Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Crafting Resources? Tiered raw materials versus blends and alloys?
ArchivedUser
Guest
I've a question and comment on crafting resources (the type not obtained from mobs): will AoC go for the common rail road system (each metal for example has a tier and and they become obsolete) or go for a complex, open ended system with alloys? The ESO strategy for potions comes to mind, first 1 liquid and 2 ingredients, then if you unlock it 1 liquid and 3 ingredients etc etc.
I much prefer the alloy version for several reason:
1) you don't have to add countless new metals later on but can make more complex alloys
2) alloys allow customization by the player for metal properties
3) alloys allow you to stay in an area rich in a certain metal instead of having to spend your "life" a nomad even as a crafter and going further and further. Crafter don't enjoy forced travel or such, not a good design strategy.
4) The value of areas does not diminish and you don't run into the "all empty after game matures" problem where you waste design effort and landscape. And if people indeed can stay in an area then they are more likely to remain playing and develop social structures among each other. Home and hearth and community and all that instead of people moving on and on ...
5) The market ingame stays longer viable if higher level miner for example still gather "low level" metal. Basically you don't choke off a local area for newbies and their goods if the majority is now higher level.
Even for stone that can be done (concrete and other mixes, bricks from mud versus concrete etc), wood too (treating wood with oils and infusions to make it more flexible, more weather proof, higher durability or rot etc),
I much prefer the alloy version for several reason:
1) you don't have to add countless new metals later on but can make more complex alloys
2) alloys allow customization by the player for metal properties
3) alloys allow you to stay in an area rich in a certain metal instead of having to spend your "life" a nomad even as a crafter and going further and further. Crafter don't enjoy forced travel or such, not a good design strategy.
4) The value of areas does not diminish and you don't run into the "all empty after game matures" problem where you waste design effort and landscape. And if people indeed can stay in an area then they are more likely to remain playing and develop social structures among each other. Home and hearth and community and all that instead of people moving on and on ...
5) The market ingame stays longer viable if higher level miner for example still gather "low level" metal. Basically you don't choke off a local area for newbies and their goods if the majority is now higher level.
Even for stone that can be done (concrete and other mixes, bricks from mud versus concrete etc), wood too (treating wood with oils and infusions to make it more flexible, more weather proof, higher durability or rot etc),
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