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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.
Why branding weapons won't work. Maybe.
So in one of the Q&A sessions someone wanted to brand the weapons they make with their name so they could become the most famous blacksmith in the land and have people seek him/her out. One of the dev said yes, you'll be able to do that.
But I don't think that will work because of the internet.
Let's say you discover the recipe for an ice axe that freezes people so you brand it Fred's Ice Axe. People want that and seek out Fred's Blacksmith Shop... for like one day, until someone else discovers the recipe and posts it online, then there are thousands of people selling ice axes. Molly's Ice Axe, Kevin's Ice Axe, etc.. same recipe, same axe.
Or will it?
So now let's say you discover a super secret recipe that's hard to create out of rare parts and this axe can cut down a tree in one blow. You name it Fred's Tree Chopper Axe. Someone sees it and tries to make one but they can't. The recipe is too hard to figure out. Fred becomes famous throughout the land. Everyone on the internet is trying to make this axe but they fail.
I think the only way branding will work is if the recipes are so hard no one can figure them out. Like, 128k ingredients or something. What do you think?
But I don't think that will work because of the internet.
Let's say you discover the recipe for an ice axe that freezes people so you brand it Fred's Ice Axe. People want that and seek out Fred's Blacksmith Shop... for like one day, until someone else discovers the recipe and posts it online, then there are thousands of people selling ice axes. Molly's Ice Axe, Kevin's Ice Axe, etc.. same recipe, same axe.
Or will it?
So now let's say you discover a super secret recipe that's hard to create out of rare parts and this axe can cut down a tree in one blow. You name it Fred's Tree Chopper Axe. Someone sees it and tries to make one but they can't. The recipe is too hard to figure out. Fred becomes famous throughout the land. Everyone on the internet is trying to make this axe but they fail.
I think the only way branding will work is if the recipes are so hard no one can figure them out. Like, 128k ingredients or something. What do you think?
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Comments
In the early days of Lord of the Rings Online there were rare one shot recipes with rare boss bits as the key ingredient. Additionally there was a critical success result to that. People looked for those crafters who had made them because they had demonstrated their ability.
There's no guarantee that branding will create that market and environment, but it is possible.
Ice Axe
crafted by Potoo
Either way, what does it matter? You need to actively promote it anyway to "become famous" or get some exclusive equiptment rights for famous groups of raiders or pvpers. Or do you think you will see the name glaring at you at any given point? You will probably have to open up some "inspect window".
On top of that, it is probably not just the recip itself that you want to have but the benefits a true mastercrafter of axes gives through his axe creations and so on.
There is a lot more involved as just "hey I found a recipe".
Did you think about securing rare materials? Maybe he is the only one who has that green yellowish mithril that people really want for it's cool glow right now because of his connections to gatherers that found the veine and depleted it.
Maybe he is the only one who specialized in a certain field that was neglected.
Maybe he just sits in a good accessible spot with his shop in this huge world.
Knowing what the crafted item consists of, and having the prerequisite recipe to be able to craft said item (along with ingredients, of course), are going to be two different things. Or, at least, that's how I understand it.
The more rare the recipe, the more rare the craft.
So yes same item, but different, thus branding can be a thing "Fred always makes swift weapons, whereas Bell always makes poison" or something like that...yes I know the two ideas clash, cause what if Fred finds speed once then poison the next, but shush
Battleaxe souffle here we come!
I hope it works out well I too plan on becoming at least semi-famous as a blacksmith.
It's good to be married to someone who's so easily pleased ...
:-D
The way to discovery of said recipe could be hard won, and whoever discovers it, would want to keep it a closely guarded secret, otherwise, the craftsman would only be undercutting him/herself.
That's also not taking into account the rarity of the ingredients needed. More exotic items require exotic ingredients, not easily obtainable.
Rare boss bits! I like that!
When you go to the shop you'll probably have the option to buy new stuff or sell your old stuff. The name will be there and people will say, "Oh! Fred's Tree Chopper!"
IMO, the mats really need to be highest-level for the highest-level items; I mean, why else try to work your way to Artisan level of anything, if not to be able to make the best of what can be made? That's always been my love in games, and I'm willing to do the work -- weeks worth, even! -- to be able to reach that Artisan level. I'd like my name on what I create!
So you do a quest to get the ice axe recipe then the axe has certain properties like,
Killing Monsters 5+BM
Chopping Wood 4+BW
Freezing Stuff 7+BT
And B is the blacksmith's stats, like how many monsters the blacksmith has killed is BM, so if Fred has killed more monsters than Molly his axe would have higher hit stats on monsters. BW is how much wood the blacksmith has chopped and BT is how much time they've spent in Winter. If Molly spent a lot of time in winterlands her axe would be able to freeze stronger monsters. If Kevin chops a lot of wood his ice axe would be better for chopping wood.
ie your build was part of the recipe.
I am thinking much like weapins and armour will be suited to classes or builds.
I am also thinking the classes or builds will produce tuned armour and weapons.
What if crafting location was also a factor (nature) ?
What if time of day was also a factor (nurture) ?
This would enable selling of those recipes. I also like the above mentioned idea of unique items based off the crafter's skill levels and experience.
All speculation
there were many recipes in game, people didn't know for a long time, but once someone figured it out it was shared on the wiki.
But the difference here is, what ever you do in GW2's Mystic Forge is pretty much soulbound (not counting rng recipes where you just need luck)
Now for Ashes, there could be a ton of hard to create recipes, not because they need 128k materials, but they need the right materials
lets go for the ice axe example
to craft it you may need some very specific/rare items, items people usually won't waste on trying to figure out a new recipe since they are so valuable for other things or just wouldn't think of work together
Let's say
Ice Golem Core - rare item drop from ice golem used for Ice resistance Armor
Mithril Axe - a good quaility axe from a crafter
Frostbreath enchanted wood - a high quality refined material usually used to create magic staffs and wands
combine these as a crafter and you get the Ice Axe. Now it's up to the player to keep quiet or spill it out.
Or we get dataminers who ruin the fun of discovery for everyone, since we won't get mods who just dig up the date from the client.
That being said, heres my take: They already confirmed its gonna be recipe based, so lets say its WoW style. That would make the limiting factor "who has the recipe", and then they just have to keep it a secret where its from Or it might be a unique recipe (they mentioned that this might be a thing?).
I'd personally much rather have a more ESO-esk take but with less known factors, but I think it would be hard to make.
I think I'm letting my imagination go too far but this is what I love about this game, it the possibility that player can change the world and that has a lasting effect
As far as branding goes I think it would be easiest to put a mechanic into the crafting system where its crafting history is marked.
So if Fred would make this axe and there was a mechanic to look at other people's equipment they could see that the really nice axe was made by Fred. Or they could just ask whoever was using it. Also the brand part of it would also reflect on the person who made it. So let's say that Fred and Molly can both make axes of equal quality whoever has the lower price or, potentially due to lack of fast travel, better location would be the more popular brand.
In the real world if Fred's made 1000 axes and 1 knife whereas Molly's done the reverse, I know who I'd trust more to buy a quality axe from
Also, location, location, location.
Crafting has skill trees, too. There will be different types of Blacksmiths - they won;t all be pursing the same progression paths that are subsets of Blacksmith. So, you can't just go to any Blacksmith to get the items you want. You'll want to know who you can rely on. And the branding helps with that.
In the vid where the devs went on the quest to hunt Forest Guardians, they said that we wouldn't have to turn in the meat and complete the quest. Instead we could take the meat to our freehold and experiment with it to see what we can make.
So, it may be that all Crafters have the potential to discover a rare recipe through experimentation... where they are the only one on the server with that recipe.
Also, there should be rare legendary and epic recipe drops for all Artisans.
Not sure what you do to ensure you're a famous gatherer or processor, though.
Indeed.
What I am saying is, you may not have the specific craft tree necessary to craft the recipe in your possession.
On the recipe rarity side. You can do the same as a closed system on the material side.
Only so many of any specific recipe can exist on the server at any time. It would require the ability to lose or transfer recipes in some way. Perhaps a decay system like armour/weapons.
people write stuff down because they would forget otherwise right ?
I would also still expect the trial and error 'grind' option to be available too though.
craft weapons <general skill gives you basic stuff>
specialization blade weapons <better swords and such>
specialization longsword <better longswords>
apprentice through mastery longsword <better than specialization working toward best longswords>
then make the recipes require some common sense ingredients and completely randomize anywhere from 1 to 20 other ingredients out of the thousands of items in the game randomly for each and every player to make each item. then Fred has a real chance of having a mostly unique recipe for "Fred's Longsword of Frozen Death" although i'd throw in a few more levels on the skill tree and up the other ingredients a bunch too for truly epic crafted items