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Ashes of Creation interests me but will it put RPG back in MMO

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Comments

  • The crafting systems look very promising and close to what you sound like you are looking for.
    Check the wiki(my phone doesn't like to link or I'd link it for you).
    Almost all gear will be player made.

    The problem is that not much is actually known its all been combat posts.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    The problem is that not much is actually known its all been combat posts.

    Hold your horses?
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    They are looking to have crafting on par with what SWG had way back when. Being this early into development there is a lot they haven't shared yet.
    Personally I prefer combat over crafting. I get bored with that stuff pretty easy. Other people get all into non-combat stuff. To each their own. Just like the RP crowd. Not for me but I hope they have fun with it and get some neat tools for all the thee's and thou's they can handle.

    https://ashesofcreation.wiki/Artisan_classes
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • They are looking to have crafting on par with what SWG had way back when. Being this early into development there is a lot they haven't shared yet.
    Personally I prefer combat over crafting. I get bored with that stuff pretty easy. Other people get all into non-combat stuff. To each their own. Just like the RP crowd. Not for me but I hope they have fun with it and get some neat tools for all the thee's and thou's they can handle.

    https://ashesofcreation.wiki/Artisan_classes

    Though I do fear without some sort of skill based crafting system it may become like wow where its almost meta to learn how to cook. Someone can self supply at a high level that would make cooks less frequent in the world.

    I know they have said they are looking into a skill based system for artisan classes, but so far no update which worries me. I either wait or take the plunge with 0 information on what they have decided, id reckon though its hopeful that nothing has been released so far but its been a long time since it was brought up. I have my doubts and might just spend the money for alpha 2 but still don't know if its the risk I can take.
  • Okay nevermind this whole thread, just watched an interview from February and it seems crafting is just like everyone's else crafting system, boring and just a menu to click on things. Really am glad I went back but if they scrapped it for a normal menu and UI system to play towards casual players, will keep listening in on what happens but really seems like it.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Fair enough. No shame in waiting to see how it plays out in the next year or so till we see how the system is designed in practice vs theory. Unfortunately as you pointed out we have very little information so far but they have bigger fish to fry right now working to get all the really big major systems in place.
    Shame these take so long to build. Seems like forever since KS but I think it will be worth the wait.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • OstaffOstaff Member, Alpha Two
    edited March 2021
    I've only seen one crafting and gathering system that I've actually liked though even it could still be improved. And that was The Saga of Ryzoms. For some reason crafting seems to be the left behind piece even though I keep hearing and know many people who's main drive fair is actually crafting or gathering, so why is it so hard for companies to actually produce a good crafting system?

    In Ryzom it is very hard to craft an item with the exact same stats as another person because there is real knowledge needed in the creation of the item, The item has NO RNG in it (RNG is the lazy man's method of coding. it sucks) Instead an item will have a total of 2 to 7 different category of mats that are needed to create it. With those different categories of mats there are like 20 different types of materials that will fill that category (some may be used for more than one category type) and those different types of mats have levels and quality associated with them. Each mat type has its own stats (pros and cons, color, etc) that are adjusted by the level and quality of mat used. So a crafter has the ability to mix and match all those different mats to create the item that they want. The crafter also has crafting skills that come in to play that allow them to "over craft" which means make items that are much lower level than their crafting level with much better stats for that item's level. It also allows crafters to add their own stats (extra hp, sap, focus) and combinations thereof to the item. All in all, crafting is very fun and the best crafters keep their secrets.

    Harvesting is just as good. All materials that are mined have different stats depending on the humidity in the area, the time of day, the season, the location, how fast or slow the material was dug up, the carefulness in which is handled, and etc. Harvesters tend to go in groups with one person doing the actual digging while the others in the group "care" for the land and materials being dug. All mats garnered in the "same" conditions have the same stats so you can always guarantee the stats that you want, however, since there are so many factors that change the stats of the material, the harvester has to be very knowlegable about the materials they are getting to have the stats that they want.

    With that said, I also like the concept of group crafting by having other professionals being able to improve an item being worked on. Ie. Artisans making a sword blade or pommel look better and increased the stats, an enchanter to make the item magical and etc.
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