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How in depth do you want artisan skills to be?

Assume that everything is an artisan skill (fishing, woodcutting, cooking)

Comments

  • I don't want my artisan skill requiring other players... It's me, improving me.
  • I feel like all the poll options are heading into the direction of "go there and do that in order to level your proficiency" instead of the traditional "get experience as you process, gather, chop or craft stuff". That is what I would have voted for.
  • I think you may gather all items, all resource at any lvl. But the higher level you hare the better materials you get/more/rares or something.

    Also I would like a crafting system where you can also explore with and around. That you are able to craft your sword and  choise wich blade, hilt and ornaments you can put on it out of your character experience/unlocked skillbook things from your crafting.

    Maybe also specialize in a form of craft that has to do with culture. Well I could go on for ages, but i hope it has a wide span of activities and creative freedom.
  • @Fleelix aaaah reads my mind :3
    *Gathering Artisan* because that'll be meh~

    Especially due to the fact that Verra's landscape is always changing, to be a certain level to gather a certain material will be more frustrating than feeling like progresssion. I do agree that rather than being allowed/not allowed to gather a material - quality of material should be part of the progression.

    I also feel  that perhaps success of gathering in certain season / time of day will dependent on your gathering level :3

    I do like the idea that some materials should be a group gather - I'm up for anything that encourage group cooperation! :3

    p.s I moved your thread to Ashes of Creation Systems and Mechanics :D


  • Diura said:
    @Fleelix aaaah reads my mind :3
    *Gathering Artisan* because that'll be meh~

    Especially due to the fact that Verra's landscape is always changing, to be a certain level to gather a certain material will be more frustrating than feeling like progresssion. I do agree that rather than being allowed/not allowed to gather a material - quality of material should be part of the progression.

    I also feel  that perhaps success of gathering in certain season / time of day will dependent on your gathering level :3

    I do like the idea that some materials should be a group gather - I'm up for anything that encourage group cooperation! :3

    p.s I moved your thread to Ashes of Creation Systems and Mechanics :D


    I think its just destiny that we go gather material together xD
  • ArchivedUserArchivedUser Guest
    edited October 2017
    I see "depth" of the artisan skill shouldn't only go about leveling progress. If I can craft a sword by just collecting 10 iron and press a button, I most likely won't love the system.

    To me crafting skills can be split into two: Gathering and crafting

    Depth on Gathering (pelts, ore, logs, etc.) Materials should be available to pretty much everyone, but the higher your skill and the better your equipment, the more chance you have to increase the drops (both amounts, and rarity)

    Depth on crafting: I'll go with an example for this, main language ain't English and it would be to hard to explain what I mean.
    Let's say you craft a sword.
    A sword is made out of a hilt and a blade. 2 separate things, that need separate materials. To craft a hilt, you can use iron, leather, jewels. All of these can use different materials or be enhanced (small stat increases) but requires a certain skill from the original crafter.
    When you craft the blade, same thing applies. Different materials result in a different (worse-better) blade.
    Now if you try to only use the best items to craft the best blade/hilt. The skill requirement to successfully make it, should be very high and most likely you would fail, losing your items. Have some risk vs reward in crafting =) to keep the rare items rare

    Then finally you can apply the hilt to the blade and create your awesome sword, but again, if the items are extremely precious (all or a lot of rare materials are rare) it's gonna need some skill to successfully craft it.

    Just my opinion, don't shoot me =)
  • I would hope you can harvest any mats you can find and gain experience towards your artisan/gathering skill but as your skill progresses and you begin to specialise you are able to gather more materials per attempt. As your skill increases you may have a better chance to obtain rare materials from gathering. 
    As it stands there is little information available and much to speculate about, I cant remember if steve said it was 12 or 16 specializations thus 3 or 4 per tree, gathering/refining/crafting and you can possibly only specialise in one. If this is the case and you do desire to specialise unless you are going to have a lot of alts you are going to need to interact with others.
    Crafting for me is one of the things I truly love to do in MMO's its what I spend a great deal of time doing, and at this stage of development we simply don't know enough about how the whole system will work. Even with alpha0 crafting will barely be touched on, its going to be a long wait.
  • I want tree to fall on its own when it sees me coming.
  • I should've gone for the last but one. It all sounds good to me, but I don't want to have to depend on others for levelling "MY" artisan skills.
  • ArchivedUserArchivedUser Guest
    edited October 2017
    Whatever happens, please don't make artisan skills decay with time. Life can get busy, and that would unnecessarily penalize those who need to leave and come back to the game.
  • Varkun said:
    I would hope you can harvest any mats you can find and gain experience towards your artisan/gathering skill but as your skill progresses and you begin to specialise you are able to gather more materials per attempt. As your skill increases you may have a better chance to obtain rare materials from gathering. 

    I agree with this. Intrepid has stated that our Artisan level is different from our combat level. I would like to be able to gather any resource, but the higher level I am with the respective gathering skill the better I will be at gathering that resource type. So if my mining skill is 50 I will be able to gather more from an iron node, and better quality iron, than if my mining skill was level 10. 
  • Massacar said:
    Whatever happens, please don't make artisan skills decay with time. Life can get busy, and that would unnecessarily penalize those who need to leave and come back to the game.
    Indeed.  There should be no degradation in artisan skills  with time.  RL can easily get in the way.  Military gamers often get called away.  People get sick.   They should be able to come back to the game to all they have earned.  
  • lets just say I have people to durty there hands for me and leave it at that
  • I was thinking this in regards to the Gathering Skills...

    In reality, you can go and try and gather any resource, however, you will likely fail in gathering resorces above your skill level, and destroy said resource instead.

    So in order to skill up, you would need to Gather potentially more difficult to obtain resources, while the older ones stopped giving "experience" so to speak, after you Mastered them.

    So perhaps have a quest or something available to help bridge any gaps, where someone will ask you to go obtain X of more resource that is slightly above your current skill grade, and they in return will teach you a "trick" to make gathering said resource easier. Aka, do it the hard way first, then I'll show you an easier way to do it... or add some a few bonus points into the Gathering skill. 

    Heck, even better, have a skill tree that keeps track of each node or type of resource, and your gain proficency in that specific type as you gather from it.

    Just my thoughts.
  • I agree that based on what little is known, the survey above should have a "None of the above" choice. That said, I can certainly tell you what I *don't* like about crafting in every game I've played, but I'll spare everyone the litany of details. It would be discouraging to see griefers or PVPers guarding a scarce/rare mineral or plant in game as well as having to spend a lot of game currency at the start to begin crafting.
  • I would like to see a clear separation of gathering and crafting with skill lines in each

    Some degregation of skills unused for some time, maybe but not preferred

    I do like the limitation of skills such that one cannot become a master of all sub-sets. This in theory will help cross pollination in the community interaction but may inhibit small node progress. 
  • ArchivedUserArchivedUser Guest
    edited November 2017
    Wall of text alert, got carried away sorry! ^.^

    Ultimately, I believe a robust, deep, and rewarding crafting system is a big key to driving the economy, and will bring a sense of agency to crafting, and help cement crafting as a huge part of the community.  Crafters should be integral in any player's playtime, players should have a real need to form bonds with crafters who will help them out and improve the players performance.  Whenever I played MMOs where crafters were an important part of gearing up and upgrading, namely EQ2, I had a small network of crafters whom I could call upon when I had the money and materials to produce something I needed.  I ended up forming bonds with these crafters, they became a friend, companion, and/or contact, recommending their good work to anyone who would listen.  And of course I would tip them generously for their hard work :).

    Crafting should be time intensive, requiring the crafter to pay attention to what he is doing, and be more involved than just clicking create, or trying to land inside a small circle or other shallow mechanisms, it should vary enough that you are always on your toes, never able to repeat the same commands over and over to achieve the same results.

    Additionally, I believe the introduction of fun and / or challenging crafting related events and quests would go a long way to providing variety to the life of a crafter.  These should be varied and challenging, but pay off well.  Introducing group crafting instances, quests, events, and dungeons would help bring crafters together, bonding and bringing closer the crafting community.

    Create major crafting quests or events that provide skilled and dedicated crafters an avenue to demonstrate their commitment to crafting, with rewards that vastly improve an aspect of crafting for them, distinguishing them from others who have not completed it.

    Finally, a capstone style event, which sees master craftsmen working together or competing to receive accolades and items that will help distinguish, and enhance their crafting abilities.

    Overall I feel that bringing crafters together to achieve goals they cannot accomplish alone should be a focus, in order to help foster a friendly community of crafters, who can help introduce and mentor aspiring crafters to devote the necessary time into mastering their craft.  Some of the biggest factors in crafter growth and retention is to keep them relevant, and to provide them an environment where the crafter community is positive, outgoing, and helpful.  Crafters who go all out should be rewarded, and should have a unique niche that separates them from both casual crafters, and from the general community.  They need to have their own group identity separate from standard players, if your goal is to create a crafting scene that drives the economy, and forms the backbone of the player experience, at least in this humble players opinion.

    No TL:DR for you!

    Regards,
    Chocmerc
  • @Chocmerc Completely agree. If the mechanics for artsian content are done well... I honestly won't be interested in combat. Crafting is what I like to do more than anything.
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