Damokles wrote: » Here is what we know about crafting and the "ecosystem": 1. Gear will have a maximum duration. You will be able to rapair equipment, but they will loose overall durability, which correspomds with the rarity of items i believe. Only legendary equipment will be indestructible. This leads to a constant need for equipment and the need to constantly/regularly switch out your gear, which is a hassle for pve/pvp players but a good thing for crafting professions. 2. Auctionhouses will be something that ONLY mercantile nodes and the nodes in their zoi will have! 3. The best crafting stations will most of the time be in scientific nodes, which will mean that people will most of the time buy there, then transport them with a caravan to the next biggest mercantile node. 4. Mobs in general wont drop gear most of the time. A wolf is supposed to drop pelts, meat and fangs or bones. A dragon will drop the same equivalent in its case, and then harvest specialists will be able to harvest it for even more or better loot. They also said i believe that bosses aill still drop gear or such things, but think of it that around 30-40% of the best gear is supposed to be crafted by the crafting professions. 5. I do have founded a specialised crafting guild with the main focus on procuring materials from raids/ the open world and the production of high end armour, weapons and trinkets. (Sadly we only have 2 people in the guild currently, we dont seem to have many interested people) 6. We dont know how the recipes will end up in the game, because it is always easy for developers to tell us vague facts, but not to tell us the real deal. 7. We know that materials are supposed to have different qualities. 8. Crafters are supposed to choose, what gear will recieve different stats, which is awesome. Everything i said is mostlikely in constant change, and they somehow dont want to answere my infrequent questions about crafting.
Marzzo wrote: » Damokles wrote: » Here is what we know about crafting and the "ecosystem": 1. Gear will have a maximum duration. You will be able to rapair equipment, but they will loose overall durability, which correspomds with the rarity of items i believe. Only legendary equipment will be indestructible. This leads to a constant need for equipment and the need to constantly/regularly switch out your gear, which is a hassle for pve/pvp players but a good thing for crafting professions. 2. Auctionhouses will be something that ONLY mercantile nodes and the nodes in their zoi will have! 3. The best crafting stations will most of the time be in scientific nodes, which will mean that people will most of the time buy there, then transport them with a caravan to the next biggest mercantile node. 4. Mobs in general wont drop gear most of the time. A wolf is supposed to drop pelts, meat and fangs or bones. A dragon will drop the same equivalent in its case, and then harvest specialists will be able to harvest it for even more or better loot. They also said i believe that bosses aill still drop gear or such things, but think of it that around 30-40% of the best gear is supposed to be crafted by the crafting professions. 5. I do have founded a specialised crafting guild with the main focus on procuring materials from raids/ the open world and the production of high end armour, weapons and trinkets. (Sadly we only have 2 people in the guild currently, we dont seem to have many interested people) 6. We dont know how the recipes will end up in the game, because it is always easy for developers to tell us vague facts, but not to tell us the real deal. 7. We know that materials are supposed to have different qualities. 8. Crafters are supposed to choose, what gear will recieve different stats, which is awesome. Everything i said is mostlikely in constant change, and they somehow dont want to answere my infrequent questions about crafting. Where did you find the info about gear being "permanently destroyed"? This is what I can find on the wiki: There is item durability (item decay) in Ashes of Creation.[92] 0% durability will unequip items, increasing their repair costs.[93] Destroyed gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[94]
Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game .
Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more.
Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic.
Damokles wrote: » Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic. They already said that the (for example), two pieces of iron ore can have different qualities. It would be cool, if working with higher quality items in later stages would then trigger the mastery mechanic we are talking about. That way, there would be three things artisans could aim for in crafting at later levels. Concentrating on pure quality to raise their mastery, training with quantity instead of quality (lets say that an item with high quality ingredients would raise mastery by 1, while an item with normal materials raises mastery by .2), and maybe some random "breakthrough", that can occur if you do late game artisan quests or when creating an item from a new recipe.
Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic. They already said that the (for example), two pieces of iron ore can have different qualities. It would be cool, if working with higher quality items in later stages would then trigger the mastery mechanic we are talking about. That way, there would be three things artisans could aim for in crafting at later levels. Concentrating on pure quality to raise their mastery, training with quantity instead of quality (lets say that an item with high quality ingredients would raise mastery by 1, while an item with normal materials raises mastery by .2), and maybe some random "breakthrough", that can occur if you do late game artisan quests or when creating an item from a new recipe. I figure the viability of a masterwork material (or High Quality material, or elite material, whatever they’re called) will depend very much on how many total materials there will be for a particular craft, and how much storage a typical player will have access to. I still think mastery shouldn’t be near so simple as “make enough of these things to make other things” which just boils down to pressing Interact on something enough times to level up. The mini games might be a bit of a pipe dream but there’s gotta be something more engaging than just spam-crafting to max mastery. I do like the ideas of questing for NPCs in exchange for crafting knowledge or new schematics. Something that requires a bit of exploration to break up the cycle of "craft this craft that"
Damokles wrote: » Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic. They already said that the (for example), two pieces of iron ore can have different qualities. It would be cool, if working with higher quality items in later stages would then trigger the mastery mechanic we are talking about. That way, there would be three things artisans could aim for in crafting at later levels. Concentrating on pure quality to raise their mastery, training with quantity instead of quality (lets say that an item with high quality ingredients would raise mastery by 1, while an item with normal materials raises mastery by .2), and maybe some random "breakthrough", that can occur if you do late game artisan quests or when creating an item from a new recipe. I figure the viability of a masterwork material (or High Quality material, or elite material, whatever they’re called) will depend very much on how many total materials there will be for a particular craft, and how much storage a typical player will have access to. I still think mastery shouldn’t be near so simple as “make enough of these things to make other things” which just boils down to pressing Interact on something enough times to level up. The mini games might be a bit of a pipe dream but there’s gotta be something more engaging than just spam-crafting to max mastery. I do like the ideas of questing for NPCs in exchange for crafting knowledge or new schematics. Something that requires a bit of exploration to break up the cycle of "craft this craft that" You should ask Steven about the minigames for artisan professions next stream
Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic. They already said that the (for example), two pieces of iron ore can have different qualities. It would be cool, if working with higher quality items in later stages would then trigger the mastery mechanic we are talking about. That way, there would be three things artisans could aim for in crafting at later levels. Concentrating on pure quality to raise their mastery, training with quantity instead of quality (lets say that an item with high quality ingredients would raise mastery by 1, while an item with normal materials raises mastery by .2), and maybe some random "breakthrough", that can occur if you do late game artisan quests or when creating an item from a new recipe. I figure the viability of a masterwork material (or High Quality material, or elite material, whatever they’re called) will depend very much on how many total materials there will be for a particular craft, and how much storage a typical player will have access to. I still think mastery shouldn’t be near so simple as “make enough of these things to make other things” which just boils down to pressing Interact on something enough times to level up. The mini games might be a bit of a pipe dream but there’s gotta be something more engaging than just spam-crafting to max mastery. I do like the ideas of questing for NPCs in exchange for crafting knowledge or new schematics. Something that requires a bit of exploration to break up the cycle of "craft this craft that" You should ask Steven about the minigames for artisan professions next stream I’m going to have to resist the urge to suggest keyboard DDR for alchemy, tempted as I am. Actually, now that I think about it, that might be fun if it’s set to some kind of tune.
Damokles wrote: » Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Caeryl wrote: » Damokles wrote: » Gimlog wrote: » What about a way for gears to be overpowered by master ? Overpowered gear lvl 40 100% perfection would be as good as a 60 lvl gear 25% . It would give the possibility to choose tuff base on the look you like and not only the lvl your are. And higher the gear will be less probably a master will make it perfect. In some MMO I played the end game gears hadn't a lot of variety and I didn't like there look. So if I got the opportunity to buy a well looking lvl 80 gear and still be able to play my role in lvl 100 dungeons or PvP battles. I'll go for it ! Variety it's healthy, but this way they won't need to make to many various gears base on rarity but players make rarity throw the gears we will have at any point of development of the game . I like the idea of a mastery. They could implement it at the end, when you reached grandmaster in crafting. Someone who just reached grandmaster would be at mastery 0 for swords, daggers, axes etc for example, and then for every weapon of that specific type, he would gain mastery. And with each mastery milestone, they could increase the stats even more. There will be risks to adding stats to gear, more risk it destroys the gear the more different stats you add. Changing one stat to another will be risk free (as per current plans) I’m hoping for mastery being prestigious and useful, so it would reward someone who focuses all their points into a specific craft. A minigame would be great so it would actually have skill to get the best results. I personally am not a fan of “make this thirty times and now it get +1”. Seems sort of... anticlimactic. They already said that the (for example), two pieces of iron ore can have different qualities. It would be cool, if working with higher quality items in later stages would then trigger the mastery mechanic we are talking about. That way, there would be three things artisans could aim for in crafting at later levels. Concentrating on pure quality to raise their mastery, training with quantity instead of quality (lets say that an item with high quality ingredients would raise mastery by 1, while an item with normal materials raises mastery by .2), and maybe some random "breakthrough", that can occur if you do late game artisan quests or when creating an item from a new recipe. I figure the viability of a masterwork material (or High Quality material, or elite material, whatever they’re called) will depend very much on how many total materials there will be for a particular craft, and how much storage a typical player will have access to. I still think mastery shouldn’t be near so simple as “make enough of these things to make other things” which just boils down to pressing Interact on something enough times to level up. The mini games might be a bit of a pipe dream but there’s gotta be something more engaging than just spam-crafting to max mastery. I do like the ideas of questing for NPCs in exchange for crafting knowledge or new schematics. Something that requires a bit of exploration to break up the cycle of "craft this craft that" You should ask Steven about the minigames for artisan professions next stream I’m going to have to resist the urge to suggest keyboard DDR for alchemy, tempted as I am. Actually, now that I think about it, that might be fun if it’s set to some kind of tune. They could give you the sound of a brewing cauldron and the tempo/intensity wohld demand thatyou press different buttons