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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Crafting Pipelines Discussion
Azherae
Member, Alpha One, Alpha Two, Early Alpha Two
Crafting 'pipelines' for high level gear, and low level consumables, exist at the ends of the spectrum and greatly define how a game works socially. Might as well get started on feedback early, since the last Dev Discussion was which Crafting systems we liked in terms of execution.
High Level Items (from most to least social):
Begin with the assumption of drops from a mob/boss we've actually seen. Elder Dragon of the Forest (this is a siege boss but will apparently have an open-world version).
1. Poison Dragonlord Fang >> low level Weaponsmithing to make Poison Dragon Dagger (wieldable dagger for low level players) >> Acquire Blueprint for Dragonvenom Jambiya (quest or study the material) >> Add other Materials >> Have Weaponsmithing Skill high level to make Dragonvenom Jambiya
2. Poison Dragonlord Fang (in this case, already a wieldable dagger for low levels) >> Acquire Blueprint for Dragonvenom Jambiya (quest or study the material) >> Add other Materials >> Have Weaponsmithing skill some level to make Dragonvenom Jambiya
3. Poison Dragonlord Fang (wieldable) >> Add other Materials >> Have weaponsmithing level required to make Dragonvenom Jambiya
4. Poison Dragonlord Fang (wieldable) >> Have weaponsmithing level required to make Dragonvenom Jambiya
5. Poison Dragonlord Fang (just material drop) >> Weaponsmithing level required to make Dragonvenom Jambiya
6. Dragon just drops Dragonvenom Jambiya
Low Level Consumables (from most to least 'social'/visible):
Begin with the assumption of the rudimentary recipes for potions seen in Alpha-1 Preview:
1. Players collect herbs and fish >> Buy containers >> move to Alchemy Area >> apply any bonuses >> small optional minigame >> Potions
2. Players collect herbs and fish >> Move to Alchemy Area >> apply any bonuses >> small optional Minigame >> Potions
3. Players collect herbs and fish >> Move to Alchemy Area >> apply any bonuses >> Potions
4. Players collect herbs and fish >> Move to Alchemy Area >> Potions
5. Players collect herbs and fish >> Potions
Just collecting data as always. Please 'vote with a number'. If you have a different view or different steps, just add a decimal point to put it between the two that seem to fit. E.g
2.5. Poison Dragonlord Fang (wieldable) >> Add other Materials made by other crafters >> Have weaponsmithing level required to make Dragonvenom Jambiya
For Low Level Consumables, consider moreso the inevitable gold-farmers, because low level players don't spend long doing them, but gold-farmers (inescapable as they are) do. Also, while I have very complex opinions on gold-farming as a generality in MMOs, I've realized that Ashes has made one of those opinions change, a little. I think... that in a sub based game, I wouldn't hate it if the average gold farmer could make money off constantly making bottom tier consumables (and only those) to sell, especially not with the current ingredients, because it increases the chances they'll be caught, without doing heavy damage to the economy. They might even end up acting as a money-sink.
The issue is with people who buy ingame currencies, i.e. the demand. The supply are usually just trying to do the simplest possible thing. So, make it something that the rest of the server benefits from, keeps them out of the way, and makes them useful PK fodder. Sure, they'll find different ways, but understand that gold-farmers are by definition lazy/efficient.
That's an aside that popped into my head while prepping the pipelines for feedback.
Other feedback on crafting should go in https://forums.ashesofcreation.com/discussion/49279/dev-discussion-30-crafting. As always I'm doing this for the reasons outlined in the Combat Discussion post (page 3) and as such, I note that I have absolutely no connection to the Intrepid team, no authority, blah blah.
Any implementation based on feedback I gather this way is influenced only by the feedback itself.
High Level Items (from most to least social):
Begin with the assumption of drops from a mob/boss we've actually seen. Elder Dragon of the Forest (this is a siege boss but will apparently have an open-world version).
1. Poison Dragonlord Fang >> low level Weaponsmithing to make Poison Dragon Dagger (wieldable dagger for low level players) >> Acquire Blueprint for Dragonvenom Jambiya (quest or study the material) >> Add other Materials >> Have Weaponsmithing Skill high level to make Dragonvenom Jambiya
2. Poison Dragonlord Fang (in this case, already a wieldable dagger for low levels) >> Acquire Blueprint for Dragonvenom Jambiya (quest or study the material) >> Add other Materials >> Have Weaponsmithing skill some level to make Dragonvenom Jambiya
3. Poison Dragonlord Fang (wieldable) >> Add other Materials >> Have weaponsmithing level required to make Dragonvenom Jambiya
4. Poison Dragonlord Fang (wieldable) >> Have weaponsmithing level required to make Dragonvenom Jambiya
5. Poison Dragonlord Fang (just material drop) >> Weaponsmithing level required to make Dragonvenom Jambiya
6. Dragon just drops Dragonvenom Jambiya
Low Level Consumables (from most to least 'social'/visible):
Begin with the assumption of the rudimentary recipes for potions seen in Alpha-1 Preview:
1. Players collect herbs and fish >> Buy containers >> move to Alchemy Area >> apply any bonuses >> small optional minigame >> Potions
2. Players collect herbs and fish >> Move to Alchemy Area >> apply any bonuses >> small optional Minigame >> Potions
3. Players collect herbs and fish >> Move to Alchemy Area >> apply any bonuses >> Potions
4. Players collect herbs and fish >> Move to Alchemy Area >> Potions
5. Players collect herbs and fish >> Potions
Just collecting data as always. Please 'vote with a number'. If you have a different view or different steps, just add a decimal point to put it between the two that seem to fit. E.g
2.5. Poison Dragonlord Fang (wieldable) >> Add other Materials made by other crafters >> Have weaponsmithing level required to make Dragonvenom Jambiya
For Low Level Consumables, consider moreso the inevitable gold-farmers, because low level players don't spend long doing them, but gold-farmers (inescapable as they are) do. Also, while I have very complex opinions on gold-farming as a generality in MMOs, I've realized that Ashes has made one of those opinions change, a little. I think... that in a sub based game, I wouldn't hate it if the average gold farmer could make money off constantly making bottom tier consumables (and only those) to sell, especially not with the current ingredients, because it increases the chances they'll be caught, without doing heavy damage to the economy. They might even end up acting as a money-sink.
The issue is with people who buy ingame currencies, i.e. the demand. The supply are usually just trying to do the simplest possible thing. So, make it something that the rest of the server benefits from, keeps them out of the way, and makes them useful PK fodder. Sure, they'll find different ways, but understand that gold-farmers are by definition lazy/efficient.
That's an aside that popped into my head while prepping the pipelines for feedback.
Other feedback on crafting should go in https://forums.ashesofcreation.com/discussion/49279/dev-discussion-30-crafting. As always I'm doing this for the reasons outlined in the Combat Discussion post (page 3) and as such, I note that I have absolutely no connection to the Intrepid team, no authority, blah blah.
Any implementation based on feedback I gather this way is influenced only by the feedback itself.
Y'all know how Jamberry Roll.
0
Comments
Low Consumables: 2.5 - instead of a minigame, I'd prefer a UI with some sort of loadout based on the skills acquired in the artisan tree, plus a small challenge with, say, order of ingredients (halfway between mini-game and apply bonuses)