Glorious Alpha Two Testers!
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.
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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.
Comments
Gathering is usually good and easy option to make some money. Crafting is sometimes a harder one, because you need to make heavy invests before you can craft the final product and after that selling the product can take some time. In Albion Online there was lots of problems with crafting especially at start of the game, where resources and materials costs more than final crafted products. That made crafting partly pointless and there can be same problem with Ashes too. But preventing mass production is one thing which can help a lot to this issue.
So balancing gathering, processing and crafting will be a huge challenge to devs and they need to get it right straight at the beginning. I hope they will nail it!
I'm sure most guilds will try to spread their crafters evenly at first and either through alpha/beta/soon after launch, they will get a better taste of how much time/effort will go into each category. I can imagine a gatherer spending a similar amount of time to harvest enough materials than it'd take for a processor to convert into a few materials, and a similar amount of time for the producer to turn those refined items into a single usable item. I just wonder how much time this would take and how it would end up being in a profit per hour rate.
- Gathering
- Processing
- Crafting
I'm a huge fan of gathering so I will be focusing all my efforts into that tree ^^ I think I would like to specialise in an area of gathering but until we learn more~~~ I'm not sure what that will be yet!I enjoyed tree sap gathering in BDO~ was unique and the sound of the syringe was rather amusing!
All I ask for is a gathering system that is meaningful~
A while ago in another thread I shared some of my thoughts~ so shall copy paste
I wish for~~
I look forward to when more information about the Artisan trees are revealed!
On one hand that would be super cool, being that one guy with the only blueprint for that one item. On the other hand, if the item has a good market value and is in demand due to it's gear score you create more demand than can likely be met by a single individual. You also risk making the other players that specialized in that craft that will never have a unique recipe of their own feel cheated (especially those that start later in the game and never had the option).
If it was implemented I wouldn't complain, but I think it might cause more rabble than it would promote crafting.
If, though, there was a task they need to perform weekly in order to retain the ability to make this item, I could see it happening. If they fail to perform the task, the ability to make the item is taken from them, and then the quest that awarded the item is open open again to be given to another player.
If I were doing this myself, I would make it so the cost involved in keeping the item increased every time. The cost could be material or time, but if it keeps increasing, then eventually it will pass on to a different player, keeping the dynamic feel of the world more alive.
@Azathoth I also should have noted earlier that the recipes would be very hard to complete because of a certain component needed that would be quite difficult to acquire (ex. Raid boss components or having to beat a boss to gain access to a certain plant in a cave or dungeon) . As well as this recipe would only be available at the metropolis stage of your node. Therefore if someone from another node wants your recipe then they could raid your city and if successful, you lose said recipe and everyone then has a chance of acquiring the secret recipe after they meet the requirements to unlock it.
@DiuraYour list definitely encompasses a few of my concerns about gathering. I really like the "damaged" mats to be recycled by alchemists (which will be me ig lol) mainly because everything has some kind of alchemical property to it be it healing, poison, resistance, hell even taste. I mean, who would want a nasty tasting potion? Anyway all things could be used. Will it have a powerful effect... probably not because it was damaged so it lost some of its potency. Also seasonal wild crop changes would be a nice little addition.
If players had to do something in game every so often to keep the recipe that could also be bad. A player could decide they don't want to craft anymore but keep doing said thing so no one else would ever be able to craft it either. If the cost became ever more costly the original artisan could just stop making it, but do everything else not to lose it as well.
If Ashes goes the route of particular items that can only be obtained once on every server, then there should be a variety of recipes for the variety of crafts in the same amount as weapons, armor, etc.. That would make since.
Although if even the most rare items can be obtained by multiple players, then so should the most rare recipes.
I like your idea and if it falls in line with Ashes goals all the better. I just think there are lots of reasons it wouldn't be done.
@Ferryman Those kinds of group activities are what AoC is going for. Hopefully we do see somethings like that.They have an event when your node levels up that it gets attacked by a boss type monster at the first village stage (I believe) and at some other points during the nodes progression, wonder if it would sometimes be one of these resource bosses? That would be cool. "Oh, this trent decided to wreck our village, looks like were using his arms to fix the wall"
@Irie707
Imagine you, @Ferryman and I are gathering in a forest... we team up and we find some gatherable vines attached to an oddly shaped tree...Eeeeeeennnnnttttt screams Ferryman as the tree comes to life.
We call for help but nobody hears! We try our best to fight the Ent but it's a terrifying foe! We fall...
Disturbed by our activity the Ent which had been asleep since the great calamity makes its way towards a nearby node...
Whoops xD
Maybe if we killed it we coulda prevented an event Maybe got some juicy rewards
I look forward to risk/reward xD ahaha
Well that scenario could easily be the case if our node's players have gathered too much wood and that is why the ent wakes up from eternal sleep to protect his trees. I am just the poor bastard who hit the last needed chop to trigger this awakening. I hope you get away though.
Gathering wont actually be my main activity in Ashes, even i enjoy now and then explore and find some juicy gathering spots. Gathering is sometimes really relaxing and it is really good counterbalance to all kind of combat stuff.
It is just, that many games executes gathering kind of badly or it is only behind heavy grind with static mechanics and poor content. Now this is where i hope to see something else and i have high hopes with Ashes.
Requests that require crafting a variety of products, rather than always crafting the same exact stuff. (Should vary by region as well).
And, of course, all of the above should be affected by the NPC and mob tables that change due to the influences of Node progression.
Seems like cartography in Ashes would be quite challenging for the devs to implement since the world will be so dynamic - but, probably awesome if they could pull that off.
Though, I dunno if it would be worth the frustration of dealing with incorrect or outdated maps.
But also a Tavern Keeper. My Tavern will be the most popular on the server.