georgeblack wrote: » Too many crafting professions mean a weak economy system: Every player is self sufficient Too many options to make gold means gold has low value Crafting will INEVITABLY lead to market flipping. The early rich people will start buying out all let's say potions for 10-12 gold and flip them for 15 overnight. Crafting will become irrelevant as an income source in comparison to market flipping. Imo crafting should be restricted in order to be respected and valued. Crafting should be about: Gear Consumables Buildings Ships Crafters should be disadvantaged in comparison to combat characters. If not I believe that we wont have an interesting economy. Same goes for gatherers. Unfortunatly this is a game, not real life, which means that less options are more solid.
damokles wrote: » @noaani @georgeblack Well guys, it is a good thing then that items have a certain max duration and cant be repaired an unlimited time. That leads to a constant demand for items, which in turn is a stable support for all crafting professions A constant demand for items leads to a stable economy.
ryuuji wrote: » georgeblack wrote: » Too many crafting professions mean a weak economy system: Every player is self sufficient Too many options to make gold means gold has low value Crafting will INEVITABLY lead to market flipping. The early rich people will start buying out all let's say potions for 10-12 gold and flip them for 15 overnight. Crafting will become irrelevant as an income source in comparison to market flipping. Imo crafting should be restricted in order to be respected and valued. Crafting should be about: Gear Consumables Buildings Ships Crafters should be disadvantaged in comparison to combat characters. If not I believe that we wont have an interesting economy. Same goes for gatherers. Unfortunatly this is a game, not real life, which means that less options are more solid. Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water....
georgeblack wrote: » ryuuji wrote: » georgeblack wrote: » Too many crafting professions mean a weak economy system: Every player is self sufficient Too many options to make gold means gold has low value Crafting will INEVITABLY lead to market flipping. The early rich people will start buying out all let's say potions for 10-12 gold and flip them for 15 overnight. Crafting will become irrelevant as an income source in comparison to market flipping. Imo crafting should be restricted in order to be respected and valued. Crafting should be about: Gear Consumables Buildings Ships Crafters should be disadvantaged in comparison to combat characters. If not I believe that we wont have an interesting economy. Same goes for gatherers. Unfortunatly this is a game, not real life, which means that less options are more solid. Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water.... I am afraid this is purely make believe role playing and I hope that the devs will spend time on functionality and balance instead.
grisu wrote: » How does a lot of crafting profession lead to self sufficencie? Do you mean being able to learn a lot of crafting professions? Otherwise this makes no sense. Anyway Ashes is built to be not like this. You won't be able to become selfsufficent and out of personal experience, most people don't want to bother with it too much anyway. It was already said if you purely level on crafting you will miss out on combat progression which leaves you at a combat disadvantage, obviously. Everyone can marketflip, most just don't want to invest the time into it. So what? Even if you have no crafting it would exist with dropped weapons or whatever you can trade. To the actual topic, I don't know what I want. I would like a bit more interaction in crafting, that's for sure. Sitting there for 20 minutes watching the progress bar fill up 200 times isn't really engaging. A deep recipe knowledge would be nice. Lots of cross recipies. Make this so you can use it there, refine it, use it on that other thing. It kept me interested for some reason, altho writing it like this it seems kind of annoying. What else, hmm. Yeah one more thing I hope that all of them are relevant for more reasons than "this one potion/gear component/upgrade material".
ryuuji wrote: » damokles wrote: » @noaani @georgeblack Well guys, it is a good thing then that items have a certain max duration and cant be repaired an unlimited time. That leads to a constant demand for items, which in turn is a stable support for all crafting professions A constant demand for items leads to a stable economy. Steven said that there will be decay sistem for items after certain cuantity of repairing it broken and you can use it any more.
georgeblack wrote: » Too many crafting professions mean a weak economy system: Every player is self sufficient Too many options to make gold means gold has low value Crafting will INEVITABLY lead to market flipping. The early rich people will start buying out all let's say potions for 10-12 gold and flip them for 15 overnight. Crafting will become irrelevant as an income source in comparison to market flipping.
blackhearted wrote: » georgeblack wrote: » Too many crafting professions mean a weak economy system: Every player is self sufficient Too many options to make gold means gold has low value Crafting will INEVITABLY lead to market flipping. The early rich people will start buying out all let's say potions for 10-12 gold and flip them for 15 overnight. Crafting will become irrelevant as an income source in comparison to market flipping. What game did u get this experience in? You should probs realize that flipping and merching is going to exist no matter what. In AoC it is also kind of encouraged(caravans). The amount of crafting professions is irrelevant to flipping.
ryuuji wrote: » .
wanderingmist wrote: » This isn't really a crafting "system" per se but when it comes to gaining experience I'd love to see it done like it is in Runescape. In runescape every craftable item gives a set amount of experience points, with higher level items granting more experience. This means that no matter what you craft, you are working towards your next level up. I much prefer this over say, WoW's crafting system where items you craft have a chance to grant you a level up.
elf wrote: » ryuuji wrote: » . Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water....You know, all those discovered recipes that you experimented to find, actually have to be coded/made before hand by the developers, so yes, there will still be thousands of recipes.