@darian said in Can you think of truly immersive and meaningful quests in the Fractured world?:
@kairosval true, but does it really have to be balanced? Since i'm referring to massive economy effort in order to use the super relics, it would not be a common sight. Consider it the epic final battle in a single player game. But you just might loose and live with the consequences. It would also force factions to prepare for possible threats and develop strategies fit to deal with the specific situation, rather than jut have a standard siege/defense strategy employed over and over again.
As I see it, we wind up with essentially two different scenarios.
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The effort required to generate these items is high, but once a single guild has one, everyone else has to have one too. So everyone straps in for a collective arms race. Obsessive completionist gamer culture kicks in. Within a year, these items start to become common simply by virtue of how many gamers are willing to essentially work 80 hours per week for free to find optimum grinding pathways to unlock the top-tier content. Because gamers be gamers.
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The effort required to generate these items is so high that not even the completionist-gamer mindset is enough to generate them in a reasonable amount of time... Which means any development effort applied to this task will not get to be experienced by the vast majority of the playerbase. That's not the best investment of developer time no matter how you look at it.
Then we need to decide if the legendary items decay or not.
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If they do not decay, that will eventually make player crafting obsolete as eventually all top-tier players will aim for and acquire legendary gear, at which point they will stop having to buy more gear.
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If they do decay, that may keep player crafting relevant. But it will feel bad to the players and guilds that possess the weapon to have so much of their effort waste away.
No matter what way you cut it, this idea of extra-mega-legendary-super-saiyan-doomsday equipment just doesn't cut it for me. It makes sense why a gamer would want to have such an item, but I see it kind of sucking for everyone else. I just don't see that it would be a good use of developer time when you consider it from a impact-to-gamers-per-developer-hour perspective.
I think it would be better to have the best items just come from the top-tier crafting characters building items from the the rarest raw materials gathered from all three worlds. And preferably in a situation where no single crafter will be able to master EVERY aspect of crafting, so that more than one crafter will be needed to build all the intermediary components at the highest level - creating a market for high-quality intermediary components.
I think this would be better in the long run from a game economy perspective because it doesn't require anything additional on top of the already planned player-driven crafting economy. If things need to be rebalanced, the devs can tweak spawn/drop rates on raw materials, the number of materials needed for each component, the decay rate of the items, or as a last resort the stats of the items in question. The items created follow the same decay and drop-on-death rules as all other items, so it feels fair to everyone even if not everyone is happy with it.
I understand the thirst for the power-fantasy of being the player or the guild that owns the god-item and can smash everyone else in the face... But given Fractured's design-goal of players being competitively relevant from day one, I don't think that the god-item concept is a good fit, as it represents a level of end-game progression that would break that design goal. I see too many problems, and I don't think the payoff is worth the design and development effort that would be required to identify and address those problems.
Just my 2c though. 