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Taming or breeding...will taming become useless in long term???

AcijAcij Member
edited July 2022 in General Discussion
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.

Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    We will have to test it to know.
  • SweatycupSweatycup Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    I'd actually prefer if it was it's own thing beyond as seen as a artisan class. It's kinda hard to say where it belongs. Somewhere between seen as gathering and processing. You could separate the act of collecting animals to be tamed then when brought to a pen separately tamed by another person, although i'm not suggesting that. It might also be seen as it's own class by some if breeding ends up being intuitive and breeding for stats over-time becomes a gameplay loop. As of now the system is planned to work like this, "The genetic system will involve trial and error to determine what yields or combinations are possible." Either way just breeding for colors or stats eventually you will no doubt min-max every stat you want for a certain line of animals. We know there are baby animals so my hope is that they allow us to breed certain stat/trait animals and build specialized/stronger animals without having to gamble for stats too much. I believe if one stat is way stronger on both parents it should be extended onto the children, not pure rng. Of course there is a end-of-the-line for everything and i think the only way to distance the bar further would be to be able to crossbreed after efficiency of said two species is mastered. You could also just use a generator if we really want to go crazy rng. Games like monster rancher on ps1 back in the day gave a great ton of endless combinations for strange mixes. Whatever the form this is unlikely, perhaps for a expansion. I don't think they would currently go back and model between the two. They already have enough work to get done. I also don't believe it will be a issue. Not everyone is going to choose animal taming as a activity let alone use it for their artisan class. If anything i suspect that marketplace for tamed animals and dragon/dragon eggs will be fine and well. Even if you maxed everything you wanted after breeding up for awhile or collecting colors/variations the idea should then be just profit. I wouldn't call that a waste of time. If the market is truly healthy then yes perhaps at some point people might stop taming. But that is the point... $$$$.
  • Theplague4uTheplague4u Member, Alpha Two
    No. Taming you know exactly what you’re getting where breeding it’s all RNG.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Acij wrote: »
    Any1 else think Taming should go under Processing (Artisan class).
    According to wiki taming goes under Gathering (Artisan class).

    Taming provides the raw materials for breeding.
  • ClintHardwoodClintHardwood Member, Alpha Two
    edited July 2022
    I'm pretty sure tamed creatures are consumables used in breeding, and that all steps of advanced breeding will require a supply of tamed creatures.

    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.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Summoners Summon Summons - "creatures" really have nothing to do with that.
    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.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Otr wrote: »
    Dygz wrote: »
    Sieges do not cause people to have to reacquire pets and mounts.
    I mean stables can be destroyed.
    That's where the breeding happens.
    Stables are in freeholds and can be destroyed after the node is destroyed (or captured?)

    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.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    Siege loot will be the same stuff that we drop on death - and I'm pretty sure that's not going to include actual pets and mounts.
    Steven mentions "mount certificates" being available at the stables.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    Otr wrote: »
    Dygz wrote: »
    Siege loot will be the same stuff that we drop on death - and I'm pretty sure that's not going to include actual pets and mounts.
    Steven mentions "mount certificates" being available at the stables.
    I understand that. But mounts are created from intermediate creatures, through genetic selection. If the originally tamed creatures can become mounts or not, I don't know.
    I expect the intermediate creatures, could be traded and transported by caravans to another breeder.
    I also expect to be able to loot them and sell them to interested breeders.
    Is this really not possible?
    Caravans provide certificates - actual creatures are not transported on Caravans.
    Also, I would expect Caravans to transport resources like minerals and wood; not animals.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    It's unclear what certificates are, but they don't seem to be an actual mount or pet - something associated with them.
  • Schwann36Schwann36 Member, Alpha Two
    I like to think of it as similar to Blacksmithing:
    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.
  • BalanzBalanz Member, Alpha Two
    edited July 2022
    Dygz wrote: »
    It's unclear what certificates are, but they don't seem to be an actual mount or pet - something associated with them.

    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.
  • Acij wrote: »
    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.
    I believe the point of the separation is to encourage the supply chain. At the end of the day the point of this game is to make doing everything by yourself difficult so you actually participate in the MMO nature. This makes complete sense for the direction they're taking the game.
    Acij wrote: »
    And any1 else know how are they gonna make taming useful in long term?
    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.
    dbijjcb82bfn.png
    Professional Skeptic, Entertainer, and Animal Enthusiast
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    I think maybe they need to rename the "taming" skill tree to traping? If its mainly for capturing creatures for breeding. Maybe some find the name taming misleading


    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
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    Otr wrote: »

    I found this on the wiki:


    “The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.

    Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure.”

    So some animals will actually disappear.

    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.
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