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Research and Development

Mors MagisterMors Magister Member, Leader of Men, Kickstarter, Alpha One
edited July 2020 in General Discussion
So i have been away for a bit, IRL stuff and all, but i am back now. I have been playing catch up via wiki and streams ect. One thing i have not been able to find is any thing about the research and development i remember being talked about in the early days.

Has this been doped, am i just missing it some how? Any help is apprenticed, as i was really looking forward to that aspect.



  • ZambarZambar Member
    I think it's all revolving around the Scientific Node, but i'm not sure what you specifically mean about R&D.
  • Mors MagisterMors Magister Member, Leader of Men, Kickstarter, Alpha One
    I mean what form it takes. Like i know crafting is recipe based. So like can i take recipe and do "research" on it to make it better or cheaper to make ect.

    Like how it works in EVE online. The basic stuff you mostly make it cheaper or faster to make but you can use more advanced methods as you get more skills and facilities to unlock higher tier stuff.
  • Samiel AurousSamiel Aurous Member, Braver of Worlds, Kickstarter, Alpha One
    I am also curious on this matter. I think the EVE approach would at least give the crafters more agency. I worry that we are going to have a system like WoW where we basically just get a set of things we can make and you have to use those and be happy. Sure their might be "legendary" things we can make and it might be rare to get those but that just doesnt feel like crafting to me.

    I want to be able to make an item that is just different enough to make it mine. Even if its craft it with 5% fewer materials or increased durability by 10%. That would make either the crafter more profitable OR show that this item made by this group is of a higher quality...

    Maybe its a pipe dream but I think that it would give an edge to the people that actually put time into their trade in AoC rather than grinding levels.


    Specialized blueprints or crafting methods will make the economy in AoC more competitive. It would also reward crafters with different crafting methods if they put time into their trader rather than grinding levels.
  • ZambarZambar Member
    edited July 2020
    To have a special feeling about the scientific node, i think there will be a collective progress and a personal progress in your development.
    On collective: The scientific buildings function as a knowlengebase. The playes can discover new dungeons, building shematics, new craft recipes, freehold bonuses. These are thing Anyone from the Node would profit.
    On personal: within recipes there are dials to customize crafted item like the Fossil craft system in PoE so, you increase a stat on expense of others for example: if more magic or physical stat on item, etc so you can have your own style to say.
  • Mors MagisterMors Magister Member, Leader of Men, Kickstarter, Alpha One
    Thanks @Zambar if that's indeed the way they went i am depressed but not surprised..

    The dial thing is not R&D as it takes no effort besides going i want 20 points of magic damage vs 10 physical. You do nothing to unlock it.

    If the only way to get better tier of weapons simple begins and ends with increaseing weapon smithing skill so be it but i find that a little sallow for whats supposed to be such a detailed econ game.

    Just my Two cents.
  • ZambarZambar Member
    We don't have too much info about personal progress. The dial thing is all about recipes. If you want more info
  • Mors MagisterMors Magister Member, Leader of Men, Kickstarter, Alpha One
    Hope the dial thing isn't the plan extent of things. Other wise that's going to pointless and lack lustre. As it basicly means every crafting group is more or less making the exact same things. With no way to really put their mark on it.
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