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What profession? Why? and your thoughts about what it may be like?

2

Comments

  • ArchivedUserArchivedUser Guest
    edited May 2018
    Nanfoodle said:
    I have never had good fortune in MMOs with crafting. I always end up picking the one that has a dead end when it comes to making money. I have always done well being a professional gatherer. So what ever lets me make Ore into ingots or wood into planks. That thing that all the crafters are looking for. That will be me. I have found this makes friends and guildies really happy when you can support them as well as the cheapest ends to making money.

    If this game is different and crafting really does matter no matter what you pick... I will do what ever supports my Bard best, be that leather crafter, metal working or what ever makes the best instruments. I am really looking forward to see how they tie crafting into a real economy. This is something I have only seen balanced once and that was SWG. I loved crafting in that game.  
    In games where economy will be player driven, then usually there is no such a dead end profession and all aspects are actually needed. Of course luck has some role if many players have chosen the same path. For money making point of view it also depends how much effort you are ready to see get better profit. Selling stuff at right time or to other nodes where your stuff is more rare, will give you more money. Of course knowledge of good money making ways will help a lot when choosing paths.

    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.
  • Processing is also a category, which might need some real effort to get it in balance. It can easily be easy way to make money if you can just buy resources from market place, process those and sell processed stuff with good profit even never leaving the city. Also we might see situation where resources costs more than processed stuff. I guess with time economies can balance themselfs when people drops their current professions and starts to do something else, but at that point some players can and will be really frustrated to the game, which can lead even to quits.

    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!
  • @Ferryman that i can totally agree on. Its going to be a challenge for the devs but with the kind of lineup they have working together on AoC. i have faith that they will deliver whet theyve promised. Maybe even more? We'll just have to wait and see!
  • I'm thinking processing might take specific buildings or applications that require you to own land to create and use. It could also be very expensive to refine raw materials, increasing the risk of using vast quantities of gold to refine goods only to find they sell for less than what you paid. I'm probably way off, but I'm sure they'll think of something to balance it out.
  • Hopefully the system will balance itself. If people can't be 100% self-reliant like most games, they may change their chosen field so they can make more money. I can imagine that raw resources will be low price but have a lot; processed items will refine those resources into fewer, more useful (and expensive) items like ingots, gears, shafts, cured leathers, etc; which will allow producers to turn these fewer, medium price ranged items into a single, expensive piece.

    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.
  • armor crafting is gonna be my big love. nothing saves the day like keeping people alive
  • ArchivedUserArchivedUser Guest
    edited May 2018
    Artisan classes are split into three trees:
    • 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 :3

    I wish for~~
    • Raw materials to be recognised by visual elements only (confirmed).
    • A wide range of materials that can be used in all levels of processing/crafting (none of this lvl 1 material to craft lvl1 item that then becomes useless late in game).
    • To be able to gather all raw materials at a low quality at low level.
    • Low progression/low skill of gathering raw materials has a chance of "damaging the gather". More you gather the better you become at gathering it. 
    • "Damaged" materials to be recycled e.g damaged plants can be used by processors to make a basic crafting material which crafters can use.
    • Progression in the skill tree increases the quality of raw material procs and gathering larger quantities. 
    • Progression in the skill tree increases your skill to be able to gather raw materials in certain seasons/weather/day/night cycles.
    • For different seasons and environments to have different raw materials.
    • An opportunity (yeay for caravans and raw material nodes e.g a mine) for gatherers to group and and work together! (Less stealing each others picks and more of doing caravan runs together...or an evil caravan ambush in which I steal your raw materials too aha jkjk gatherers unite!).
    • Tough "fake" raw material monsters that require a group to kill - result a nice raw material loot for gatherers. Teamwork! 
    • My freehold to be set up as a Raw material store D  

    I look forward to when more information about the Artisan trees are revealed! 
  • Irie707 said:
    I'm planning to focus on being a shipwright, so woodworking for me. If the points I've put into it allow me to make good weapons and other items then I'll likely do some of that too to help earn a more steady stream of income.
    Shipwrights would be a cool profession to pursue. Are you going to sail around and adventure as well? That would be a good way to make some extra cash on the side. Maybe since you're focusing on making ships, you'd probably only be able to make small components that can be used in a few professions. They'd still be of high quality ,so you still would make a good buck on them.
    Aye, though since the sea content wont be out until sometime after launch I'll focus on trickling my experience into the profession while I pve and whatnot. Once I get my first vessel I'll most likely dabble in sea trade a bit to see how efficient that is. Hopefully if I make someone a boat they'll at least not board and pillage me with it while I'm hauling :P
  • Alchemy! and maybe some Enchanting! Gotta work on that process for lichdom...
  • @Diura Good list. It is important that gathering wont be too tedious and it wont cause early boredom. Gathering needs to be somehow grindy, but nothing insane. 
    • It is important to get gathering experience from every low level resources even at later game. Also making low level resources needed to process high level resource is good way to keep all resources meaningful forever.
    • Gathering loot tables should contain rare drops.
    • Gathering could open gathering questchains. You can f.e. find specific quest item to start that. At end-game possibility to open epic/legendary questchain.
    • You can find ruined gathering tool or gear, which can be fixed back to use.
    • You could find a gathering map, which will lead you to secret and rich vein.
    • Your skill level gives you better changes to find better and more rare resources and rare drops. It also makes you faster (at gathering). 
  • Ferryman said:
    @Diura Good list. It is important that gathering wont be too tedious and it wont cause early boredom. Gathering needs to be somehow grindy, but nothing insane. 
    • It is important to get gathering experience from every low level resources even at later game. Also making low level resources needed to process high level resource is good way to keep all resources meaningful forever.
    • Gathering loot tables should contain rare drops.
    • Gathering could open gathering questchains. You can f.e. find specific quest item to start that. At end-game possibility to open epic/legendary questchain.
    • You can find ruined gathering tool or gear, which can be fixed back to use.
    • You could find a gathering map, which will lead you to secret and rich vein.
    • Your skill level gives you better changes to find better and more rare resources and rare drops. It also makes you faster (at gathering). 
    @Ferryman and to you a good list as well! I really like the concept of starting a quest line from random events. Also it would be cool to be able to have some secret quest lines for every profession. Only after certain criteria are achieved will they be unlocked, and youll receive mail or youll find a letter while gathering a random resource in the world that starts the questline. Another unique thing would be that only one person will be able to complete this quest on a server. Thoughts anyone??
  • If it's a quest that can be completed by a single character once ever on a server I am on the fence.

    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.
  • Azathoth said:
    If it's a quest that can be completed by a single character once ever on a server I am on the fence.

    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 the initial quest that can only be done once does reward a recipe or blueprint for an item that only they can make, that would cause an issue if that player stopped playing the game for whatever reason.

    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.
  • Irie707 said:

    @Ferryman and to you a good list as well! I really like the concept of starting a quest line from random events. Also it would be cool to be able to have some secret quest lines for every profession. Only after certain criteria are achieved will they be unlocked, and youll receive mail or youll find a letter while gathering a random resource in the world that starts the questline. Another unique thing would be that only one person will be able to complete this quest on a server. Thoughts anyone??
    I guess unique quests could be too much to ask, but rare ones would work nicely. It would be nice if there will be hidden quests inside the node system, which are for specific professions. That would mean that garherers have content what other artisans wont have. Maybe even woodcutters (for example) have something special just to them. 
  • ArchivedUserArchivedUser Guest
    edited May 2018
    @noaani like the concept of having to do a weekly it would make you want to actively play to keep the recipe. It'd be a nice touch. :)

    @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.
  • Nodes take node populations to raid, so if one player wanted to raid a node for a recipe they would have to be incredibly charismatic about it or convince their node how valuable that recipe is.

    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.
  • ArchivedUserArchivedUser Guest
    edited May 2018
    @Azathoth did you watch the live stream on the ashen forge yesterday? Its pretty much implemented. In it Steven stated that some recipes will be only available to a single master crafter of a metropolis and if another city wanted to take be able to make it then they would have to destroy that metropolis. 
  • Diura said:
    • Tough "fake" raw material monsters that require a group to kill - result a nice raw material loot for gatherers. Teamwork! 
    I want to lift up this point. I would like to see resource open world bosses, which needs several players to take down. These should spawn randomly all over the world, but way that specific bosses spawns just in specific node types. Like for example ent would only spawn in forest centric zones and the corpse will count as rich wood harvester spot. Maybe these could also rare drop items or recipes, which relates to wood gathering or carpenting for example. 
  • Ferryman said:
    Diura said:
    • Tough "fake" raw material monsters that require a group to kill - result a nice raw material loot for gatherers. Teamwork! 
    I want to lift up this point. I would like to see resource open world bosses, which needs several players to take down. These should spawn randomly all over the world, but way that specific bosses spawns just in specific node types. Like for example ent would only spawn in forest centric zones and the corpse will count as rich wood harvester spot. Maybe these could also rare drop items or recipes, which relates to wood gathering or carpenting for example. 
    @Diura Very cool idea and I want to lift it up as well.
     
    @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"
  • Gathering all the gatherers here~ me likey :3

    @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 :3 Maybe got some juicy rewards :3 

    I look forward to risk/reward xD ahaha
  • Depends on how gathering works and potion making works. If recipes are not set and herb locations are not easy to find. I'd like to explore and mainly find rare reagents, perhaps learn potion making. Even gathering rare woods, since it looks like inventory space will be limited I don't want to waste my limited space on easy to find items.
  • @Diura Why i have to be the one who starts to scream..  :D

    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. 
  • @Ferryman My purchasing of the game wholly depends of how the execute gathering. My last 6 months of FFXIV was spent chocobo racing. How a game does the extras is what is most important for me. The less information available in the game the better, I would love if you could work has a cartographer. Create maps based on where you explore, being able to add points on your maps based on where to find certain resources.
  • Dwarves that can't swing a pickaxe ain't worth talking to.
  • Dwarves that can't swing a pickaxe ain't worth talking to.
    The only good dwarf is a dead one
  • @nagash You are correct, I played a Dark Elf Blackguard named Purist in Warhammer AoR and my favorite PvP target was dwarves
  • Greygoose said:
    @nagash You are correct, I played a Dark Elf Blackguard named Purist in Warhammer AoR and my favorite PvP target was dwarves
    That's not much better to be fair ^^
  • I would hope that Artisans are also acquiring quests and tasks from racial, religious and social progression: 
    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.
  • ArchivedUserArchivedUser Guest
    edited May 2018
    I'll roll whatever I can make the most money from - assuming I have an alt channeling resources.

    But also a Tavern Keeper.  My Tavern will be the most popular on the server.
  • Greygoose said:
    @Ferryman My purchasing of the game wholly depends of how the execute gathering. My last 6 months of FFXIV was spent chocobo racing. How a game does the extras is what is most important for me. The less information available in the game the better, I would love if you could work has a cartographer. Create maps based on where you explore, being able to add points on your maps based on where to find certain resources.
    Cartographer sounds interesting for sure, but what that can bring to table to be meaningful profession? Where is its place in economy? Not saying it wont have own spot, but i have not seen such profession in practise, in any game and that is why i cant see why people would choose to be cartographers. 
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