I am talking crafted non-legendary and non named items. Items that would be on the TP on the regular from crafters. As I stated, legendary and named items which should ultimately be BiS would use the crafted repair kits to maintain them. They just need to actually be legendary and BiS.
That’s a penalty. A penalty in gold, or rather in the time it takes to earn enough gold to “simply buy” the gear.
I don’t trust the premise that the TP is going to have gear reasonably-priced enough to gear me for endgame content unless I’m playing for 4-5 hours a night, 7 nights a week. And at that point, the game has lost me because I’d like to have a life outside of it and work.
i get you’r point, but right now ytou actuali need to play way more than 4/5 hours a day to reach Best in slot (if that’s actuali possible) i’m not totaly ok with he’s solution but it seem to me that it wil reduce the time needed to get end game gear.
Great feedback. I suggest they drop random loot in place of crafted loot like Albion. Not the game be Albion. Simple minds belong to babies. It is called some of us don’t live in denial and want to game to improve on all fronts. Maybe provide actual feedback since you are in the feedback section… or just post random useless comments.
Nice post. Think about all the feedback they got from the alpha and beta, even the current feedback for the PTR, and how they never listened to any of it and then throwing the game up live. What makes you think they’ll listen now?
Sure, i ll provide feedback they way you do, by stealing ideas from other popular games
I suggest AGS adds to the game PK system so people names will turn red when they kill another player and their karma will turn negative so when some player with positive karma kills them they drop their gear.
I suggest a raid where the boss will be a huge flame spirit called Rabnaros and his loot will be a giant fiery dildo.
I suggest a huge tower that goes high into the sky and you can go in there to fight mobs non stop progressing through floors each time you win and if you do 200 floors without dying you get the title Baconmancer.
I suggest a giant npc gets angry and strucks aeternum with his giant sword destroying the land and then a substance called aeternumite oozes out of the cracks and we get a necklace that we can level up with it.
I don’t agree with everything said here such as gear breaking (I’d quit if my gear which took weeks to find on the AH breaks after some use), but the feedback is good esp owning up that the game is incomplete and needs a LOT of work.
I am sure they will never read this, but I felt I might as well post my opinion and say I tried. I have been supporting this game for so long and it is sad to see it going this direction. I can only hope the negativity they are getting right now puts a fire into someone at AG to make some drastic changes once again. I much preferred the early days when the game was a more hardcore PvP game. Ever since they started making it casual and a grindy PvE game it has went downhill. I don’t even really mind it having the PvE, if they would at least do it right with quality content.
Anyways, here is to hoping they listen to someone.
Even though I am a crafter, I have generally not been a fan of item decay and permanent breakage. However, I think you may have a workable idea here. Don’t eliminate, but reduce world loot drops (seriously, they are pretty high at all levels of the game. I killed a level 6 wolf the other night that attacked me while I was logging, and got a tier 3 rare bow). There are and will always be players who would rather hunt for gear than buy it, and they should have that option. But a reduction in the loot drops would certainly be an improvement.
For item decay, I suggest common (grey) items can permanently break and decay at a base rate, uncommon (green) can permanently break and decay at half rate. Rare and epic cannot permanently break, but after a time will need to undergo major repairs either by a crafted kit, a kit purchasable through the faction vendor, or the same kit found as a rare world drop. Players can buy them with coin, buy them with faction points, or grind for them. This means everyone can keep those special items forever, at a cost, and can choose how to pay that cost based on their preferred play styles. Rare (blue) items could still decay, but at one tenth the base rate, and epic (purple) items would decay at one twentieth. Named and legendaries would not even decay. Just some thoughts,
I must say I mostly agree with OP’s thoughts. And, I am somewhat fascinated with how abhorrent people seem to find item-decay. I mean, I approach the idea under an assumption that anything that can be permamently lost must also be easier to get. To imagine the time it took you to get the gear with the current system and then losing it, is probably not a fair comparison
I think item decay would be ok if crafters could choose all the variables for the gear being crafted. Or an alternative is the item would break and then you’d have to consume another piece of the same tier to repair it fully. So a legendary would consume a legendary, etc.
I could see tier for tier consumption of an item as a repair kit input. However, that’s just a rather overt item-sink.
An alternate mechanic to the same goal that might create more excitement would be a rare craftable and rare loot item that converted a BOP item to BOE…bind on equip and therefore be re-sellable.
Crafted items should always be BOE (otherwise you’re killing crafters as a selling profession).