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No More Static Crafting

2

Comments

  • [quote quote=24737]I know some of these guys came from Vanguard. I loved the crafting in that game. It gave you a sense of accomplishment when you made something. You also gained levels and prestige for creating one of a kind items first on your server. I would like to see this built upon and refined.

    [/quote]

    I'd absolutely love to this. It seems that a lot of people (at least in my eyes) mistake harvesting for crafting. I see a ton of posts (not just for this MMO but in general) talking about how killing rare monsters could drop rare mats for crafting. I think an example was is "it would be awesome if I killed a rare frost yeti and i looted a patch of rare yeti fur that I could use to make some sort of frost gear". And while I agree, mechanics like that *are* awesome that's not crafting. That's harvesting. Used in crafting perhaps, and part of the entire Crafting Sphere/Pillar for sure. But it's not part of the actual process of crafting. Steve and Jeff et al have talked a lot about the different crafting professions, and how people can specialize down just one sub-track (i make swords! Awesome swords) or be a little more general but not as deep (I make metal things) and how that will open up item customization dials. Which is also pretty cool. But what they have not said is the actual process of crafting. Is there going to be an element of skill involved (ala Vanguard for example) or is it going to be a more varied version of WoW crafting? Put my mats on the table, turn some dials based on my crafting level and hit forge and the item appears in my inventory.
    They talk a lot about risk versus reward. That really should apply down to crafting as well. I do not mean RNG here. There shouldn't be some arbitrary chance to fail or something similar. But if you make crafting a skill based process where people who are truly interested in crafting take time to learn the mechanics and perfect it you 1. mitigate that risk (just like a good tank will be better than a bad one) and 2. you give the player a sense of meaning and accomplishment. As it sounds now any two players that go down the same track will be indistinguishable


    Edit.. ugh, sorry for the rambling wall of text. I haven't had my coffee yet.
  • [quote quote=25104]<blockquote>
    As it sounds now any two players that go down the same track will be indistinguishable

    Edit.. ugh, sorry for the rambling wall of text. I haven’t had my coffee yet.
    </blockquote>
    [/quote]

    You talking about granularity of crafted goods.
    In thins system it may well be... build dependant + component dependant
    So in theory identical build with identical recipes should produce identical goods.

    Thats why I always argued for a full on distribution system for both class and craft and items
    One where the granularity gets ever finer as you progress.
    That ensures...or increases the probability, no two people would have identical distribution choices.
  • But that's still component based. In the end, all you've done is used a rare yeti fur instead of a sandtiger claw to make a frost sword instead of a +crit sword (just my example). That's not the actual crafting process. That's just a great harvesting system. But if two players go down the same crafting build path they are indistinguishable besides what components they used on any given item. As opposed to a skill based system where some people are legitimately better at crafting than others.

    I'm a crappy tank. Mostly from lack of experience (i don't like doing it). If you gave me a level 50 character, and had me tank against another level 50 player that was good at it.. he'd do a WAY better job. Because he understands the mechanics of tanking. It's not gear dependent, it's skill dependent. He knows what buttons to click when, how to move, etc.

    I use VG as an example because they had a very robust crafting system that required an understand of mechanics to actually be successful.. Not just in what components you used to start your item.. but in the actual process of combining those items.
  • [quote quote=25113]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/3/#post-25104" rel="nofollow">Worth wrote:</a></div>
    <blockquote>
    As it sounds now any two players that go down the same track will be indistinguishable

    Edit.. ugh, sorry for the rambling wall of text. I haven’t had my coffee yet.

    </blockquote>
    </blockquote>

    So in theory identical build with identical recipes should produce identical goods.

    [/quote]

    I agree with this *assuming* both crafters are also at the same level of skill (if there was a skill based system). If both me and joe use the same components, and have the same build (both of us have drilled down the weapon-smithing path) AND we both make no mistakes in the actual forging process then both our swords should be identical. I totally agree. BUT, if during the process a complication arises and I don't deal with it as efficiently as Joe does because, maybe I'm new to this level of crafting or something then Joes's sword will be perfect (eg 100% completion, or possible stats) and mine will not be.
  • [quote quote=25113]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/3/#post-25104" rel="nofollow">Worth wrote:</a></div>
    <blockquote>
    As it sounds now any two players that go down the same track will be indistinguishable

    Edit.. ugh, sorry for the rambling wall of text. I haven’t had my coffee yet.

    </blockquote>
    </blockquote>

    So in theory identical build with identical recipes should produce identical goods.

    [/quote]

    [quote quote=25113]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/3/#post-25104" rel="nofollow">Worth wrote:</a></div>
    <blockquote>
    As it sounds now any two players that go down the same track will be indistinguishable

    Edit.. ugh, sorry for the rambling wall of text. I haven’t had my coffee yet.

    </blockquote>
    </blockquote>

    So in theory identical build with identical recipes should produce identical goods.

    [/quote]

    I agree with this *assuming* both crafters are also at the same level of skill (if there was a skill based system). If both me and joe use the same components, and have the same build (both of us have drilled down the weapon-smithing path) AND we both make no mistakes in the actual forging process then both our swords should be identical. I totally agree. BUT, if during the process a complication arises and I don't deal with it as efficiently as Joe does because, maybe I'm new to this level of crafting or something then Joes's sword will be perfect (eg 100% completion, or possible stats) and mine will not be.
  • Sorry, quotes are acting funky for me.

    You said: "So in theory identical build with identical recipes should produce identical goods."

    I agree with this *assuming* both crafters are also at the same level of skill (if there was a skill based system). If both me and joe use the same components, and have the same build (both of us have drilled down the weapon-smithing path) AND we both make no mistakes in the actual forging process then both our swords should be identical. I totally agree. BUT, if during the process a complication arises and I don't deal with it as efficiently as Joe does because, maybe I'm new to this level of crafting or something then Joes's sword will be perfect (eg 100% completion, or possible stats) and mine will not be.
  • [quote quote=25120]But that’s still component based. In the end, all you’ve done is used a rare yeti fur instead of a sandtiger claw to make a frost sword instead of a +crit sword (just my example). That’s not the actual crafting process. That’s just a great harvesting system. But if two players go down the same crafting build path they are indistinguishable besides what components they used on any given item. As opposed to a skill based system where some people are legitimately better at crafting than others.

    I’m a crappy tank. Mostly from lack of experience (i don’t like doing it). If you gave me a level 50 character, and had me tank against another level 50 player that was good at it.. he’d do a WAY better job. Because he understands the mechanics of tanking. It’s not gear dependent, it’s skill dependent. He knows what buttons to click when, how to move, etc.

    I use VG as an example because they had a very robust crafting system that required an understand of mechanics to actually be successful.. Not just in what components you used to start your item.. but in the actual process of combining those items.

    [/quote]

    But crafting and gathering isnt a twitch system
    It doesnt rely on reflexes and tactics to ....be good
  • [quote quote=25132]Sorry, quotes are acting funky for me.

    You said: “So in theory identical build with identical recipes should produce identical goods.”

    I agree with this *assuming* both crafters are also at the same level of skill (if there was a skill based system). If both me and joe use the same components, and have the same build (both of us have drilled down the weapon-smithing path) AND we both make no mistakes in the actual forging process then both our swords should be identical. I totally agree. BUT, if during the process a complication arises and I don’t deal with it as efficiently as Joe does because, maybe I’m new to this level of crafting or something then Joes’s sword will be perfect (eg 100% completion, or possible stats) and mine will not be.

    [/quote]

    But then you are saying Joe has a better chance of success than you.
    You cant implement chance without RNG
    RNG that is skill level dependant.
  • There doesn't have to be anything twitch about it. I just used tanking as an example. Think Chess. Chess isn't twitch but some people are definitely better than others. Again just an example. If the crafting process has some sort of actual mechanics to the process itself it's just another avenue for players to grow and distinguish themselves.

    Otherwise it's just an automatic process, with no risk/reward. Drop my mats on the table, turn the dials i'm allowed to turn based on my specialty and push the "craft" button
  • Joe has a better chance of success because he's actually better at it. if it's skill level dependent that's the opposite of RNG. what your saying if 2 people are level 50 Predators, in the same gear than they should be equal in skill? That's obviously not true. Some people are better at some mechanics than others. I'm advocating for crafting to be one of those mechanics.
  • [quote quote=25139]There doesn’t have to be anything twitch about it. I just used tanking as an example. Think Chess. Chess isn’t twitch but some people are definitely better than others. Again just an example. If the crafting process has some sort of actual mechanics to the process itself it’s just another avenue for players to grow and distinguish themselves.

    Otherwise it’s just an automatic process, with no risk/reward. Drop my mats on the table, turn the dials i’m allowed to turn based on my specialty and push the “craft” button

    [/quote]

    [quote quote=25142]Joe has a better chance of success because he’s actually better at it. if it’s skill level dependent that’s the opposite of RNG. what your saying if 2 people are level 50 Predators, in the same gear than they should be equal in skill? That’s obviously not true. Some people are better at some mechanics than others. I’m advocating for crafting to be one of those mechanics.

    [/quote]

    Ok perhaps i should clarify..when I said RNG I meant that would have to be the basis of the system...not that joe would have more RNG.
    To be specific you would have inverse RNG.....that RNG penalty would get lower as you levelled up.
    Joe has already levelled up, so his RNG penalty would be minimal or none.

    Skill in chess is just about choosing the right response to a challenge.
    In effect, not much different to undoing a series of combination locks in sequence.
    Its still fundamently making a choice and getting a result.
    Its still fundamentally button clicking.
  • Joe hasn't leveled up... he's gotten legitimately better at crafting (although that real crafting experience would probably dictate gaining crafting levels). It has nothing to with RNG. If I'm tanking and the mob crits me, sure that's a little bit of RNG. But how the player responds to that action (that challenge in your example) is determined, wholly or partially, by skill. Do I use a cooldown ? Do I use the right cooldown? Do I know that my health pool can sustain the extra damage and I save cooldowns for later and passively heal? Those are all responses to a challenge, and those are all what differentiate good players from bad or mediocre ones. How you respond to challenges is an aspect of skill.
    The whole game is some form of challenge/response. That's what makes it a game. And since it's a game, i make my responses by clicking buttons, yes. Because that's how you affect actions in a game.

    Tossing mats on a crafting bench and hitting combine is not a challenge/response system. There is no challenge and therefor there can be no response.

    A good tank has a better chance of surviving a boss fight than me as a bad tank because they are good. That's not RNG, that's skill.
  • @Worth.
    I still dont understand how you can have skill without interacting with a dynamic system.
    The whole point of skill is to 'react' to something.
    That means responding to some kind of automatic or dynamic agency (RNG/AI/intelligence).

    Clicking buttons is not an automatic or dynamic agency requiring skillful interaction....its just a selection.
    Sorry. I must be in thick mode today.
    :D
  • @ wesleybruce

    Thank you,

    If it's worth while, then I'll speek/type out, on whats on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are parshly currect.

    In Dry everments like Desters, Dry grass planes, or lands that have experinsed a drought. Would be indanger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp enverments, grean / living trees, and other asorted plant life would not easly burn. Yes even a ever grean tree like Pine trees would not burst into flame whin struck by lighting.
    Like in real life a Pine tree changes whin it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a sinifient amout of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to growe, comes from raw stone, is mind from caves / stone quarys / moutens.
    Jewalers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is alot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materals, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materals (( " enchanted, imbued " )) may not have the given states, nore would the prossed Raw Materals. The Items and gear that were crafted from such raw materals would have thees states, inadtion to what could be enchanted upon the items normaly.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.
  • @ wesleybruce

    Thank you,

    If it's worth while, then I'll speek/type out, on whats on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are parshly currect.

    In Dry everments like Desters, Dry grass planes, or lands that have experinsed a drought. Would be indanger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp enverments, grean / living trees, and other asorted plant life would not easly burn. Yes even a ever grean tree like Pine trees would not burst into flame whin struck by lighting.
    Like in real life a Pine tree changes whin it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a sinifient amout of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to growe, comes from raw stone, is mind from caves / stone quarys / moutens.
    Jewalers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is alot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materals, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materals (( " enchanted, imbued " )) may not have the given states, nore would the prossed Raw Materals. The Items and gear that were crafted from such raw materals would have thees states, inadtion to what could be enchanted upon the items normaly.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you,

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry enverments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be endanger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp enverments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a sniffigent amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quays / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you,

    If it's worth while, then I'll speek/type out, on whats on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are parshly currect.

    In Dry everments like Desters, Dry grass planes, or lands that have experinsed a drought. Would be indanger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp enverments, grean / living trees, and other asorted plant life would not easly burn. Yes even a ever green tree like Pine trees would not burst into flame whin struck by lighting.
    Like in real life a Pine tree changes whin it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a sinifient amout of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to growe, comes from raw stone, is mind from caves / stone quarys / moutens.
    Jewalers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is alot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materals, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materals (( " enchanted, imbued " )) may not have the given states, nore would the prossed Raw Materals. The Items and gear that were crafted from such raw materals would have thees states, inadtion to what could be enchanted upon the items normaly.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • haha, no worries! I'm probably doing a bad job trying to get across what I mean.

    You're exactly right when you say skill requires a dynamic system. That's what i hoping crafting in Ashes is like. More then just "put my mats on the table, turn some dials and hit craft". Present the player with challenges during the process so they can respond. How does the player handle the coals being too hot, or the fire too cool. Is there a flaw in the ingot, etc etc. It doesn't have to be overly complicated, but make it a challenge so there is a sense of reward when you master it. Just like an adventuring class. Chucking mats on a table and pushing Combine presents no challenge. There's a reason a lot of people refer back to VG's crafting mechanics, because it was one of the few games that made the crafting process itself a game.
  • @ wesleybruce

    Thank you,

    If it's worth while, then I'll speek/type out, on whats on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are parshly currect.

    In Dry everments like Desters, Dry grass planes, or lands that have experinsed a drought. Would be indanger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp enverments, grean / living trees, and other asorted plant life would not easly burn. Yes even a ever grean tree like Pine trees would not burst into flame whin struck by lighting.
    Like in real life a Pine tree changes whin it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a sinifient amout of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to growe, comes from raw stone, is mind from caves / stone quarys / moutens.
    Jewalers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is alot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materals, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materals (( " enchanted, imbued " )) may not have the given states, nore would the prossed Raw Materals. The Items and gear that were crafted from such raw materals would have thees states, inadtion to what could be enchanted upon the items normaly.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.

    -Ravossel
  • @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
  • (( ok it's not letting me post, but now it did ? o0 ))

    @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
  • ((( The Forums are bugging out and say I Posseted this all ready. ))


    @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
  • @ wesleybruce

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
  • <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24964">wesleybruce wrote:</a></div>Ravossel you need to run everything through a spell checker and grammar checker on your browser. You argue well but clearly english is not your first language and it shows. I’m using chrome with a spelling and grammar extension and it hides my dyslexia very well.

    Good points in your comments on my post above.

    </blockquote>

    Thank you, <em>

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
  • ((( ok it's not letting me post )) rip
  • ( ok got it )
  • Thank you, Wesleybruce

    If it's worth while, then I'll speak/type out, on what's on my mind.


    <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/no-more-static-crafting/page/2/#post-24924">Valenores wrote:</a></div>That is a very interesting idea . . . but what about the fact that lighting typically creates fires and fires burn down woods; could it possibly be immersion breaking to go around AoE a forest for wood, or cave for gems?
    I could see it instead “enchanting” it with an attribute?</blockquote>


    You are partly correct.

    In Dry averments like Deserts, Dry grass planes, or lands that have experienced a drought. Would be in danger if/when lighting strikes, but dead, and dry trees can be come aflame.

    Wet / Damp averments, green / living trees, and other assorted plant life would not easily burn. Yes even a ever green tree like Pine trees would not burst into flame when struck by lighting.
    Like in real life a Pine tree changes when it's hit by lighting. The sap in the core of the tree crystalizes, becoming lighter knot. Unlike in the real world, their is a large amount of " magic ".


    For your immersion braking, not at all.

    Towns need wood to build, wood comes from logs, and logs from trees that were cut down by lumber jacks.
    Cities need stone bricks to grow, comes from raw stone, is mind from caves / stone quarys / moutons.
    Jewelers need gems, and rare metals, for their craft.


    Now on another note.

    Given their is a lot of magic in the world, and world events that effect the world in more then one way. Why would their not be Raw rare too Unquie materials, that were affected by such magics ?

    @ Valenores

    Such Unquie raw materials (( " enchanted, imbued " )) may not have the given states, nor would the prosed Raw Materials. The Items and gear that were crafted from such raw materials would have these states, in addition to what could be enchanted upon the items normally.



    This would be one way to place Craft able end game gear on the same level that a world boss may or may not drop, or be found in it's nest / lair.


    --Ravossel
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