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.
Comments
I really like the idea, especially the cooking one. That sounds really interesting!
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther
1) SWG materials - variable quality materials (rated on 0-1,000 out of 1,000 across several parameters) meant that resources of high quality were extremely sought after. They also spawned for a week or two and then disappeared. This made finding the high grade high quality resources a lot of fun, and would gave the potential for conflict leading to PvP. Having the highest quality mats to make gear meant you could make gear with slightly higher stats than anyone else. This is a great incentive for crafters. Here's a link showing the mat stats for the SWG emulator server: https://galaxyharvester.net/ghHome.py
2) SWG bio-engineering - per crafting in Bio-Eng was a complete unknown. People had to discover what combinations worked and what the results were. Having a bit of mystery in the system (and the secrets were highly guarded) makes it a heck of a lot more intriguing. Having everything be a standard formula with a standard result, give or take a bit of RNG, is lazy programming and boring AF.
3) Vanguard crafting minigame - in Vanguard (and some other MMOs) crafting is a battle against the crafting machine. Errors would pop up and you could pre-load some materials to overcome them. The higher your skills and stats, the less errors you'd get and the easier you could overcome them. There was also gear with bonus crafting stats on them, so having good gear aided in the crafting process, much like better gear helps in PvE or PvP.
Those are the three ideas that have persisted in my memory, but I am sure there are other good ones.
PS> Another good idea in SWG was the ability to dye crafted clothing as part of the process to add that personalised touch.
3) Vanguard crafting minigame - in Vanguard (and some other MMOs) crafting is a battle against the crafting machine.
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You were also limited to the amount of tools you could have immediately available which was a turn off to me. The limitation made little sense (only three tools in "toolbox" but need four because reasons). The mini game was... "fine".
AoC could have a similar system with limitations with better logic - Low grade tools (all available at all skill levels and upgrade-able), low grade refining and crafting stations (upgrade-able), and low skill creates simple items. The mini game aspect could be kept otherwise.
As long as materials are a driving economy force along with gear, and as long as crafting requires sacrifices to combat gameplay Im happy.
I agree.
Highest quality stuff shout it be obtained by the best and most dedicated crafters. I'm a big advocate of time in, results out kind of reward system.
"Loot tables
Mobs and Bosses will drop Gold, Items and Crafting Ingredients based on the type of mob or boss.
For example, a wolf will not be carrying a sack of gold. It may instead drop pelts that can be traded for gold or used in crafting of armour.
-loot tables will favour crafting materials as opposed to trash items
-the developers intend to implement/test dynamic loot tables during the testing phases
Gatherers have the ability to 'spoil' a boss loot "
Brass tax direction: If I make a lot of things from wood, I want to be a decent carpenter with rare moments of awesomeness. If I make only composite long bows, I want to be amazing at making epic composite long bows at the cost of sucking at other carpentry projects.
It had seasons, day/night cycles, weather, and astronomy that all affected the outcome of crafted items. Location also played a part, if I remember correctly.
An example would be something to the effect of, say, crafting a 2h Axe during the winter, would yield stats in favor of say frost/cold damage. But, then you would also factor in the weather, the constellation/sign it was crafted under, whether it was crafted during night or day, and where you made it; like on a mountain, or in a cave, etc. The same factors could be used across all crafting professions, ofc.
Again, it's all super hazy, but I remember being super intrigued by their crafting system. It would most definitely take time, and likely be very difficult to implement so many factors into AoC (or any game for that matter); but with some of the other ideas you all have tossed around, I think it would make for a very diverse crafting system with some pretty unique outcomes.
Also, this is my first post! Been lurking/following the game for a while now. Love the ideas and plans for it. Sounds like it will be stunningly killer if they can pull it off.
I want production to not be dependent on repetitive creation. "Leveling up" production should place very little emphasis on repetition. People should feel incentivized to create what is in demand by the economy or what they/their guild needs so I think it would be nice if the xp you gained in production was normalized to the resources you use. As contrast, in WoW you would focus on making the least material heavy item over and over leading to absurd supply with zero demand. Items were vendor trash and you felt stingy about your materials to make anything other than the most efficient. If xp was normalized for materials, people would be free to make what they/the economy wants. I like multi-step creation with long creation times. Creating a piece of armor shouldn't take 5 seconds if you have all the materials. It should take a while with perhaps mini-games or challenges at each step that may influence the quality of the gear. In general I think production should feel fast in terms of progression of what you can make, but the quality of your items be dependent on the quality of your materials and your ability to do well in the mini-games etc. This way even novice crafters can participate in the broader economy and not be restricted to making iron daggers but a master crafter would still create something far superior and valuable in terms of quality & stats.
Skill-based variability in produced gear should increase with tier of item. What I mean by that is that the best and worst iron dagger possible should be very similar while the best and worst mithril 2h sword should be very different in stats. The higher the tier of craftable item, the more room individuals should have to distinguish their craft from one another. More importantly though, a new blacksmith should still feel capable of participating in the economy because a master crafted iron dagger won't be that much better than theirs, therefore not that much more expensive, therefore the master crafter would not have that much incentive from an economic standpoint to invest in making iron daggers.
We already have SWG style variable material qualities confirmed which is nice. I also believe tiers of gatherable materials are confirmed which require an appropriate tier tool to extract. Also love it, I found the lack of this last point in no man's sky to be super boring, there was no progression to motivate me to upgrade anything really.
I like Kriin's cooking example. I normally hate "discovery" based crafting where your materials are wasted e.g. skyrim. I end up forsaking discovery for greed and focus on saving my materials and just find some online resource to do what is already discovered. If the xp gain or material loss was more forgiving like described (e.g. where you are helped along), I would love discovery-based systems .
I also love the idea of season, weather, time of day etc impacting the crafting result that Kovrm described. Especially because I'm a big fan of multi-step long turnaround production times. If you can prepare and pump out 20 bow strings when conditions are optimal for +fire damage or w.e then use them as you see fit when you have the other pieces ready that would be pretty damn cool. My only reservation with having things like SWG variable quality materials and other ways of adding variability into production is that people will have a million variable quality crafting things to store.
I don't mind doing something for 1000 times as long as the reward is there. I'd like to see some sort of emote / emblem / magical aura / .. so you can see someone is really good at crafting just by looking at them. If someone crafts 100k potions it can't just be about the money.
Something like that I believe would make crafting more valuable. The problem with crafting in most other MMOs is that everyone is allowed to master everything if they choose, meaning crafting was never really something you would reach out to other players for unless it took a ridiculous amount of time to advance or required RNG based aspects that made it unappealing.