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.
Suggestion For Professions, Profession Mastery
LottoOne
Member
With the three current artisan classes (gathering, processing, crafting) we are able to select one of these skills trees to pursue, per character. While pursuing one of these skill trees, we are also able to master the entire tree. I understand that it will take an immense amount of time to master all of the professions in a certain tree, but eventually, players WILL master them all.
I believe that mastering all of the professions in a specific tree could possibly take away from the need of other players (not totally), and eventually also take away from guilds requiring specific people to follow a certain profession. In the long run, this could be damaging to the artisan ecosystem, although I haven't weighed in my head the entirety of it yet
I don't want to long wind this post, but here are my two suggestions:
1. IF a player is able to pursue all of the professions in a specific skill tree, allow the player to only master one (1) of these professions. I feel as if having the ability to master all professions will take away the need of others, although you will still need them for the first two steps in the "assembly line".
2. Possibly allow a single player to pursue one (1) profession in each separate skill tree category while being able to master each, or again, just one. For example: Mining, ore processing, blacksmithing. I feel as if having one profession from each skill tree could be beneficial to the players' solo aspect of the game, as well as keeping the need for other players with different professions, especially in a group environment.
I would much rather see the second suggestion above, but this is not a game-breaking mechanic for me. The intended game design is unique but does have its pros and cons, more than I've listed above.
I believe that mastering all of the professions in a specific tree could possibly take away from the need of other players (not totally), and eventually also take away from guilds requiring specific people to follow a certain profession. In the long run, this could be damaging to the artisan ecosystem, although I haven't weighed in my head the entirety of it yet
I don't want to long wind this post, but here are my two suggestions:
1. IF a player is able to pursue all of the professions in a specific skill tree, allow the player to only master one (1) of these professions. I feel as if having the ability to master all professions will take away the need of others, although you will still need them for the first two steps in the "assembly line".
2. Possibly allow a single player to pursue one (1) profession in each separate skill tree category while being able to master each, or again, just one. For example: Mining, ore processing, blacksmithing. I feel as if having one profession from each skill tree could be beneficial to the players' solo aspect of the game, as well as keeping the need for other players with different professions, especially in a group environment.
I would much rather see the second suggestion above, but this is not a game-breaking mechanic for me. The intended game design is unique but does have its pros and cons, more than I've listed above.
1
Comments
You have a quote on that? Never heard anywhere that subsequent professions will be harder than the first/previous one.
Not being self-sufficient is the whole point of the game. Otherwise it would turn crafting into what WoW has.
Ideal for me would be that a player can be completely self-sufficient until just before the end game, then they need to start relying on other players and/or alts.
At the same time, if players are going to be locked out of crafting top tier stuff, then I'd like to see a mechanic for providing the materials while someone else does the crafting, in a way similar to trading that secures the materials so the crafter can't just run away with them.
It was said in the older days you can add resources and gold to a window and the crafter will craft the item. To prevent shadiness in terms of someone running off with your gold.