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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
WoW: There are many times when a quest mob drops rare material. I never felt that I have problem with the questing or with the material farming. Maybe I do not play in the most busy hours or the problem is not as bad as you think. I know the craft system is WoW is very simple so maybe with a game where the crafting system receive bigger focus it would be different, I can't tell you. I just can tell you what I feel when I play with it. My feeling is that using a mob for questing and for resource as well is not a big issue, not even bad design.
"Now you are expanding the number of materials needed, compounding the issues with the system."
Yes and no. We can reuse materials from other recipes. We can use a lazy solution: We can add buyable components (catalyst, thickeners, oxidizer etc)
Examples:
-we have 5 material and need 2 for the recipe and duplication available. It has 25 combination.
-1 from 5 lvl1 animal material and 1 from 5 lvl1 plant material. 25 combination.
-If we restrict for different material the 2 from 5 type, it is only 10 combination, but if we add 1 catalyst to the recipe what is buyable and we have 3 type so the final combination is 30 what is very near to the original.
-we need 1 from 5 material and need 1 from 5 buyable components. 25 combination.
I am not complaining. Actually, I raise them as good example where in a smaller palce you can find multiple type of mobs.
@Ghoosty already agreed with it , but still player will be able to google where to found those recipes.
They are probably quest related, from mobs drop , some secret chest , grade in organisations , achievement and deconstructed stuff to learn how to craft it ect...
All of this make it challenging and with enough variety to not be boring, even gatherer will have to search for the resource because once there are gathered they randomly respawn it the world ( with some rules to keep it logical I guess)
We know that rancher will have to possibility to make some change in skins and as crafter make some focus in stats .
I guess for alchemy once you'll got a recipe you may have the possibility too to make slightly change in the way it will work .
All of this said, @Ghoosty could this be enjoyable for you ?
Ps: if some one know if a master crafter can still do some gathering and processing work ?
AKA experimentation.
Especially for Alchemy.
The context of the quote I read on the wiki was recipe v RNG - which doesn't necessarily address the Google issue.
That helps to solve the issue of too many materials, but now we are getting back to the issue of a really boring system for acquiring ingredients.
I mean, if you have a recipe that uses 2 things and one of them is purchased from an NPC, that isn't interesting gameplay.
There is no point carrying around a stack of healing potions of those potions have a 30 second reuse and only heal 5% of your total HP.
An invisibility potion is of no real use if every third mob sees through invisibility. There is no point having a cure potion that cures up to level 45 ailments if players using it will face mobs that use level 55 ailments.
I don't think it makes sense to put 1-only potions on hotkeys... but maybe that's just me.
Also can't see a scenario where you'd need to be instantly enlarged, invisible, walking on water, resistant to fire, taking reduced damage, and protected from death at the same time. Maybe you're trying to stealth raid a ship on the sea with a fiery leviathan on your tail? Ooh, maybe you're luring the leviathan to their ship. ok!
Jokes aside, I think it would be cool if they had "schools" of potions and you could only have the effects of 1 potion from each school active at once.
e.g.
School of Transfiguration: cannot have both Potion of Enlargement, with Potion of Fox Ears at the same time.
School of Elementalism: cannot have both Potion of Fire Strikes, with Potion of Ice Resistance at the same time.
School of Arcana: cannot have both Potion of Spell Haste, with Potion of Cooldown Reduction at the same time.
etc.
(then you could have a passive skill in the artisan tree that allows you to use 1 extra potion from a particular school - might be game breaking though)