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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Taming or breeding...will taming become useless in long term???
Acij
Member
Any1 else think Taming should go under Processing (Artisan class).
According to wiki taming goes under Gathering (Artisan class).
I mean taming take time its not like you can just go and gather creatures...
Also Breeding and taming going separated also doesnt feel right.
In many other games where there is taming and breeding that often goes together and not
individually.
And any1 else know how are they gonna make taming useful in long term?
Because I got feeling after certain time ppl will stop taming and just keep breeding or just buy certain creatures.
According to wiki taming goes under Gathering (Artisan class).
I mean taming take time its not like you can just go and gather creatures...
Also Breeding and taming going separated also doesnt feel right.
In many other games where there is taming and breeding that often goes together and not
individually.
And any1 else know how are they gonna make taming useful in long term?
Because I got feeling after certain time ppl will stop taming and just keep breeding or just buy certain creatures.
0
Comments
Taming provides the raw materials for breeding.
For example, to make an f1 generation of offspring, you need to use tamed parents. Each tamed parent will die after giving ~2 offspring. Then you use the f1 offspring to breed the f2 generation, and the f1 parents will die after ~2 offspring. This cycle can go on forever, but in the end, one finalized offspring will always cost one tamed creature at the minimum. That's the best way to make the economy work.
Also, carried mounts should degrade with player death/travel distance for obvious reasons.
Sieges do not cause people to have to reacquire pets and mounts.
There is probably no limit to how many mounts a player character can have.
Your freehold is "destroyed", but then when you find a new location and build it, your stable and everything else is back as it was.
It's more of "temporarily unavailable" than destroyed.
Steven mentions "mount certificates" being available at the stables.
Also, I would expect Caravans to transport resources like minerals and wood; not animals.
You get your resources - Taming
Then you make the gear from it - Animal Husbandry
In regards to if it will be useful long term I also imagine that, much like blacksmithing, I think there will be the niche of "can you make me this?", but for the majority it is that you've used it to create the best gear you can get in that category.
Please don't take this in the obviously horrible way, but it looks to me like certificates are a bit like NFTs. They are in effect a receipt for a resource, which can then be redeemed at the appropriate place for the resource in question.
If I join the game guildless and uncertain about how much I can commit, I will be a Tamer, as it seems like something you could dabble with while exploring, and then make connections with Animal Husbanders.
I think the solution to this will be the supply and demand. There is active degradation of things like Flying Mounts and they will need to be bred repeatedly making the need for taming always relevant. Also as an Animal Husbander you'll be trying to figure out new combinations to try and breed out more and more unique and desirable creatures. This will lead to a diverse demand for tamed creatures. Then, of course, there is future content releases. If you're the type of person that gets bored of taming things a couple of months in, then hopefully Intrepid will keep content flow consistent enough that you won't stay bored for long.
Professional Skeptic, Entertainer, and Animal Enthusiast
I also think mounts should have some sort of time limiting factor. Maybe just age over time, and "die" for the economic loop.
Perhaps the creatures "domesticate" over the generations while breeding. So the first few generations of creatures have the best stats. Or perhaps some other way, of wanting freashly captured stock to be wanted somewhat constantly
We’ll have to see if live animals count as resources and materials.
We need dev clarification for that.
Stables are a Node “resource”.
Seems highly unlikely that we will be able to steal pets and personal mounts from Freeholds.