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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.
How in depth do you want artisan skills to be?
ArchivedUser
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Assume that everything is an artisan skill (fishing, woodcutting, cooking)
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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.
*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
I do like the idea that some materials should be a group gather - I'm up for anything that encourage group cooperation!
p.s I moved your thread to Ashes of Creation Systems and Mechanics
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
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.
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.
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