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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.
Artisan classes & Professions
elucve
Member, Alpha Two
Can we finally have a game where these mechanics are not monotonous? Do a mini-game each time you want to make a potion or gather some hide from an animal. Something like among us tasks.
MMOs should be engaging in every aspect, I've seen too many friends gather and farm on a second monitor nearly falling asleep while watching Netflix or something. Then he would complain if someone came and killed him while he was relaxing :'D
These mini-tasks would also bring scarcity and keep the market from overflowing.
I think the concept of these professions is outdated in all MMOs since all you need is to grab a tool and farm until durability goes wack.
MMOs should be engaging in every aspect, I've seen too many friends gather and farm on a second monitor nearly falling asleep while watching Netflix or something. Then he would complain if someone came and killed him while he was relaxing :'D
These mini-tasks would also bring scarcity and keep the market from overflowing.
I think the concept of these professions is outdated in all MMOs since all you need is to grab a tool and farm until durability goes wack.
2
Comments
"Change is the only constant"
Η αλλαγή είναι η μόνη σταθερά.
— Herodotus
Now imagine doing that when cutting down a tree or mining, once you reach a high enough skill to get a type of tree or ore you have to do this, but the area to press this button is small as you character isn't very familiar with gathering this material. When your skill increases it gets bigger as you become more talented.
Once you reach max level when you go for a basic started resource this area would be huge and almost encompass the entire area as you are now highly talented and beginner resources are very easy to collect.
Instead of introducing a ridiculous array of stat changes for each crafted item depending on how well you did, maybe "screwing it up" for crafted items could instead result in you being returned your base mats, but losing a small percentage of what you tried to work with? Sort of like, "Oh no, I started adding the Kingsblood to my health potion too soon, gotta scrap whatever I put in so far and start over."
So if you're trying to craft a steel sword that takes three steel bars, a bundle of leather straps, and a piece of hard wood, and you don't quite hit your marks well enough, you get returned all those mats, minus one steel bar. Something like that.
Overall, I feel you though. I detest oversimplification of crafting systems. It was part of the reason I never got much into crafting in WoW, it always felt like a boring chore. Almost every system in the game was primarily focused on just getting stat boosts for combat, not so much on the process.
I definitely hope they do not add any sort of minigame in any repetitive profession, but in the unfortunate case they do, I hope that it's optional and that it somehow rewards people who choose to do the minigame but do not force everyone to do it.
I wouldn't know how mini-game activities like chopping trees, picking herbs, mining rocks, and crafting should be like. I don't like mini-games like those in Black Desert Online though.
If we had to pick and choose which professions get mini-games, I suppose I would agree that the professions which most people consider “leisurely” (primarily fishing and cooking) should be the obvious choices. Those could easily be turned into (actually) fun little games that have an opportunity to make the experience more interesting rather than just grasping at straws for immersion.