Glorious Alpha Two Testers!
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.
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.
Grand Master Artisans?
ArchivedUser
Guest
Hello and thank you for visiting my post!!!!
This post is simply to discuss an idea for late/end game artisan skills. I see a trend in most mmo platforms that crafting(or in Verra "Artisan skills) becomes a stagnant pool after the game has been around for a while. Now I don't know what all steps the developers have taken to prevent that from happening but I would like to suggest something.
In most games currently players train their particular craft heavily until they "max" that particular craft. This creates an atmosphere that in later years of a game there becomes an oversaturation of the best tier items because so many people reached the end tier of their craft. Now with AoC that will be quite a while longer and more difficult to happen due to how many intricacies there are between being in the right node area, player interaction, and the availability of certain goods. All of that is a great buffer between the crafting market becoming bland or over saturated later in the game which is why i am so excited to see it come to fruition.
However, the end product would still become the same in most instances. For example lets say one inparticular guild has had influence over a node for quite some time, in that happening some players begin to play less frequently because of their feeling of accomplishment. However the more active players of that guild do not have the necessary crafting skill to create certain items that they need. So the contact that guild member to get online and craft those certain items because he is maxed in that particular skill. Due to this even though players are inactive they can just jump back in and out to do certain tasks which will lessen the need for those particular services.
My suggestion is simple. If the artisan skills level per say from 1 to 10 (10 being master rank) then I suggest the allowance of a level 11 or Grand Master tier of that skill. To unlock this tier a player must be level 10(master rank) in that particular skill and then gain experience in that skill enough to unlock the next level of the skill. Once unlocked you must continue to gain experience equal to a certain amount (devs decision) on a weekly basis. If that certain experience amount is not obtained in the timeframe, then the skill reverts back to level 10 and you must gain experience in that skill enough to unlock the next tier of that skill again.
This creates a need for Artisans to fully delve into their characters Artisan skills in order to be very profitable and successful. This also will promote player interactions as players will not likely be able to have enough time to support multiple characters having grand master artisan skills making them need the help of other players. This will also help prevent inactive players from having a large effect on the economy or world.
Now this is just an idea that I had that may prove useful. I know currently the artisan levels work differently than gaining experience in one particular skill. However I am certain it would not be hard to come up with a way to incorporate this into the Artisan tree.
Sincerely,
Aspiring Chef Despaireaux
This post is simply to discuss an idea for late/end game artisan skills. I see a trend in most mmo platforms that crafting(or in Verra "Artisan skills) becomes a stagnant pool after the game has been around for a while. Now I don't know what all steps the developers have taken to prevent that from happening but I would like to suggest something.
In most games currently players train their particular craft heavily until they "max" that particular craft. This creates an atmosphere that in later years of a game there becomes an oversaturation of the best tier items because so many people reached the end tier of their craft. Now with AoC that will be quite a while longer and more difficult to happen due to how many intricacies there are between being in the right node area, player interaction, and the availability of certain goods. All of that is a great buffer between the crafting market becoming bland or over saturated later in the game which is why i am so excited to see it come to fruition.
However, the end product would still become the same in most instances. For example lets say one inparticular guild has had influence over a node for quite some time, in that happening some players begin to play less frequently because of their feeling of accomplishment. However the more active players of that guild do not have the necessary crafting skill to create certain items that they need. So the contact that guild member to get online and craft those certain items because he is maxed in that particular skill. Due to this even though players are inactive they can just jump back in and out to do certain tasks which will lessen the need for those particular services.
My suggestion is simple. If the artisan skills level per say from 1 to 10 (10 being master rank) then I suggest the allowance of a level 11 or Grand Master tier of that skill. To unlock this tier a player must be level 10(master rank) in that particular skill and then gain experience in that skill enough to unlock the next level of the skill. Once unlocked you must continue to gain experience equal to a certain amount (devs decision) on a weekly basis. If that certain experience amount is not obtained in the timeframe, then the skill reverts back to level 10 and you must gain experience in that skill enough to unlock the next tier of that skill again.
This creates a need for Artisans to fully delve into their characters Artisan skills in order to be very profitable and successful. This also will promote player interactions as players will not likely be able to have enough time to support multiple characters having grand master artisan skills making them need the help of other players. This will also help prevent inactive players from having a large effect on the economy or world.
Now this is just an idea that I had that may prove useful. I know currently the artisan levels work differently than gaining experience in one particular skill. However I am certain it would not be hard to come up with a way to incorporate this into the Artisan tree.
Sincerely,
Aspiring Chef Despaireaux
0
Comments
An overcharge level that decays without use.
I have no objections as long as you are a one trick pony that sacrificed every other ability to do the specialist thing that you do.
It would be a commitment check.
That would mean you would potentially need 1000s of such specialisms....with a rarity that means only 1 or a handfull of people could perform that task.
Perhaps 10/10000 people creating Mastered gear that will only be suitable for 10/10000 people to wear.
The price would have to reflect the rarity....and limited market.
You would need the unique ability to repair such items.
You would need those items to decay and need repairing to make a living.
Mastering a skill you are rarely ever going to use seem pointless to me. So you need a way to put that skill to use (and keep the over level status). Which can only really come by repairs as there wont be a mass market for new gear.
It will increaae trade between players as i am certain finding the master tier items would be hard enough let alone finding someine able to properly harvest them. Then using the network of players around you to find someone that not only specializes in the craft you need but has chosen to be that skills grand master artisan above doing other things
It can also be a strong teamwork mechanic, a guild choosing one member to be their sole alchemist and utilizing the entire guild around their chosen artisans can surely make their experiebce gain quite quickly, giving their guild access to higher tier potions at a guild price.
However I don't agree with the outlook of it being a waste the level a skill even though you will only rarely need that level mastery of a skill. The prestige alone is enough to want to make it that far. Add to that one of the only ways to access stronger weapons, ridiculous buffs, amazing healing potions, it creates a worls centered around players that choose to excel.
For the sake of such balance to prevent a flood of OP gear if it does exists, I dont personally see any option of leaving the player with the choice.... if they want to make lower tier gear that can be mass marketed... or high tier gear that can not. BUT not both. You can of course be somewhere between depending on the tiers. And there is no reason that you become incapable of still creating lower tier gear when you evolve when you think about it.
The hard part is having something that actually defines tiered gear that doesnt break the game from an OP sense. For me thats AoE caps. But if we have a built in penalty/handicap to go with buffs on everything, it wont really be an issue. You could have bigger penalties with bigger buffs after all. Greater weaknesses to balance the greater strengths.