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Conceptual idea for crafting /enchanting / mastery system [p images]

schlaghundschlaghund Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
so first of all i am hoping i am posting in the right spot.
it was either here or in Ashes of Creation Systems and Mechanics
but i think this is better placed here . If i am posting in the wrong spot could a mod please move the thread
Thanks in advance.

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Selecting Armor Smith

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Selecting Chests

https://i.imgur.com/jIqgaTf.jpgjIqgaTf.jpg
minor progression in tree as well shows a bonus
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selecting and choosing elemental mastery instead of def / mdef to become a fire def specialist in heavy chest

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further progression

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unlock rarity of gear to craft

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Thanks for taking time to look at my idea
and yes i see that I spelt defense with defence early on haha oops.
hopefully pics are legable on your viewscreen

-Schlaghund

Comments

  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 2021
    I think I understand the idea. In a nutshell, you want more granularity and specialization than simply reaching mastery in a given artisan profession.

    I am all for that, but I would like a slightly different system. I think a good way of doing that is having an extensive crafting skill tree with different sub-specializations. I don't mean just a single point into sword specialization and voila, you're a master swordsmith, but you have to put points into pommel designs, hilts, blade tempering, rune work, and so forth. All that should require a lot of effort to achieve.

    I also think progress in an artisan tree should never stop, but be able to be increased horizontally. For example, you're a master weaponsmith with a sword specialization. You can add some different stat varieties to those swords, but not all. As you keep playing and gaining artisan experience, you can either chose to increase the number of different stats to add to swords, or you can move on to axe mastery, so you can do both swords and axes at a specialized mastery level. We know there's also things like the religious organizations that can provide variety in terms of applied stats.

    This provides incentives for long term crafting advancement. New crafters can become master swordsmiths and make weapons on par with old crafters after a several months of dedication, but the older crafters that have played for years have the advantage of perhaps being masters of several types of weapons, not just swords.

    Your suggestion about giving the crafter a bonus for using their own items reminded me of one of my older crafting system ideas. I'd like to expand your idea of a bonus for the crafter to include everyone. Meaning, I think for a price in gold and material goods, a crafter should be able to customize an item to a specific character to give a bonus. When you mouse over it, the tooltip should state the character name it's customized to.
    Let's say I got an axe from a bossdrop. I would go to a crafter with the required skill to make a similar axe, and pay gold and the applicable rare materials and the crafter would customize it to my character. The axe wouldn't be bound to me, but I would get a small bonus to damage over the non-customized version. I would still be able to sell or give the axe to another character, and they could use it as is without the customization bonus, or they could also find a crafter to customize it for them.

    The purpose of the system is mainly to give crafters even more importance. It's really very similar to the current plans for the repairing system.
  • daveywaveydaveywavey Member, Alpha Two
    Here is indeed the correct place for this :)
    This link may help you: https://ashesofcreation.wiki/


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  • schlaghundschlaghund Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Nerror wrote: »
    Let's say I got an axe from a bossdrop. I would go to a crafter with the required skill to make a similar axe, and pay gold and the applicable rare materials and the crafter would customize it to my character. The axe wouldn't be bound to me, but I would get a small bonus to damage over the non-customized version. I would still be able to sell or give the axe to another character, and they could use it as is without the customization bonus, or they could also find a crafter to customize it for them.

    The purpose of the system is mainly to give crafters even more importance. It's really very similar to the current plans for the repairing system.

    i did not brush up on this particular idea but had i had more time i would of been displayed if i chose to list the enchanter tree of ideas vs crafter and showing off hybrid to really broaden ones options and the idea was to make many masters to like you said voila i got a point in x and now i am a master like every other pokemon trainer out there.

    Thank you for helping create a discussion and the flow of ideas.
    as i had mentioned at the start of the post it was conceptual ideas and if some of it gets truncated and used i have no problem with it enabling part of the game we are all waiting for on a system not yet released.

    this has just been floating around in my noggin for like 6 months finally had to put ideas to words and do a quick draft / idea layout. .

    once again thanks for chiming in and giving input. i hope others do the same. i should of probably given a please give me your input and posted link in discord but i figured the hardcore forum users would take a look.
    -Schlaghund
  • schlaghundschlaghund Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    [[SAVED SPACE]FUTURE INFO]
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