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Should crafting with each Race be different or the same over all?
When I think of crafting, and your going to have different races, the style of the item being crafted comes to mind. Now I know this takes coding to do, and really do we want to have different sets of armor different in the game? ..........
Well YES!
If your a Human crafter, don't you think what your crafting as a human, should be very different from what an Elf makes? How about a Dwarf, when they make their items, it shouldn't look like what a human makes right?
All I am saying is this, if node towns will take on the style of the race that helped it along more, don't you think crafting should follow along these lines of Race style too?
So a bow made between the races, should follow their style.
Same for armor sets, and the blade weapons.
IMO this will only make the game deeper, if you have these different styles tied to the Race that made it.
Your thoughts?
Comments
If players will be able to put their own individual stamp on anything the craft, then I could be quite surprised if races and even classes did not have their own styles.
But I wholeheartedly agree that there is plenty of time for such things after the game is released. The cherries can wait, the cake is enough for me.
Stats equal (for balance purposes) but item skins (appearance) different.
I think each race should make default looking items with racial flare added based on the 'level/rank/power/etc.' of the weapon.
Then again, there will likely be cash shop skins for all weapons to give a solid variety. You just can't by the skin, apply it, and then sell it with the skin as a craftsman.
...i think, i thought skins from CS were Account Locked, which makes me wonder if all CS items will be AL..? (crossing my fingers and wishing yes)
It would be cool, yes definitely but I say this is outside the scope of the game.
Also it brings in the trouble of having to find someone who can provide a full armor set. What about the question that a dwarf is incapable of making any other styled armor? Now this dwarf can't compete just because he is a dwarf and the vast majority doesn't like the style of the dwarfs armor? I don't know, sounds bad to me on a gameplay level.
If he can learn the other "skins" with ease, sure why not, but then again back to the beginning of my post.
I was thinking the other day about terrain based modifiers....quicksand, ice, marsh/bog, jagged/rocky, lava, poison, acid etc.
I started thinking about crampons and other such tools that enable people to conquer differing environmental obstacles or at least make their traversal easier.
So this terrain biased, native crafting, kind of gels well with that.
Natives are masters of conquering their native environment after all.
Perhaps mounts bred by Vek are bigger, stronger and slower, with high stamina compared to Py'Rai mounts which are sleeker, fiercer and quicker, with high dexterity.
14:07] Separation of PVE and PVP, will there be different gear?
- Monsters tend to scale faster the players how do you balance that.
- The gear you use for pvp will be the same you use for pve.
- More will reflect what kind of player you are.
- Dodgy, or slow tank, that’s what you gear for.
https://www.youtube.com/watch?v=tqsybteR44QWe have no clarification yet on whether only "wild" items will give recipes, or will those crafted from those "found in the wild" recipes also yield recipe chances.
All-in-all I think this has as many pros as cons. More control/styles is always good for immersion/investment. More styles also means more occasions to not sell something because it looks "wrong". If styles can be studied and learned then it will set the dedicated crafters ahead of the casual ones (good thing).
I do think that by default everything should be more or less the same, though, and that anything beyond that should require extra effort and not simply be handed to you for your choice of race.