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Alts and there interaction with Artisan Classes
Lil Diddle
Member, Alpha Two, Early Alpha Two
If we are allowed to have alts, and be able to master an entire profession tree per character, how will that not interrupt a player driven economy?
Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task.
Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant.
Thoughts?
Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task.
Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant.
Thoughts?
9
Comments
Interesting idea.
Interesting Quote, what part is the interesting idea?
Interesting question.
Interesting indeed
Interesting observation
https://knightsofember.com/forums/members/winner909098.54
Lets say i can spend 8 hours a day playing
There is a difference if i spend 8 hours cutting tress or spend 4 hours cutting trees and 4 hours processing.
In the end i could got twice the ammount of rar material just gathering, thus making enough money to hire a processor.
If someone spends their time leveling a crafting profession on an alt character then i say let them.
Sure they are self sufficient but theses typ of players are usally a minority.
Also the Economy is node based.
Its good if you can gather and craft weapons all on your own. But you cant sell them to anyone outside your node unless you transport them by hand.
No magic Auction house that connects to every player.
if enough people do this then most of the player driven economy is no longer player driven. why would someone buy materials if they can just gather them? why would they buy parts if they can have a processor, why would buy weapons if they have an alt that can make them? if you can just do this, why would anyone not?
What i think should happen is going back to only mastering one part of the tree, like being a master lumberjack only, then having an alt that can master one thing.
haha honestly ya i went super conservative and i hope they consider some sort of compromise
in that same vein, you could spend 8 hours gathering, store at your freehold, hop on a processing alt, process it, and then go back to gathering. eventually you make enough to level a crafter. I dont think this will be the minority, it saves so much gold to just make all of your own gear and weapons and i feel like alot of people will end up doing this.
testing my display name
https://ashesofcreation.wiki/Alts
Banking
Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[32]
Banking between characters will likely be restricted to Furniture and completed items.[33]
A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[34]
Good to know, thanks for the info !
even for freeholds?
I agree. Every account should only be able to master 1 artisan class. However, this should only be implemented when there are sufficient professions under every artisan class. Right now, processing is severely lacking in that regard.
U.S. East
It all comes down to opportunity costs. If there are more people gathering you may make more just buying and processing. If lots of people start processing the money might be in Crafting. If everyone is focusing on these then you are better off doing dungeons.
This is what is great about a free market. What may be profitable one week might not the next. somethings might even been money sinks. Crafting could very well be cost prohibitive if to many people do it and value the skill points over profit.
Can you not just trade items to a trustworthy friend and transfer it to your processor?
Depending on how crafting and processing and gathering work this game already promotes multi boxing.
Even if processing and crafting aren't semi afk. Long travel times make for good multi box crafting/processing time. If you can't transfer materials to an alt to process even more reason to multi box. This is the assumption that these things will be profitable . This might not necessarily be true. Supply and demand will dictate that.
The best workaround for pretty much all of the issues is to be in a good guild or have good friends. You can transfer to them and back, you can use their Freeholds, you can have them sell, whatever.
I have played quite a bit of Albion Online, and I can tell you that it is indeed a huge problem. All you need to do is to have a single alt account to make it work, even with the restrictions to storing unprocessed goods. As soon as a player has a second account, he can basically get as many maxed out mastery trees as he can create alts. That means that every dedicated hardcore (later semi hardcore too) player will have every single profession maxed out, if he choses to put in the effort. First it will be limited to crafting as that takes almost no time at all to level. You simply put your crafter near the crafting station or whatever you need to craft, and deliver the materials with your second account. A little while after release people will start to have enough gold to straight up buy the supply and focus on crafting, if they want to. The entire idea behind the limited ability to max out your profession mastery / skilltree, from what I understand, is to ensure that rare goods / materials stay valuable, even long after launch. And that is simply not going to happen without restrictions to leveling alts. The only way that I could think of to prevent such things to happen is (as Lil Diddle mentioned in his op) to limit the mastery of professions to one per account.
Best regards
Sam
I have a question: if being able to master two artisan classes in one account is not permitted, doing it on two different accounts logged in at the same time on two different computers controlled by me would be okay?
I don't want to get into the multi-boxing discussion, so assuming doing what I just described will be allowed, what makes one okay and the other forbidden? Only the fact that I pay for two different subscriptions?
This is a slippery slope, and I don't think there's any way to prevent people from doing this apart from making it very time consuming.
Well some people will make a gathering main, thats what i plan on doing. I just like to gather lol. but gathering gives combat exp technically so it might even be a good way to level up your main class
ya but you would need alot of accounts in order to do anything. I dont see how someone could make money off of it by sustaining that many accounts
its very sad to see it happen in other games, though it seems this has been changed since i originally posted this to be more of what i wanted.