Warth wrote: » I like the idea overall. I just don't know how that can be implemented in an MMO when discovered recipes will end on the wiki rather soon.
We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetitionof a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[3] – Steven Sharif Not confirmed A royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[10]Livestream, 26 May 2017 (26:00).https://youtu.be/JtG9mB2bREI?t=1560https://ashesofcreation.wiki/Recipes
Otr wrote: » akabear wrote: » ... and only through repeated progressive experimentation did one advance skills. Repetition will not be part of progression in Ashes of Creation.[32]
akabear wrote: » ... and only through repeated progressive experimentation did one advance skills.
Otr wrote: » Night Wings wrote: » Otr wrote: » akabear wrote: » ... and only through repeated progressive experimentation did one advance skills. Repetition will not be part of progression in Ashes of Creation.[32] send link of where you found that information please https://ashesofcreation.wiki/Progression
Night Wings wrote: » Otr wrote: » akabear wrote: » ... and only through repeated progressive experimentation did one advance skills. Repetition will not be part of progression in Ashes of Creation.[32] send link of where you found that information please
tautau wrote: » At least that is how it works in my head. IS has yet to reach out to me to design the systems for them, oddly enough.
beapo wrote: » I doubt you can successfully prevent alchemy being fully discovered and then published on the internet but you can surely slow the discoverability down so much that it would take multiple months or even years to fully figure it out.
tautau wrote: » 'Trial and Error' would make discovery of recipes nearly impossible ... Unless there was a discoverable and logical theory behind potion crafting/alchemy/cooking and other crafts. Let's use a potion for causing an explosion where fire sticks to your enemies for some period of time for an example. This potion will require 'something that explodes' + 'something which burns' + 'something sticky' to succeed. 'Things that explode' in the world might include things like remnants from desert mobs (dropped from hunting) or 'remnants from lightning strikes' (found from burnt trees in mountains). 'Things that burn' might include 'pine resin sap' (gathered while making lumber in a sawmill) or 'swamp oil' (gathered in swamps). 'Sticky things' might include honey (from gardening) or pig shit (from ranching), with a variety of each type of thing of varying quality available in the world. Gather one from each group, stir them up, and you have a potion! The crafter's skill and the quality of each ingredient would impact the power of the potion. For example, animal husbandry could lead to huge pigs which produce magnificent shit and a better potion. Another example might be in cooking where you need 'a crust' (requiring wheat, corn or other similar), 'a fruit' (apples, peaches, farkleberries, etc.) and 'a sweetener' (honey, crushed beets, sugar cane). Your cooking skill and the quality of the ingredients would make a pie which provides a beneficial buff. So, do you see my point? Crafting of whatever consumable type the game may provide will require logic-based materials of various types. Higher level crafters will make better consumables. Higher quality ingredients will lead to better consumables. Particular combinations might have bonuses (wheat crust, sugar from cane from a distant Island and peaches from cultivated trees at least 10 game years old = great pie with a great, long-lasting buff). All of this could be discoverable in-game and the wisest crafters will not share their secrets on youtube!
akabear wrote: » beapo wrote: » I doubt you can successfully prevent alchemy being fully discovered and then published on the internet but you can surely slow the discoverability down so much that it would take multiple months or even years to fully figure it out. I guess I was coming from the angle of keeping discovery server-wide or node wide for the reason games in recent years do not require thought or memory. Discovery requires trial and error and communication part of the spirit of gaming past!