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.
Levelling only through Profession
ArchivedUser
Guest
Dear all,
there's a lot of criticism about MMORPGs being only (or mainly) about violence and killing stuff. Ashes does sound to focus the economical side of gameplay quite a lot - see e.g. the essential role of caravans or that it will be traceable who crafted what.
So I was wandering if you could enable players to actually not do anything else than gathering and crafting and trading?
Actually, I don't think it should be too difficult to integrate that: the main point would possibly be that gathering and crafting should give you enough experience. Maybe that can also be achieved by a good amount of respective quests.
Looking forward to reading your thoughts on this!
there's a lot of criticism about MMORPGs being only (or mainly) about violence and killing stuff. Ashes does sound to focus the economical side of gameplay quite a lot - see e.g. the essential role of caravans or that it will be traceable who crafted what.
So I was wandering if you could enable players to actually not do anything else than gathering and crafting and trading?
Actually, I don't think it should be too difficult to integrate that: the main point would possibly be that gathering and crafting should give you enough experience. Maybe that can also be achieved by a good amount of respective quests.
Looking forward to reading your thoughts on this!
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Comments
That being said, it will be hard for a gatherer not to level as there are monsters that disguise themselves as flowers and other gathering materials.
I am not entirely certain of some of these things though. We know that gathering gives experience to the node, so to me that suggests a player will also gain experience from it. Whether that means combat level experience or artisan experience is what confuses me because we do not know how exactly we progress through the artisan trees. Do we just gather/process/craft until we reach a level threshold (like traditional leveling) and get points to spend on upgrades? Or is it by doing things you just naturally get better at them? I have no clue.
Edit: A game that does something similar is Runescape. In Runescape you have a combat level and a total skill level. The combat level is only increased by increasing your combat skills (Attack, Defense, Strength, Ranged, and Magic I believe), but any other skill you leveled up, and most of them were crafting skills, increased only your total skill level. So you could potentially be a combat level 3 (That is the starting combat level in Runescape) with level 99 (the highest level a skill can get to) Cooking.
You could rely on materials from other players and specialize in crafting certain artifacts. Steven has said on multiple occasions that they want mastery in a craft to be very limited and highly sought after.
I am not the kind of guy who does that but I think its a great idea, they have to please all kind of gamers so, I hope they go that way.
Do you think that a player who wants to reach lvl 50 by crafting wont kill any mob¿ Maybe he will level normally till lvl 20 and the rest by gathering,crafting, doing trade runs and other stuff, just like some people did in Archeage.
He will lvl way slower than most of us of course, but maybe he will have a ton of money and will craft/ buy a nicer armor than yours.
If its a hard thing to implement then of course its not necessary, but if its not, I dont see why are you against pleasing people that play different than us.
Im saying this and I was a pirate PvP lover in Archeage but I like diversity.
You are thinking about it the wrong way around.
Ashes will have multiple horizontal progression paths, which means that combat level does not mean crafting level etc.
The "main" progression path to 50 is based around killing mobs, sure, but the crafting progression paths to become a master crafter does not have to necessarily go though combat.
Intrepid wants player choice, you can choose to only focus on combat and PvP/Caravans/Sieges.
Or you can focus 100% on Gathering, Crafting etc.
We will level through crafting only - whatever that means in Ashes.
If you think about it the other way, this system would allow for people who enjoy the research/statistical aspects of MMOs to go batshit crazy and have the time of their life. Not everyone is good at adventuring/raids and some people might only have the time to get on for a few hours a week. This would allow those players to still feel a sense of involvement/accomplishment in the game.
It's a big deal to try and cater to all types of players so I'm really hoping Intrepid can follow through with this.
You might disagree with the bodyguard part, but I think we all can agree that there should be a lot of incentive for people to level up professions and skills, as well as a lot of room to progress.
Just some of my thoughts
- Sikuba
What I meant is if you had high enough gathering, and could make enough profit per-trip for it to be worth it, you could hire bodyguards to prevent getting PK'd. I'm not suggesting that the game should actually do that, just that it would be cool to see that in place.
I can't remember where it was said tho. Was from quite a while ago for sure.
If you can sit in your shop and guild members bring you all the mats you need then have at it. Sounds good for alts; can't see having it for a main BUT to each his/her own.
This guild alt system where resources are centralized to few characters just progress faster towards end game gear is something i despise. I really hope devs will pay attention to that or the crafting will be meaningless at invidual level.
I discovered the petnome code that allowed players to consistently breed the pet abilities they wanted for their pets.
Because of that, I was constantly escorted by premiere, max-level PvP group.
Some of their pets did more damage than I did when we grouped, but they didn't care.
I provided more value to the group than direct damage and direct kills - or direct healing or tanking.
I don't think Adventurers need special incentives to level up their professions.
People who wish to do so should able to.
People who wish to focus on Artisan classes should be able to hit max in the Artisan classes before people who divide their focus with combat.
And those Artisans should be gaining rep as the uber master artisans.
I think the point, though, is that stat progression and racial progression and gear progression in the Artisan professions should be comparable to the level progression of an Adventurer.
A 50th Level Blacksmith should have the Strength of a 50th Level Tank.
They should both be able to obtain the racial progression of a 50th Level character.
I don't necessarily think they should be able to wear each other's gear -- I hope the gear is designed so that it wouldn't matter much anyways since the gear supports the abilities of the profession or archetype: 50th Level Aggro Armor is not going to help a Blacksmith and a 50th Level Forge Apron is not going to help a Guardian.
The same death penalties should apply to both Artisans and Adventurers, of course.
As for crymoars idea if one person went out as an adventurer as a miner/smelter (gather/refiner) that leaves the person who doesnt want to pve able to be a full crafter (blacksmith/armorer) and *technically* have little reason to leave shop.
Keeping the 2 separate increases player longevity and gives you something to do other than your main focus.
You want that level 47 crafting material? Your going to either have to go fight for it or have the currency to aquire it from people who can.
I said stat progression for both should be the same and racial progression should be the same.
A Blacksmith and a Tank having the same amount of Strength at Level 50 does not mean that a 50th Level Blacksmith who is a 1st Level Tank will be able to Tank the same as a 50th Level Tank.
Just as a 50th Level Tank who is a 1st Level Blacksmith won't be able to Blacksmith the same a 50th Level Blacksmith.
A 50th Level Animal Breeder should be able to have the same Int as a 50th Level Mage. That doesn't mean the 50th Level Animal Breeder who is a 1st Level Mage will be able to cast Mage spells as effectively as a 50th Level Mage.
But, a 50th Level character should be a 50th Level character.
Professions would still be separate progression paths from archetypes.