Curious on how Crafter/Gatherers will be handled + ideas
pyro411
Member
First I'll apologize if this has been answered before but... Will Crafting and/or Gathering be sub jobs, or will there be the possibility of them being primary focus for those who desire it, in which it would give them a buff to gathering/creation and debuff to damage output items.
Now my crazy ideas.
For Gatherers
--Give them a passive skill that reduces their agro radius and agro weight, depending on skill level and distance from the node center point.
-IE makes it nearly impossible to pull agro from a critter just outside of the town border, and near more dangerous areas it would reduce the likeliness of being attacked when being guarded by fellow players in your party, but if solo you would still get attacked if you got too close to aggressive mobs. -- For Dungeons/Raids/Ruins/etc increase agro when actively gathering to force your guildmates/pug to protect you.
--For the gathering quantities / quality chances I would suggest a sliding scale where if you gather right outside of the walls of civilization you would find a minimal quantity of whatever with higher chance of them being low quality, where if you go to the most dangerous areas as far away from civilization that you can get, you'd get a much high quantity per gather attempt with a much higher chance of getting high quality items
--For the market of the item(s) in question "Items gathered local to that node" I would suggest 2 markets, the player driven market, however it should have a backup market for node NPC market requirements with the values varying from factors such as supply & demand as well as node level, and random events IE a disease going around, random housing boom, etc.
--- In times of extreme need of resources such as medicinal or building materials gatherers will be made aware of the need and be able to reap a greater profit of raw materials
-- For those looking to gather in richer more diverse biomes while playing solo, I'd suggest having the ability to hire guards, either spawning NPCs that will defend you upon drawing agro for X period of time, or spawning an escort mission for random players in that node that are at an appropriate level for where you are going.
-- Once the gatherer has enough money to buy an ingame home / apartment / etc, I'd suggest a mega buff to a protected garden that will allow the gatherer to plant and cultivate any plants they have experience with, and said experience with the plant would affect the output as well as the chances of higher/lower quality plants and/or development of hybrid plants.
For Crafts people
-- Basic skills of Refining raw resources from Gatherers, Crafting, Repairing, Disassembling, and researching artifacts, each with individual skill level trees, so Refining wood into lumber, stone into blocks would, or ore into metals/alloys would all level differently where Crafting Repairing Disassembling, Researching would all have a base pool level + bonuses based upon experience in whatever field you're specializing in.
-- Make all field repairs be required to be performed by a person with an appropriate level to do so
-- Allow crafters to be able to detect, examine/research, and dismantle traps, the higher the skill compared to the difficulty of the trap would determine if the trap was detected and/or triggered and if the trap was only temporarily disabled or fully dismantled gaining said person(s) experience, resources, and potentially blueprints of varying qualities for either components or the full device.
-- Require crafters to be the ones to build node mega projects such as siege machines or node wonders, with the crafters being able to further refine the work depending on what they have unlocked which would grant anything from a boost in mobility, durability, damage output, protection, etc.
-- Have a NPC market with variable levels of demands/price ranges for crafted items while making resources available to the crafter at prices that upon completion of the craft the crafter would make between 3% & 25% profit over cost of materials depending on the quality of the completed build. -- This would be good as a good catch up mechanic for those who just started crafting and have found sanctuary in a well established node
-- Have NPC craft requests "ties in the one above" where the crafter could earn bonus experience, money, and reputation for items that are in high demand yet have dwindling stock
-- Have NPCs supply emergency repair/enchant/etc jobs for certain events, IE Healing Potions / Armor Repair / Weapon Enchanting when a node is being sieged by an outside force
Now my crazy ideas.
For Gatherers
--Give them a passive skill that reduces their agro radius and agro weight, depending on skill level and distance from the node center point.
-IE makes it nearly impossible to pull agro from a critter just outside of the town border, and near more dangerous areas it would reduce the likeliness of being attacked when being guarded by fellow players in your party, but if solo you would still get attacked if you got too close to aggressive mobs. -- For Dungeons/Raids/Ruins/etc increase agro when actively gathering to force your guildmates/pug to protect you.
--For the gathering quantities / quality chances I would suggest a sliding scale where if you gather right outside of the walls of civilization you would find a minimal quantity of whatever with higher chance of them being low quality, where if you go to the most dangerous areas as far away from civilization that you can get, you'd get a much high quantity per gather attempt with a much higher chance of getting high quality items
--For the market of the item(s) in question "Items gathered local to that node" I would suggest 2 markets, the player driven market, however it should have a backup market for node NPC market requirements with the values varying from factors such as supply & demand as well as node level, and random events IE a disease going around, random housing boom, etc.
--- In times of extreme need of resources such as medicinal or building materials gatherers will be made aware of the need and be able to reap a greater profit of raw materials
-- For those looking to gather in richer more diverse biomes while playing solo, I'd suggest having the ability to hire guards, either spawning NPCs that will defend you upon drawing agro for X period of time, or spawning an escort mission for random players in that node that are at an appropriate level for where you are going.
-- Once the gatherer has enough money to buy an ingame home / apartment / etc, I'd suggest a mega buff to a protected garden that will allow the gatherer to plant and cultivate any plants they have experience with, and said experience with the plant would affect the output as well as the chances of higher/lower quality plants and/or development of hybrid plants.
For Crafts people
-- Basic skills of Refining raw resources from Gatherers, Crafting, Repairing, Disassembling, and researching artifacts, each with individual skill level trees, so Refining wood into lumber, stone into blocks would, or ore into metals/alloys would all level differently where Crafting Repairing Disassembling, Researching would all have a base pool level + bonuses based upon experience in whatever field you're specializing in.
-- Make all field repairs be required to be performed by a person with an appropriate level to do so
-- Allow crafters to be able to detect, examine/research, and dismantle traps, the higher the skill compared to the difficulty of the trap would determine if the trap was detected and/or triggered and if the trap was only temporarily disabled or fully dismantled gaining said person(s) experience, resources, and potentially blueprints of varying qualities for either components or the full device.
-- Require crafters to be the ones to build node mega projects such as siege machines or node wonders, with the crafters being able to further refine the work depending on what they have unlocked which would grant anything from a boost in mobility, durability, damage output, protection, etc.
-- Have a NPC market with variable levels of demands/price ranges for crafted items while making resources available to the crafter at prices that upon completion of the craft the crafter would make between 3% & 25% profit over cost of materials depending on the quality of the completed build. -- This would be good as a good catch up mechanic for those who just started crafting and have found sanctuary in a well established node
-- Have NPC craft requests "ties in the one above" where the crafter could earn bonus experience, money, and reputation for items that are in high demand yet have dwindling stock
-- Have NPCs supply emergency repair/enchant/etc jobs for certain events, IE Healing Potions / Armor Repair / Weapon Enchanting when a node is being sieged by an outside force
0
Comments
They're similar to professions. Something else to build your character(s) around. Crafting and gathering are not classes or archetypes per se.
All actions done in the zone of influence contribute to the nodes progression similar to a xp bar. Once the progression bar is filled and there is no neighbouring nodes preventing it from upgrading, it will do so. The progression bar is not available for players to see, so it will be a mystery to prevent meta gaming and players who migration habits. Buildings within the node may require resources to be donated which Steven mentioned in the monthly stream that if the task is canceled, those resources are lost.
If you kill mobs, the node gets xp,
if you gather, the ndoe gets xp,
if you craft, the node gets xp,
if you pvp, the node gets xp
yes. Each character will be created with one race and one primary archetype.
Then, each character can cumulate lvl50 AND go on one of artisan tree (gather, process, craft)
it is added to the "fight build" of the character.
Also, about economies point.
It is a chain
First the gatherer ... gather things, then one of its friend take it and do process, and finally, the crafter create finish product.
Some materials could be used for node building decided by mayor, anyone can see them.
For the auction house/market, look here : https://ashesofcreation.wiki/Economy
Mostly, the economy is intended to be player base. NPC should really a very small part of it. (if not "nothing")
true, the three paths which allow you specialise in a few different things while being able to perform tasks in a majority of them.
IE: if you select gathering path, you can master 3 things in that path IIRC
I've read most of the wiki and watched Jahlons videos, lol.
If you wanted to.
You'd probably want to stay close to town and have people bring you resources though.
Your survivability is based on Adventurer progression.