Reborn isn't for me

Correct, I don’t necessarily think the rewards chests are a problem. My focus was that almost no tradeables in game feel valuable. That is due to ease of acquisition and lack of need for high amounts. (that last part is worded very strangely)

Addition: Basically the 10x recipes mean that you hardly need items to make a ton of potions. You do need to get the rare lure ingredients, then get the rare fish. However, I have spent an extremely minimal amount of time doing those things and I have enough to make ~100 enhanced potions.

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Well I mean we added those to add new stuff to craft with bigger boosts so people would have a reason not to just use the 10,000 existing potions they already made. That would actually help drive more demand right? Not less?

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It’s design by accretion. You’re basically right, but now all the low level recipes won’t really factor into the economy at all (in the long run). They’ll be used or trashed, but never bought or crafted.

Rather than adding bigger potions, new ones with different, sometimes newly needed effects, would have been better. For example: “Stunning” potions that made all damage dealt cause an interrupt for a short time would be amazing for some bosses; “Grabbing” potions that increase grab distance would be great for shamans on the go or a couple events. Adding new effects to otherwise useless potions (e.g. chameleon/giant) and adding 5x/10x recipes could also have been interesting.

On the economy, any ingredient that was present in OG Orbus is basically going to have a non-existent, flooded market until we get a lot of new players into the game. That’s something that was always going to happen regardless of reward chests, there were players who brought in thousands and thousands of those items after farming them for months. There was really nothing we could do about that.

Guild wars 2 had a similar problem with overabundant crafting resources. They solved it first by adjusting the drop rates and materials required for crafting, then by having special time-limited crafting recipe events that required copious amounts of the oversupplied resource, and gave exclusive items, such as a portable crafting station. That way the excess surplus of the resource was destroyed.

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A world with things to find, people to meet, and places to discover . Finding rune pillars, stumbling into NPCs, and discovering places like the green lady temple or the dungeon entrances in the first game was one of the best parts of the game for me. Unfortunately, the runes and dungeons are in Highsteppe, the only town is Highsteppe, there are no substantial NPCs to find outside of Highsteppe, and I haven’t found anything unusual yet from wandering around. Don’t get me wrong, the map looks awesome, but there’s not much worldbuilding to be found find out in the world.

As a first time Orbus player, but long time MMO player, this really resonated with me as well. Orbus feels like a daily mission grinder with highstep as the only real PoI.

I’ve only gotten to level 7 so far since launch because I’ve come to realize that this isn’t the MMO I thought it was. This more like Diablo 3’s non-story battlentet co-op mode. You get daily missions from your town hub to go kill things and come back to turn it in for better gear. Outside of that the world serves no purpose for exploration of points of interest.

Having all of the dungeons under highstep with a menu to access where you want was also really disappointing and cinched this feeling. I thought that this must just be a quicker way to get to dungeons if you didn’t want to talk to the entrances which I thought was maybe a cool LFG mechanic. When I learned that the dungeons just don’t exist in the world I was really taken aback and added to the feeling emptiness and as you said ‘a carnival ride’.

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While I like Reborn and want to be positive and supportive, if I’m really honest with myself, I would have wanted the original game re-created as closely as possible and new things added (dragon racing, critter capture, battlegrounds, new avatar options, etc) and tack on extra (Wastelands its own new zone) or within existing (wagon graveyard being between The Twins and Wenderwood). I could understand the towns being in ruins / shambles (kinda like that house in Lucian) and any NPCs present have also just recently ventured out like us to assess damage and want to scout the area for further threat and/or begin to rebuild. Also that swooshy jungle grass and nightmare flowers are more patchy or, idk, however that could remain / be lessened / still be graphics friendly.
I get new Highsteppe as a fortress, I like that it’s multilayered, and I’m still keeping my fingers crossed for a lookout point. Maybe we can climb and walk the perimeter of the fence at the top. One of the neat things about OG Highsteppe was seeing everything around / below.
I also understand everything being ruined with Defend the Realm and geography completely shifted / redone with the earthquakes and whatnot. It’s an awful situation that happened and we are mourning. Can’t say if that’s a good or bad thing, but probably good to say it’s had such an impact on us (like when a book has a heartwrenching moment).
I don’t disagree with any point of OP and agree with some other comments as well. I think there is significant want for that singular overarching storyline, but I also really like the nebulous lore quests. I like that those who don’t want a storyline can still level without. I was wondering if that singular main linear overarching storyline maybe won’t have issues like before with OG if new things are only ever tacked on at the end to keep it growing? Any new things could be tacked in with the nebulous lore quests to not disrupt the line.
As for things to find, I’ve never heard anyone mention anything about finding rune pillars out in the world. I haven’t searched thoroughly myself, but it’s weird to think they’re not out there. (Edit: they are now out there! :heart:) I get basic rune pillars being in fellowship courtyard (although a building in Highsteppe for runemage stuff with an NPC for tips would be neat, I miss the jars of random things and the atmosphere of Tinny’s cave) but frost 2 and fire 2 right there with the level 1 spells? Death Peninsula (Spider Island, Snake Battlefield) was a great place for Greater Affliction. So much darkness and death there xD
I do get the dungeons being easily and quickly accessible as they are, but I also would like them to exist somewhere “real” to be found. I remember stumbling across the desert dungeon with a friend (what’s that light??? What’s this hidden over here we found while exploring carefully as level 12ish? Opening that cool door and OMG, I THINK THIS IS THE DUNGEON!) was such a cool experience. Also considering issue of complete newbs (not just on a low level alt but know the class cause beta) queuing for a dungeon and having absolutely no idea about anything… I don’t want to gate keep, but there’s gotta be a way for people to be ready first. Could once the place is found out in the world (and considering where has some assumption of battle ability) and then that unlock downstairs? Oh, some runemage made this portal thing, so now you have two options to physically access - the actual location or downstairs once you’ve unlocked it - and only then can you also do the dungeon queue for it? Since they’re level scaled, none should be too difficult to get to (paths leading to each have unmatched mobs up to level 8 or 10, maybe some matched), but just somewhere. Even if the airship is at the actual airship, and the point of that dungeon is ermagerd mob pirates trying to hijack or sabotage our airship?
As for the economy, in OG I never had more than 6k dram. That isn’t a complaint, I was just poor. I liked gathering and always gave my mats to guild members (fellowship chest was such a welcome addition!!!) so “ways to get by” for me was give and take with fellowship dynamics. Then once I had enough dram saved up (I was not a farmer) I’d splurge on something, so I usually hovered between 2k and 6k, and I was okay with that. With Reborn, I’ve only played shaman, I’m only level 9, I’m intentionally dragging the game out (not picking up ALL quests I could, meandering about, doing pretty dragon races I don’t have quests for and ditto for critter capture and events or even dungeons, I’m just playing) and I have over 10k dram! Like, wow! I’ve never seen that amount, and I have it in like two weeks since launch?! Granted, not over 10k from 0 in two weeks, but still. I love the reward chests, but yea, inflation is a’coming since the dram is rolling in. I like feeling like I have more buying power (before things catch up), but seriously, I didn’t work for this amount of money - my time and effort have not merited this amount.

I do love many things about Reborn, but there are a number of areas where the magic and wonder and grit of OG are just gone. Not gone and replaced or substituted by new stuff, just gone. I hope our feedback helps recapture it so that Reborn can truly be better instead of just different with separate pros and cons.

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Thanks for the feedback, I definitely agree with many of your points.

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1 5 min run going for blood maces can easily net u 25 of them, and for wilting suns you get about 15, so high balling got and saying 10x pots take 3 of each that one 5 minute time can net you 50 potions, making them almost worthless in the economy.

Plus the fact that u get so many pots from doing daily shards u don’t even need to make pots, maybe just a like bit of aging. A full group can easily get over 30 pots all together after only a couple hours worth of shards

Fish are the on,y thing that can be argued that will be semi rare, yet everyone knows where everyone is and when they appear, so you can easily get months worth in a couple days

Overall progression is super fast, u know somethings off when multiple groups have already cleared all PvE content, and have the best possible gear in the game within 2 weeks after launch, and then can’t even be involved in the economy because it non existent

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Looking at the spawn rates, I think it’s possible we have the herb spawn rates up a little too high, we will look at reducing those.

The shard bonus chest was something we introduced back in the day because people complained it was too hard to get potions for Raids. Maybe we should change that so it’s only 1 chest per day with 2 potions and not up to 3 chests for the different tiers?

Scarcity is the foundation of any economy. Although I’m not enough of a sharder to know whether this is the “fast food and fancy restaurants” scarcity or “Hunger Games” scarcity.

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I think that once raids come out - the amount of shards run will be a lot less and the potion buildup from them will be offset by the use in raids. In OG Orbus when they were both out, it was a good system. It gave another path aside from material grinding and potion making at the cost of needing more people. I think that at this point having material turn ins for rep or just something that gives value to the materials would be better. 10x potion recipes make them super easy to mass produce anyway, so I don’t know how much the value removing some of the shard potions would add.

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I personally like getting pots from loot because I’m not going to spend 8 hours a day running around collecting mats just to be ‘ready’ to spend another hour (the actual time many have to play) to join in some content. But I don’t need a ton of them, just enough to burn when playing. I’m neither collecting them, nor selling them, I’m a drinker :stuck_out_tongue:

This used to be solved pretty well with economy, I’d buy them off a guildmate who enjoyed fishing and farming (OMG boring), or run to pick’s stall and pay a bit more, less when there was some competition (but well within what I might have gathered just breaking down gameplay loot).

I can still do that with the AH concept so am fine with it in theory (if I could click on the menu behind the menu), but I really think the old stall system was more fun for those gatherer/crafter types to have their own shops.

I’m not collecting money to hit some currency scoreboard, or saving for some epic money sink, so I’m actually pretty happy to toss my gold to those who are so we can all do what we enjoy.

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Just to be clear the player stalls are eventually making a comeback we just want it to be an automated system instead of me manually doing it.

Yeah I’m kind of thinking maybe we don’t need the bonus chest since Shards are needed for gear right now anyway, that type of mechanic might be better paused until Raids come out.

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Thank you for shopping at Picks! Home of the 777 luck potion.

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Yep your out of a job Pick. They are automating the stalls!

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May have to become a street urchin selling apples and flowers.

Haha I meant the bidding for the leases being automated :smile:

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I think most are currently blinded by these… it’s true, after leveling 1-3 classes we are drowing in mats, but I am more or less done with event-hoping, not planning to do that just for fun and the intake of bonus chests is almost down to zero once leveling is done.

I have no chance to figure rare fish anytime soon - same in the OG that info was either kept secret or required to be on all day to try places or wait for weather conditions - nor do I think I even can do a recipe with 12 different ingredients or so (with the new crafting setup I can reach 3 a time, teleporting and running to the chest to re-sort even for normals alot…), crafting single potions to get along.
A 10x stack of high-level potions crafted one by one however needs 40 fish, 70 mats lol my mats will shrink in no time.

I simply think most people are not yet at the point where they are done with leveling and turning to use materials. Everyone levels and that’s the reason the flood is there. Once everyone got leveling quests fully done, potions are crafted, sold, etc., by numerous people, it will balance itself I guess.

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I 100% agree. I do greatly appreciate that the lure items are no longer stuck in a pvp zone (something that greatly detracted from my desire to fish in OG) but I am still unable to create those potions if only because of the fish requirements.

For some of the “rare” ingredients, I think the locations make it easy to farm and that won’t really change by setting a timer other than that people who are just happening by (read: exploring and not farming for a purpose) will have a harder time getting any.

See BloodMaces in Wastelands - a relatively quick respawn time and only a short distance from teleporter means these are quick to farm for someone at level 30. Compare that to Linistanium with the long respawn time and guarded by a bunch of mobs… If you want to gather a lot, you can… But nobody else will be able to get any (which is especially annoying because of the quest).

If someone is going to farm these, they’re people with the time on their hands to farm it, same as they did in OG. Dropping respawn timers only really impacts the more casual players or people who might want to snag ingredients as they’re performing other activities (rather than setting out solely to farm).

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Please don’t forget that the reward chests and the shower of dram/items from them are only there until you level up. After that it can be considered just like farming for anything else. Going from event-to-event, doing the daily/weekly quests should have a reward!

Right now i think since literally everyone is doing all the quests at the same time, leveling up new disciplines with whatever event they can manage to find there is an overabundance of those rewards. But the leveling quests are gone after 2-3 lvl30 disciplines and after that only the new players or new characters will add those items to the economy.

I think there should be some kind of money sink in the game which makes majority of the people to sell those stuff they farm. Korean MMOs solve this with the “enchanting” items like having to buy items either from in-game shop (p2w model…) or from other players to upgrade your items. And when you change your equipment you have to start it again. If those upgrade items are farmed/crafted ingame the game won’t turn into pay-to-win but players will always have something to do in there.

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