Sivanna wrote: » I haven't kept up with news and my memory of the topic is pretty sketchy. I wouldn't mind if we earn points (?) for our crafting tree and at a certain level/number the amount needed to gain a new point (or whatever method they use) goes up exponentially. Putting a soft cap for most players, but those that LOVE gathering and crafting can keep going. So the path you choose will still matter. Sort of like in WoW: Legion the artifact weapons or BDO's leveling system. As long as they really can keep botters under control...
Zackallic wrote: » I think the system makes alot of sense and as a player that masters a skill. You stand out and are a important player. People come to find you because maybe masters of your skill are to far and few. Some games when you can do and be everything it kills the community a little. People are no longer communicating to each other to work together when you can simply do everything yourself.
Ferryman wrote: » Zackallic wrote: » I think the system makes alot of sense and as a player that masters a skill. You stand out and are a important player. People come to find you because maybe masters of your skill are to far and few. Some games when you can do and be everything it kills the community a little. People are no longer communicating to each other to work together when you can simply do everything yourself. People are still communicating and trading goods with each other even they have access to several artisan paths. The system as whole just needs to be done way, that progression is not a faceroll and it needs some effort. I do not want anything like WoW has (which btw has at least that 2 path options), I would like to see more freedom like in sandbox games. If AoC categorizes itself as a sandpark or a themebox, that does not show on artisan system like this. Current plans are great news for players to whom lifeskills are more like sideactivity. But those who really wants to focus on different lifeskills, this is really bad news.
TheCouchNerd wrote: » I like that they limit you to either master one or become decent at many. This way it encourages community interaction by making new friends but also force you to make a name of yourself.
devorandom wrote: » Ferryman wrote: » Zackallic wrote: » I think the system makes alot of sense and as a player that masters a skill. You stand out and are a important player. People come to find you because maybe masters of your skill are to far and few. Some games when you can do and be everything it kills the community a little. People are no longer communicating to each other to work together when you can simply do everything yourself. People are still communicating and trading goods with each other even they have access to several artisan paths. The system as whole just needs to be done way, that progression is not a faceroll and it needs some effort. I do not want anything like WoW has (which btw has at least that 2 path options), I would like to see more freedom like in sandbox games. If AoC categorizes itself as a sandpark or a themebox, that does not show on artisan system like this. Current plans are great news for players to whom lifeskills are more like sideactivity. But those who really wants to focus on different lifeskills, this is really bad news. Not necessarily. Depending on the depth and bredth of each path you very well could be spending a long time mastering sword smithing or enchanting. We don't know all the variables that will go into the outcome of a single item, so that specialization isn't necessarily as limiting as you might think.
Ferryman wrote: » TheCouchNerd wrote: » I like that they limit you to either master one or become decent at many. This way it encourages community interaction by making new friends but also force you to make a name of yourself. You can make a name of yourself without this restriction.
devorandom wrote: » @Ferryman You will be able to do that for the low level stuff. But the purpose of this system is to introduce scarcity for certain crafting skill sets so that people will have to rely on each other for the big stuff. I'm not really sure how much you want to be able to do on your own. Both harvesting and processing are supposed to have similar depth to the crafting itself so if you could do most of the gathering and processing yourself that would defeat the purpose of the system.
TheCouchNerd wrote: » Ferryman wrote: » TheCouchNerd wrote: » I like that they limit you to either master one or become decent at many. This way it encourages community interaction by making new friends but also force you to make a name of yourself. You can make a name of yourself without this restriction. If everyone can do everything most will just max the professions they need then do everything themselves.
azathoth wrote: » I love this part. It falls back to risk and reward. You might not be a master arms maker, so if you make the local Smith mad you might have to travel far to find another of the same level of skill.