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.
Missing Artisan tree?
PlagueMonk
Member
I posted this in another thread but thought it deserved it's own discussion plus I have thought and refined it a bit.
I see a LOT of good things in the Trade Skills that has been mentioned thus far but there appears to be one glaring omission imho.......
Gathering:
- Hunting (will provide meat and hides)
- Gatherer (This could be gathering berries, roots, etc and even cotton. Whatever is not covered by Herbalist)
Processing:
- Butchery (Providing finished meats that could also be used for cooking)
- Tanning (For Leather Working)
- Weaving / Dying (For Tailor)
Crafting:
- Seamstress / Tailor (Creates robes, cloaks, gloves, and any other cloth based goods)
- Leather Worker (Leather goods like water skins, backpacks, pouches, shoes, boots, etc. along with base layers for armor like
studded, scale, partial plate, etc)
Are we really supposed to buy our Mage Robes, and sturdy boots from the local Armorer who should be focusing on your chain or plate armor?
I fully admit the idea for this came straight out of DAoC that had a lot of these very crafts and required components. I spent MANY long hours watching progress bars waiting for a "bong* or a "ping*
I see a LOT of good things in the Trade Skills that has been mentioned thus far but there appears to be one glaring omission imho.......
Gathering:
- Hunting (will provide meat and hides)
- Gatherer (This could be gathering berries, roots, etc and even cotton. Whatever is not covered by Herbalist)
Processing:
- Butchery (Providing finished meats that could also be used for cooking)
- Tanning (For Leather Working)
- Weaving / Dying (For Tailor)
Crafting:
- Seamstress / Tailor (Creates robes, cloaks, gloves, and any other cloth based goods)
- Leather Worker (Leather goods like water skins, backpacks, pouches, shoes, boots, etc. along with base layers for armor like
studded, scale, partial plate, etc)
Are we really supposed to buy our Mage Robes, and sturdy boots from the local Armorer who should be focusing on your chain or plate armor?
I fully admit the idea for this came straight out of DAoC that had a lot of these very crafts and required components. I spent MANY long hours watching progress bars waiting for a "bong* or a "ping*
1
Comments
All the information on what classes will be in Ashes were pulled from livestreams when they were used as examples.
So, not only is it not complete, it is also not necessarily accurate as to what information actually is there.
Virtue is the only good.
U.S. East
It does, but I would hope they have the same approach to this as to support classes in battle.
Yeah, it does which is why I'm somewhat worried about it being implemented in its current state. A lot of people may avoid it which could cause issues with the economy and supply.
On top of that, part of me wants to see it just rolled into gathering or crafting depending on what it is. It seems weird that a weaponsmith, for example, can craft elaborate weapons but can't smelt ore or how a miner can make their own mining picks (which would require shaping the metal into an axe) but can't smelt ore either.
Weaving, Tanning, and Butchery make a bit more sense but the smelting bothers me for some reason.
Future Crafting Plans: Herbalism > Alchemy & Scribe or Mining > Metalworking > Jewel cutting (Pending)
It sounds like fun to me. Time to make some mummies
To me, it sounds both boring and profitable.
In your scenario I would agree, I would prefer to assume people would quickly fill that whole in the market, and EVENTUALLY remove that monopoly. Though considering how many nodes there are, it might be difficult the have a convenient processor at all times.... HMMMMMM.... MAKES ME THINK!??!?!?!?? I suck at economics. It does seem reasonable that there wont be every type of possible processor in the most convenient places at all times. I need to think about this more...
It is also a case of people needing to move and re-establish themselves if there is a massive shift on the server - somethign that will happen often.
People may level up a processor to fill a need, but these people are unlikely to stick with it if they need to completely relocate and get re-established.
Thats my hope as well, nothing to crazy, cause I don't want it to get out of hand scoop wise, but if it's close to what FFXIV have in a way, then I would be on board. If they do have the time down the line, it would be cool if crafting was in someway a challenge, but that's just a fantasy thought
I would tend to agree with you that processing may be the tradeskill most avoid. It doesn't have the excitement of finding and discovery (not to mention the danger factor) and it also doesn't have the satisfaction of creating and selling a finished product. It would be something some will do as a necessary evil to get to the end craft I fear.
It might be better to organize it into just 2 categories; Gathering/Processing and Crafting.
You would then roll the processing component into the appropriate gathering skill. All the mechanics would still be there however so things would still need processing.
So mining/smelting, hunting/tanning/butchery, lumberjack/milling, etc.
You could make the argument to have processing attached to the craft side (both make sense) but I feel the end crafter needs to be focused solely on the end products. Plus it gives the gathers something more to do when they return to town, instead of just dumping their raw product on the nearest merchant.
Some could even choose to specialize in the processing component. Maybe they don't want to search for things but are more than willing to buy the raw product and refine it. The gathering component would still be fully available to them however. (or vise versa so maybe you aren't interested in processing but like to gather)
Yes, if anyone should be a vocal advocate for a weaver/tailor it would be you Nagash. Can't have mummies without someone to make those bandages
This, 1000%. If there's a role that needs to be filled, someone will fill it. With it not being as exciting, there may not be as many processors, which means it could be more lucrative. Personally, in a game that's going to be as stressful as I predict this one to be (coming from LotRO, at least), I'd appreciate a chance to queue up some processing, organize my inventory, update my spreadsheets, actually check in with my guild-mates because I suck at multitasking, etc.
U.S. East