weight to decisions about your "best gear" and when you use it.
It would mean that you would keep your "best" gear put away unless your going to that big event when you need to pull out your big guns. It means you would need to get an everyday set of gear that can handle grinding, eight-man content, easy enough to get the stuff to repair, and it's not the end of the world if it breaks.
Remember that 99% of players will never have better than purple gear, there are only so many Legendary items active at one time. Gear breaking means someone can't just horde and repair a 1 of 20 Legendary items on a server. Eventually, it will break and recycle on the server providing a chance for someone else to get a Legendary Item or blueprints.
It also means more work for gatherers, processors, and crafters while creating a gold sink to balance the economy.
NO. Fail at a certain level of enchanting cause the item crystalized and can't be enchant until fixed, need another copy of the same item to decrystalize, the number of the same copy item vary depending on the level of the current enchant. Material needed for enchanting increased the stronger the level of the enchant are, give the option to risky enchant (can downgrade) or Safe enchant (no downgrade) but double the current material needed. Of course there will be a p2w item that reduce the chance of decrystalize by half and increase the chance of success (or they can choose not to make this item but implement this to other artisan who are specialize on enchanting item).
This will make another copy of that item matter and make the amount of material for enchanting always healthy because you can avoid downgrade thus encourage every single main character to not be scared of enchanting (they will feel like it is a must when they have resource/gold to do so).
What happen when people maxed out their gear? added new system like increasing the equipment rank, from D to S. Every time the item increased it rank, it start over from +0 enchant but this time they have a better effect & bonus from enchanting than their previous rank. Of course each rank has a different level of success rate, the higher the enchant stage and rank are the lower the success chance and decrystalize chance are. This will make equipment content take forever to be maxed out.
What happen when they maxed-out everything? add a new system where the item has expiration of use and deactivated when the duration is over, can only be re-used if it activated by spending a certain amount of material, so the material will always forever matter and be used. (this can be separated with repair durability system if they want to make more gold sinking)
Dropped gear from pvp will 100% get decrystalize and has a chance to downgrade it enchant by 1 (of course there are a system to reduce the downgrade chance even further by adding a criminal proficiency or whatever, this criminal proficiency can also effect parkour ability by the way and only a certain class can maxed out it proficiency ex: rogue/ranger main or rogue/ranger subclass)
I'm a fan of gear breaking down. Not only does it make more sense (even if we're talking fantasy worlds), but it helps with economy. If gear doesn't break down over time to a point of no return, then the majority of players who spec'd to armor smiting or leather crafting gear will have to re-spec to something else. The demand won't be there anymore. More players would rather choose to get into ship building or siege craft or animal husbandry because there would be a hard road block for the others.
As far as overenchanting things I think that gear should have a cap to how far you can take it. Once you're past a "safe" level of enchanting then there will be a percentage chance that further enchanting will break the item or downgrade it like you showed here. This will mean there is definite risk vs reward when pushing how far your items and gear can go. This combined with things breaking after a certain time or number of uses will also prevent players from either hitting a cap and becoming comfortable or a few players having stupidly high enchanted things forever. Personally I would probably dip just once or twice past a point of possible breaking or downgrading when it comes to enchanting but some might risk a few tiers beyond me while others would stay in the green for guaranteed stability.
I also know my items would eventually need to be replaced so I wouldn't mind dipping my foot into a beyond safe enchantment just a bit without fully diving in. Could I get an item even better if I push it? Sure, but everyone's risk vs reward spectrum is different and at some point you're just blowin money and resources in hopes to get a better thing which will eventually break anyway. In the end it'll come down to whether you feel that extra 5, 10, 20% or more is worth the possibility of breaking the thing and starting over or if you're happy with where it is already knowing you'll have to replace it in 3 months or so anyway.
I always said L2 is one of the best out there. Look at its enchant system and how it keeps the artisan system and market relevant, and always alive.
Imo you should omit the "yellow" area and move straight to items breaking past +4, this way you ensure that there is demand from basically everybody for base items and not only from the top 1-2% which will push for the hypothetical +10.
On unique item stats(kinda like poe) i think that it can work but would require a very fleshed out and complicated crafting system which i am not sure it will mass appeal to mmo fans(since most mmo fans are wow and ff14 players), it all boils down to which is the ashes of creation core audience? If the answer is mmo fans then randomized item stats and item breaking on failure shouldn't be implemented but if they make this game for niche communities like AA,BDO,POE.L2,SW galaxies then sure we will love to finally have a game which doesn't just reward participation and it is all about calculating risk/reward.
I think the legendary items, should have a timer, like for the flying mounts, so for example 1 month or maybe even shorter, like two weeks. Less limiting game play of a player getting their dream item, but more giving everyone a chance to get the one and only item.
I really like your Trophy idea after loosing the item, so you can put it up in your space, study, inn or guild hall to show off and talk about after time goes on.
Hell no, items breaking when failing upgrading is one of the worst features i ever experienced in ArcheAge and don't want to see it in another game ever again…
I always tought the best system for enchanting is you can go full risk and risk losing the item at low/moderate cost or you can have some form of item protection or guaranteed success at high or extreamly high cost. So if you have super rare item you want to keep rl badly you can farm shitload of gold and mats and have it protected.
items breaking on fail is a no go,i don't have the same patience for mmo's that feel like they waste my time and honestly just feels like a lazy way to make player grind again and again for at times very little gain. The issue for repair is why try and make a simple thing complex just to say it is,at some point if you do that with every system people will be overwhelmed and quit.
The ideas keep making me think this game is just not for me, i was willing to play even though I'm not a fan of pvp and hell even came around on the full loot pvp. I'm gonna keep an eye on it but i think I'm out for now lol.
Crafting is DOA if there is no item sinks. Over enchanting makes sense, but its hard to say if it is enough. As a crafter, I don't want to be a glorified repairman.
I am fine with failure resulting in breakage, but if that's the case, the success/failure needs to be some sort of skillcheck versus RNG.
i don't think gear from corrupted players should be destroyed, being able to loot a red player is one of downsides of being red, and everyone knows theres something to gain so this will help players police the towns, in BDO people often ignore red players that goes around town roofs avoiding guards because there's just nothing to gain
Idk how to feel about breakage. In one side I feel there should be breakage for the sake of the economy and keep good gear relevant. But at the same time I understand that armor breaking is too much punishment.
Perhaps what I would do is to lower down the statistics on the armor for each time (or a determinate amount of times) you have to repair, until it gets to a specific state. For example in the case of epic items lowering them until reaching a rare like statistics item, and the same for rares to uncommon. Maybe keeping uncommon as uncommon. In terms of overenchanting I would do what you are saying, at least giving the choice to overenchant until +9, the decision is only yours so you have to assume your own responsibility, I don't get why this should be bad.
That seems more realistic to me, and adds a great point to keep a hierarquical gearing where only a few will have the best items and not everybody. I was about to ask you about a hierarquical gearing system on the stream because is a thing that keeps concerning me and there is no much information about it, but I had to leave. I really hate the idea of normalized gear. As you said in wow all players feel like the same. I think there should be a very few legendaries, but STILL a few people wearing epics, a little more people with rares, and uncommon and common being the majority of all population.
Not everybody can be a super hero or a high lord of the war and seeing one of them has to be unusual, that's when you can appreciate the true value of those items and recognize people who has great skills. Only people who trully deserves must have that ones. If I'm walking in the street and everybody is an epic gear boy then its like there is no meaning in having it. Meanwhile if not being epic boy is shit then why exist the rarity system? I would have liked to talk about that in stream. 🙁
Breaking gear is never a good experience, even if you're a player with a lot of time to play and farm that item again.
Also, with a lot of systems that may already rob the player of their investment (i.e having your house sacked in sieges, being ganked while farming/conducting caravans), this is just another way to scare off casual players, who are, as you said yourself, the unsung heroes of mmos.
Good solutions to keep demand for crafting/enhacement items high would be:
Require/encourage different gear for each of the pve activities and pvp;
Have incredibly low chances of enchanting above +7;
Require epic/legendary materials for enchanting above +7;
Seasonal events with limited time equipment;
Also, each archetype will have 8 classes, so I assume players will try to gear these different classes, that might require different gear.
Brazillian viewer, english is not my first language, great video.
Love the video, these deep dives are always fun. I agree with the ideas presented and I would go up to +10 for the max not +9 lmao I need it to be even
Removal is good.
I don't think item being broken when over enchanting is a good thing because good players don't like to progress backwards. In addition all raids and dungeons are not open all the time so you cant just endlessly farm items and repeat the process until you manage to enchant entire gear. Maybe you need to close that dungeon to open another one for the rest of the gear but you cant coz it keep breaking when you enchant it and your hardcore guild is w8ing for you to get RNG proc so they can continue as a grp.
Make top lvls of enchantment rly hard to achieve (1% success rate or some other number) and make them cost a lot of expensive mats is a thing I can get behind.
I think scamming is actually a good thing for building relationships, reputation and connections. If you can punish scammer with PVP after scam. Or pay a bounty hunter to recover scammed gear somehow.
I think you should always be able to repair your equipment. When it is destroyed then you can't use it, but you should be able to repair it for higher cost. Some mats might be needed for repair too. No pernament breakage.
For me, it comes down to what the enchants do. If a base stat increase can destroy my gear I would not play the game. I want my risk/reward to be for more than something like an agility increase.
Mhmm, I agree with over enchanting as a way of losing gear, if we are not going to be able to lose it from repair/degradation.
I'd say for the first few enchants its safe, nothing wrong can happen, then mid-way it damages the item on failur needing materials/repair as the item needs to be 100% to be enchanted, then once you reach the high enchantments it can permanently break gear.
This however should be separate from crafting gear's stat wheels that allow us to make our crazy items, but those personalized items having a risk of breaking but also having unique enchantments on top of it to boost its power or add special abilities would be nice.
This all really depends on what kind of enchantments we get and which ones can be further enchanted. +X of a stat is fine, but I would like items to also have 'Blink Boots' that you can use to throw yourself out of a mechanic or class specific enchantments that double down as Augments but make those kinds of enchants high risk.
I think enchanting should have 5 tiers, rather than 3. +1-2 can't be failed. +3-4 loses mats on failure. +5-6 loses mats and downgrades the item on failure. +7-8 loses mats, downgrades the item, and damages the item on failure. If durability is permanent, then you still have to pay for repairs. If durability is finite, then you run the risk of making your weapon unusable after too many failed attempts. +9 and higher destroys the item on failure. Yes, +9 and higher. I think items should be able to go higher than +9, as that just adds more risk for more reward. If you're willing to attempt a +12 weapon knowing that the chances are low and the item could be destroyed at +9, +10, and +11, then you should be allowed to take that risk. If you succeed, you probably have one of if not the single most powerful version of that weapon in the game, and if you fail, then the gatherers, processors, and crafters are all benefiting from your progress.
Loving these short topic videos on You Tube, it's very easy for me to consume them.
I'm happy with gear having durability and eventually breaking, with repairs that aren't 100% effective. "Legendary" gear should break into parts that can be reforged in conjunction with the correct gatherables and a highly skilled crafter with a top tier crafting station.
I'm happy with over enchanting being a material sink that gives a small but worthwhile advantage. Each level of over enchanting should require ~1000x (playtest) times more resources than the previous level. I'd prefer fixed massive costs for guaranteed success instead of a RNG success rate that arrives at the same average resource costs. The major difference is that I would be annoyed by the repetitive creative process (grind) required if I had to generate qty 100 +6 swords to achieve an average of qty 10 +7 swords. I'd rather just pay an additional resource premium to get what I want than grind the RNG success rate. Any task best performed by a bot (I know, bots=ban) isn't my idea I'd fun and quickly starts to feel like a second real life job.
The enchant system you propose is very nice, agree. Repairing an item should become increasingly expensive (materials), but it will never be completely destroyed. up to the point where it will be cheaper to obtain a new item of same grade.