Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Professions
Hello,
First time poster, though I've been following the game since a month or so before Kickstarter started.
I have been trying to find answers on how professions are going to work. For my example I'm going to use Alchemy, but the same general idea could be applied to other professions too.
As far as Alchemy goes, I wonder how it's going to work. The standard is basically gathering materials, clicking "create" and voila. This makes the professions wholly uninteresting, at least to me. I've heard the Devs say they want crafters to feel engaged in the community. I am not sure what this means, but from what I can ascertain it's about the end product, and it being good, depending on how one crafts it. I am not sure if I understood that correctly though. What I'm hoping for, and I say this with a suggestive wink.
Have the recipes and everything be unknown, let players figure it out. Make it a sort of game within a game. Stir, three times clockwise with a silver spoon, then add X. Then stop stirring, let it simmer for X amounts of seconds before adding the next ingredient and so on. If a potion fails, depending on the skill level of the alchemist in question, give a hint as to what went wrong. Players can start making their own alchemy books etc.
Maybe the idea is silly, it just sounds more engaging to me then the standard.
I would love if someone could point me into the right direction regarding professions.
Post scriptum: English is not my native tongue, please forgive the grammatical and spelling mistakes.
First time poster, though I've been following the game since a month or so before Kickstarter started.
I have been trying to find answers on how professions are going to work. For my example I'm going to use Alchemy, but the same general idea could be applied to other professions too.
As far as Alchemy goes, I wonder how it's going to work. The standard is basically gathering materials, clicking "create" and voila. This makes the professions wholly uninteresting, at least to me. I've heard the Devs say they want crafters to feel engaged in the community. I am not sure what this means, but from what I can ascertain it's about the end product, and it being good, depending on how one crafts it. I am not sure if I understood that correctly though. What I'm hoping for, and I say this with a suggestive wink.
Have the recipes and everything be unknown, let players figure it out. Make it a sort of game within a game. Stir, three times clockwise with a silver spoon, then add X. Then stop stirring, let it simmer for X amounts of seconds before adding the next ingredient and so on. If a potion fails, depending on the skill level of the alchemist in question, give a hint as to what went wrong. Players can start making their own alchemy books etc.
Maybe the idea is silly, it just sounds more engaging to me then the standard.
I would love if someone could point me into the right direction regarding professions.
Post scriptum: English is not my native tongue, please forgive the grammatical and spelling mistakes.
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Comments
https://www.twitch.tv/ashesofcreation/videos/all
Second, I would recommend reading through the community information sheets to learn more about the game:
https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit
As to your specific question, right now we don't know exactly how the crafting is going to work in a practical sense. Just like you I'm hoping that it's a bit more involved than "press button to automatically create x amount of an item" but as of yet we just don't know. I really hope Intrepid will show us some crafting on 1 of the streams to set our minds at ease, but that is for them to decide.
That being said I'm not sure I like it when it says "You then need to process the resources, using a processing plant bound on a freehold." Does this mean that only those that own a freehold can craft? So those that just have an instanced apartment in town might not be able to do any crafting? Or are there going to be public craft-halls in cities and town? I hope there will be public craft-halls since it sounds like there may be a finite number of spaces for freeholds - " The amount of freeholds that exist in the world is limited by space in the open world." Going back to EQ2 one of the things I liked was working at the public craft-halls until I had saved up enough money to buy my own crafting stations to place in my apartment. Once I had those and chests that people could buy from and my bulletin board I basically had a home business in my apartment. It gave me a sense of progression. Like I had started out in my craft as a novice and worked my way up to owning my own business. I'm hoping AoC will also give me that kind of feeling.
They have processors crafters and gatherers as different professions.
You can go weak in all, or powerful in one, or somewhere between from the way I read it.
That means high quality refined materials, a high class crafter would have to pay for because they couldnt be a high class refiner and crafter at the same time.
But a low grade crafter may be able to gather and process rudimentary stuff.