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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.
Brainstorming possible Gathering and Processing professions
ArchivedUser
Guest
Hi,
We know that the artisans have three categories they can put their points into: Gathering, Processing and Crafting. Gathering could be mining ore, Processing could be smelting the ore, and Crafting could be Weaponsmithing.
Can you guys think of other examples of gathering and processing?
There are some good lists for what looks like crafting professions to me here:
https://forums.ashesofcreation.com/discussion/35443/the-crafting-system#latest
-tug
We know that the artisans have three categories they can put their points into: Gathering, Processing and Crafting. Gathering could be mining ore, Processing could be smelting the ore, and Crafting could be Weaponsmithing.
Can you guys think of other examples of gathering and processing?
There are some good lists for what looks like crafting professions to me here:
https://forums.ashesofcreation.com/discussion/35443/the-crafting-system#latest
-tug
0
Comments
Animal - skins/furs, shells, meats, bones, blood, poisons (specific animals for specific things - trackers)
Trees - sap, wood, fruits, nuts, twines, bark, hartwood, medicines (specific trees for specific things - Caers)
Vegetables and herbs - spices/alchemy
Inorganics...(Biome specific)
Solids - metal ores, gems, reagents, clays, stones, crystals (dowsers)
Liquids - dew, spring, river, sea, maybe even steam and ice, swamp, tar, toxins
Vapours/fumes - any number of malevolent/benevolent gases for various uses.
Probably easier to say what can be built.
Wagons, housing, ships, gear, tools maybe, weapons, clothings, furniture, poisons potions, food, drink.
Even nodes require materials although we dont know what.
And no doubt every material could have a specialist who knows its intricacies.
Guess I'll wait til we know more.
So its a question of listing all the medieval trades that existed.
It wont be specialised to the degree of modern times so wont need to be as in depth.
That does not mean that that too would also be far too in depth for how far ashes wants to take it.
Like @CylverRayne says.....the potential is mind boggling.
But it is unfair to make assumptions about ashes limitations.
The good thing is.....not all trades have ot be available from day 1.
They can add trades after release as expansion packs.
All that is required is that the 'framework' to allow such to exist has been put in place.
Using frameworks allows you to provision for future expansion without committing to it.
GATHERERS
Miner (Ore)
Skinner (Hide)
Lumberjack (Wood)
Quarrier (Stone)
Harvester (Fiber)
Farmer (Crop/vegetable)
Fisher (Fish)
Herbalist (Herb/plant)
Prospector (Gem)
Hunter (Animal)
PROCESSERS
Smelter = Process ore to metal bar and ingot
Tanner = Process hide to leather
Sawyer = Process wood to log
Stonemason = Process stone to block
Weaver = Process fiber to string and cloth
Butcher = Process poultry, fish and cattle to fillets, steaks and feathers
Miller = Process crop and herb to flours and dyes
Gemcutter = Process raw gems to polished and cutted ones
Tamer = Tames animals to pets, mounts and cattle
CRAFTERS
Weaponsmith = Crafts most melee weapons
Armorsmith = Crafts plate armors, shields
Blacksmith/Toolmaker = Crafts artisan tools, horseshoe, chests
Leatherworker = Crafts leather armors, saddles, bags, artisan gear,
Fletcher/Boweyr = Crafts bows, crossbows, arrows, spears, traps, horns
Tailor = Crafts cloths, cloth armors, flags, sails, carpets, curtains, caparision, pouches
Enchanter = Crafts staffs, wands, enchants items, magic tattoos/marks, magic items
Alchemist = Crafts potions from herbs, crops and transmutates materials
Breeder = Breeds tamed cattle, poultry, mounts, pets
Builder = Builds houses, walls, ships, siege machinery
Carpenter = Crafts wagons, boats, siege weapons, furniture
Cook = Cooks food from crops, herbs, vegetables, processed fish and meat
Jeweler = Crafts jewelry, armor/weapon decorations, magic items from noble metals and gems
other then that i Totaly agree whit that list even that the Ore/stone can be one thing to
I would personally keep ore and stone gatherer separated from each other and only if needed those could be combined with gathering, but stone and ore processing are already totally different professions and should not be combined imo.
But if stone gathering and gem prospecting are both narrow professions, then those could be combined to under one. Mining ore is usually quite wide profession why it does not need anything to its side.
My only real problem with this structure is that crafting needs to be fun, not a chore. By splitting the professions into 3 for each (and further if they split a crafting profession into specialties (weaponsmith/armoursmith) it introduces a bunch of professions that seem like pure work. I just don't see how you spice up processing wood into logs.
How many people are going to be attracted to Milling over Alchemy, or Sawyer over Carpenter?
With the way they have explained it: only really being able to be a master of a single discipline (though able to dabble in more if you want to do the basics) I really can't see too many people choosing processing professions, because this middle ground is the most dependent on others (for raw materials and buyers) and is the least interesting for most people.
With so many professions (30 odd just in this list) it splits things too much in my opinion. I have a feeling that a lot of people are going to want to try and gather and process at the same time and only be half as good at both and become annoyed at that over time.
I am all for choice, but sometimes there can be too much choice and it degrades the experience (look at how many types of honey there are in the supermarket!).
@Ferryman
Awesome job.
I dont mind that there will be lots of professions with lot of choises. I think it goes nicely with sandboxy feel. Its also necessity to have all kind of artisans in player driven economy games. All stuff is need to be done. But even we would have lots of variations, it does not matter. Every profession will be filled for sure. If some profession has less interest at start, it will get more doers when people sees there opportunity to do good amount of money with that.
We know that you will have a limited number of points to put into the progression of your professions and if you split those points between more than one discipline (be it gathering and processing, or two gathering professions) you will only be half as good in each, unable to reach the top tiers of either progression.
How big an effect this will have on combos of gathering and processing (ie. you can gather/process everything but you miss out on bonuses, extra picks or extra bars smelted, or whether you will be unable to pick/process the rarest of nodes/reagents) we are yet to know, but I think there will be a lot of people happy enough to do that.
If, however, as a crafter you are unable to craft the absolute best breastplate in the game because you put that one point into gathering and therefore can't be a Grand Master Blacksmith, then I think a lot more people are going to find that unacceptable and stick to a single profession.
I am watching any and all statements about crafting with enthusiasm as it is an aspect of MMOs that I love and one that is the most poorly implemented in the majority of games.
I find the three tiered approach interesting on face value, but when I delve deeper it just seems like the entire processing tier will feel bland and more like work than play. If they can spice it up to where I would contemplate being any type of processing profession then I will be mightily impressed.
However, for now, skepticism engaged.
I believe most people will go for either gather or crafter as those things tend to be either more interactive (gather) or more rewarding (crafter). But the processor stage is where you'll make a more steady income. Yeah crafters will probably have higher margins, but smaller market.
A lot depends on if we have a npc vrs pc only market set up. Can repairs of gear only be done by crafters, or can they be done by anyone. Do repairs take processed materials or don't they.
Personal I hope for npc vendors for only starting gear, repairs only done by crafters, and repairs require materials.
With that set of choices you have a great start for a solid economy.
If people can only choose one path, i cant see the system would work that way. Easily materials costs more than the finished product. That is just something what i have seen in some games before.
I know WoW crafting is amongst the worst in MMOs but just think about one aspect of the potential system here: processing. In WoW, the processing as part of the Mining/Blacksmithing dynamic is Smelting. In WoW, this aspect is generally done while afk - you load up a bunch of ore for smelting and go and get a drink, or watch TV or do some pushups or read a book.
I honestly cannot see how Smelting ore into bars can be made fun. I just can't, and I have thought pretty hard. People will obviously choose Smelting as their Artisan Class because it is necessary, without it we won't have any Blacksmiths. But no one is going to choose it because they want to or because they find it enriching and fun.
Sure Smelting as a completely separate Artisan Class makes real-world sense, but this is a game and much of the real world needs to be excluded because much of the real world is not fun.
This just seems to fit into my personal play style.
We want all professions to be able to make money, not just the boring ones.
But that is based on my assumption that they will be boring. I am so, so willing to be proven wrong.
So i am not sure how devs will manage to implement system where you can just focus to processing or crafting without doing both of those and gathering at the same time. Well gathering is easy way to make money, but how about processing and crafting where you need to invest money first to make something to sell?
(Subtypes - Specializations under same branch on the skill tree)
Gathering:
- Plant Gathering (Fiber and Herb subtypes, prob some edible plants too)
- Lumberer (Trees)
- Miner (Ore, Stone and Jewel subtypes)
- Farmer (Crops and Animal husbandry subtypes)
- Fisher (Fish and other seafood)
- Skinner (Hides and maybe extra animal parts)
- Tamer (Tames wild animals)
Processers:(If cooking ingredients are gained as drops, if not
Then Hide and Meat subtypes, maybe even Butcher subtype)
Crafter:
Thinking on this a little bit... when you think about game markets, the marketplace is generally filled with either:
- I needed to get more proficient at something, so I made a bunch of these low to mid level grade items that I hope sell cheap; or
- Here's the BiS or 2nd best BiS and it's up for a lot of money.
Because of the way that gear is normally tiered, anything beyond the "entry level" tier and the top tier are pretty much worthless. The effect is that demand ends up being concentrated to a few items, but crafters have to supply a wide range of items for their profession.
If there is going to be an effective crafting system, that issue of demand has to be fixed. It would be cool if the game actually had a "purchase orders" system as well. Player A can say, "I want to buy XYZ item for $$ price" and then crafters could choose if they wanted to make that.
That is where I see crafting sitting in this game: a lot of custom gear is made to request.