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.
Artisans - In need of Clarification
ziltch
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
During the latest livestream there was a question in relation to Artisans.
I would like to put the focus on that last sentence.
From the way Steven answered this question, it kind of seems like he's saying that when you've mastered a profession within a path, you can then go on to master the other paths. And over time, master all of the professions within a single path. (Ex: Processing)
That is at least how several people have interpreted that answer of his to imply.
Personally I'd like to believe that he just explained himself very poorly in regards to that question, but that is what it seems to imply.
Which means that, since you need Artisan Points to use in the Paths,
either you will have a limited amount of Artisan Points in total
or you can infinitely gain Artisan Points its just that the requirement for gaining them will (exponentially?) increase.
I've also added a poll where you can vote on which way you think is the better one, which way you'd prefer.
https://www.strawpoll.me/18404000
Margaret: Okay our next question is from Masao who wants to know: You've mentioned that the highest skilled players in each artisan class won't be masters of all. How deep is the specialization. Will it be as specialized as armor smithing or more specific like plated armor smithing, or even a specific as steel plated armor smithing?
Steven: When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two. So for example if you're a master of you know crafting, and we'll reveal this later with some of the blogs that I know are already written up about professions, but the professions exist within those paths and as you master one of those paths you get to master the professions that are in it as well. It's just about the amount of time you spend in mastering it.
I would like to put the focus on that last sentence.
(Paths: Gatherer|Processer|Crafter)So for example if you're a master of you know crafting, and we'll reveal this later with some of the blogs that I know are already written up about professions, but the professions exist within those paths and as you master one of those paths you get to master the professions that are in it as well. It's just about the amount of time you spend in mastering it
From the way Steven answered this question, it kind of seems like he's saying that when you've mastered a profession within a path, you can then go on to master the other paths. And over time, master all of the professions within a single path. (Ex: Processing)
That is at least how several people have interpreted that answer of his to imply.
Personally I'd like to believe that he just explained himself very poorly in regards to that question, but that is what it seems to imply.
Which means that, since you need Artisan Points to use in the Paths,
either you will have a limited amount of Artisan Points in total
or you can infinitely gain Artisan Points its just that the requirement for gaining them will (exponentially?) increase.
I've also added a poll where you can vote on which way you think is the better one, which way you'd prefer.
https://www.strawpoll.me/18404000
The simplest yet hardest stat to train is Willpower.
0
Comments
It also changes it from "Needing tens of dozens alts" to cover all professions to needing 2 alts (+ main).
Tho it will take time and be inefficient in the beginning, it's completely possible if that is the case.
The system actually on my server helped crafter keep a market going because instead of everyone just cranking out plate armor, you had separate individual crafters selling plate helms, plate chests and plate shoes.
Crafters became very important.
There will be crafting recipes that are only available to characters who belong to a specific religion or social organization. It may be that specific crafting stations or tools are only available from specific social organizations or in buildings built at a specific Node.
There are many ways for the Ashes devs to implement diversity among Master Crafters.
Formerly T-Elf
This. At some point, only the most trusted or veteran artisans will be able to process/gather/manufacture at the highest efficiency, we need to have a bit more specializing
What you say will happen regardless of whether you need 2 alts or 10 alts to cover all the professions. The only difference will be in how long it takes. The only way to prevent this is to restrict players to only making 1 character per account.
well that is disappointing
In all honesty, if you have three alts that master every artisan profession you clearly picked that route for your game time. So I don't see a huge problem. I do want/expect "labor intensive" to be an accurate statement and having a single master being equivalent to the play time required to get to max level. Making 3 alts masters of all artisan professions a time equivalent to maxing 9 characters (assuming 3 masters per path for ease of argument).
If that is somewhat accurate, I don't see the difference in a guild full of players that each have multiple max level alts to fill necessary roles in that group, allowing the guild to function with a smaller member cap.
If I am off base, and leveling multiple masters is quick, then I totally agree with the general dissapointment in this thread.
If there’s no specialization, which as it stands there isn’t (no, the vague overreaching title of “Crafter” or “Processor” is not even remotely a specialization system), then my enthusiasm for crafting is gone with it.
My friend here has a point.
Is this a good or a bad thing? Hard to say really.
I'd say a mix of both. Having to make sure that you entire guild is slotted perfectly to fit just what you want to do inside the dungeon, would be really really hard. But then again, having to coordinate with your mates to get the best outcome is also a huge part of the MMO experience
The longer the game is alive, the more closed off people can become because they'll be less reliant on other players and local economy circles will get more and more closed off.
While tru that you can get the same effect from multiple alts, less people are inclined to making that many alts.
And it is a difference between
main + 2 alts
to
main + 15 or more alts
I can only assume that professions will have less depth and be less complex than original assumptions and/or they felt like limiting players to 1 profession was a bad idea.
I don't expect all Master Gatherers will be the same, just as I don't expect all max level Tanks will be the same.
We should expect race to make a difference in what types of stuff a Master Gatherer can gather from the same mob/resource. Religion, and social organization will likely make a difference as well.
No reason to assume that the only way to encourage interaction with other Crafters is by restricting mastery to subpaths. We should ask for more details before jumping on the gloom and doom wagon.
Thought that was what the thread maker also mentioned... Or am I lost?
he was talking to dygz. (i think)
Sorry yea, I was referring to dygz comment above, didn't bother quoting since it was the comment immediately above mine.
So to be certain that we would only need 1 Master Gatherer, we would have to have dev confirmation that stats will not make a difference on what can be gathered from the mob. And we would have to have dev confirmation that sub-race/culture won't make a difference in what a Master Gatherer can gather from the mob. And confirmation that religion and social organization won't make a difference. Same for gear and tools.
We know that Master Crafters won't all have the same recipes - and we should expect something similar for Master Gatherers and Processors.
What a Master Gatherer can gather is not solely determined by reaching max level in all the sub-paths.
Yes you are right about that but I think he was talking about it as a whole