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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.
Crafting - Research
It's just a possible idea I've always liked thinking about, but what if Crafting professions could unlock "unknown recipe/blueprint" by experimentation.
For example Alchemy.
Say you have the variables of Heat, Mixing Time, Ingredient Amounts, (and maybe things like order of ingredients), and in total, all variables have to be within a certain % range of 'correctness' to be counted as a success, thus unlocking the unknown recipe for the crafter.
I personally like this idea as it rewards those that really go in and spends time and hard work in a profession, but what are your thoughts?
For example Alchemy.
Say you have the variables of Heat, Mixing Time, Ingredient Amounts, (and maybe things like order of ingredients), and in total, all variables have to be within a certain % range of 'correctness' to be counted as a success, thus unlocking the unknown recipe for the crafter.
I personally like this idea as it rewards those that really go in and spends time and hard work in a profession, but what are your thoughts?
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Comments
Shame there is no experimentation though, I think it would add a much needed depth to crafting for crafting maniacs
I am talking about experimenting with input values to find NEW unknown recipes.
Ex: A new Potion recipe that you cannot buy or find anywhere but have to experiment to unlock/find.
Now comes the hook. "Tired of inputting your very expensive blueberries in your experiments?" "Buy Mr. Gargleblasters experimental crafting station today. Guaranteed success rates! Only 19.99 in the store today."
1. What about the game developers who are going to play the game as well? They're going to know the amounts because they coded it themselves. Either they're at a huge discovery advantage, or they agree to let the rest of the playerbase do the discovering and stay out of that field. Either way kinda sucks.
2. If 'ingredients' and their amounts are static, then it will be provided on the Internet and those that use those guides will be at a massive advantage - the experimentation and hard work is completely obsolete. Of course, you don't have to look at a guide, but why reinvent the wheel?
However I do agree that it would kind of suck for them.
2. I don't see the problem in that? Those who wants to share their research could do so if they wanted to. Those who wants to keep their research hidden, can just not share it, and they will be the only one who can craft it until someone else discovers the same recipe.
Can also make it so that the first person who discovers a recipe has a slight buff added to the recipe compared to the rest.
Like A potion that heals 100HP, the discoverer could have it be at 125HP etc
Warhammer Online had this as the actual basis of their crafting system for alchemy: add random reagents into the potion slots and hope for the best. It was frustrating and annoying and a complete disaster.
Honestly, who wants to sit around and waste bags full of reagents either creating utter nonsense or 15 versions of the same thing. It takes what should be a fun concept and turns it into a chore. All that will happen is that 99.9% of people will simply look up an online repository so they don’t waste their time and resources. An entire game mechanic will be invalidated within weeks of release.
A recipe system done right can be excellent, with the ability to hunt down rare recipes via clues throughout the game world. If you do your research, through visiting libraries, NPC profession masters and dungeons. From everything that has been said so far, I have faith that Intrepid will force crafters out into the world to search for reagents and recipes, with some being the result of long quest chains, some from deep dungeons and with different recipes/reagents available in different parts of the world.
(When you succeed at an experiment, the recipe is unlocked in crafting menu so that you don't have to manually do everything again)
As for who, decidated crafters, there's not really any MMOs out there that caters to dedicated crafters in any way. If people want to share their findings that's fine, but I doubt everyone will share their research, so won't really be invalidated imo. Who would want to share a recipe only they can make and sell, they'd earn a lot more if they were the only one selling the potion.
Yeah, sadly that's how the systems are in todays games. Get a recipe, get materials then click a button and wait a few seconds. It's kind of sad how the game tells you "People who came before you found out everything there is, so there is nothing new to explore for crafters."
Which makes even less sense considering how people just came back to the world after millenums. And crafters won't need to search for reagents etc, that will go to the Processing artisans.
It's not perfect but with a few additions and tweaks could be a really great basis for crafting in Ashes given the large number of potential race styles we will have.
Recipe systems are ok, but a little limited and restrictive. I think that recipes are diametrically opposed to the pure experimentation proposed here. I get what you are going for but even with the game saving your successes I don't see this as a fulfilling or fun system for the majority of players.
I guess that is what boils down to: what will suit the majority. The crafting system is never going to be all things to all players but I think an experimentation based system would be the furthest system from that goal.
I just personally think it would be fun and interesting.
Although one could also make a hybrid system where one can chose auto or manual path, with manual having some slight benefits. But yeah, I know what you mean and I agree that most people would prob not like it
And as cool as a recipe system would be, it would only be enjoyed by a very small selection of people - those who decided to experiment at the beginning of the game. But what about a sort of dynamic recipe system? One that changes over time, so that it's possible to keep experimenting. Not sure how it would work, and a game's lore would probably have to represent this feature, but it would be consistently rewarding and draw players to keep accumulating their recipes.
And yeah I know it would only be enjoyable to a selection of people. Could ofc be fixed with a hybrid system where manual gives slight better result than automatic ofc, but can never really be made a system that fits everyone.
The Idea itself is to reward those who spend time and effort in a profession.
But I do know that it won't work well in today's market xD
But Google knows all.
And I can easily imagine large guilds supporting their crafters heavily if it means them getting an advantage when it comes to products
(aka them being the only guild that can craft specific things)
since not everyone will be sharing their results.
But yeah, I know what you mean
Such info even included how to unlock super specialization classes like Momonga's Eclipse class (which is where the skill "The Goal of All Life is Death" comes from). He probably found out by trying it, not following a guide. And likely didn't tell anyone not in his guild.
I could see people selling the special recipe info for high sums, and given the high sums (and the potential for near monopoly because of it not being known), not making it public.
Though note that it's secrecy about special info. Not info everyone will know after 3 seconds showing up in a city or dungeon. That info would be readily available.