Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Research and Development
Mors Magister
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
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.
Thanks!
Has this been doped, am i just missing it some how? Any help is apprenticed, as i was really looking forward to that aspect.
Thanks!
0
Comments
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.
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.
TL;DR
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.
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.
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.