Glorious Alpha Two Testers!
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.
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.
Comments
That's why Minecraft is so popular! I always plant a new tree when I cut one down in that game.
you liked NW crafting? i thinkit was horrible, there is no logic if i want to create the high tier items, that i will require all low tier items as well, it was boonkers, like you want to create axe? too bad, you need all mats that is in the game in order to make highest tier of the weapon, really dislike that and i really hope that Ashes will not have that material chains as NW, very much dislike this
But opinions are just that. But considering that a ton of people were creaming their pants over NW's gathering, I'm just here to present an opposite opinion and it'll be up to devs to decide whether they want to change the current design.
You'll need low tier items to craft higher tier items. https://ashesofcreation.wiki/Crafting
There needs to be different types/tiers of wood and a crafting and economic system which means all levels will stay relevant.
You have a baseline "Rough wood" which can be harvested from most trees, regardless of their appearance. That wood can be used as a base ingredient for lots of different craftables. (Ships and Caravans alone will take large amounts of wood)
Then you have 10 tiers of different types of wood that you can unlock the ability to chop as you level (Having 50 levels for lumberjacking would mean a new tier of tree you can chop every 5 levels)
Have a mastery branch that allows you to increase your speed/yield for each tier the more you chop wood of that tier.
You could add levels of enchantment to the trees by adding a glowing aura. You place the highest tier and highest quality resources in the most dangerous areas.
not against the idea per se but just pointing out that these kind of systems, especially for an MMORPG add a lot to performance demand. Then you get into respawn rates and growing periods if not harvested (assuming part of design), economic influence not only for trades and crafting but node development too. There are various biomes yes, but this game is planning for what.. 10k players currently per server? over a thousand or so?
There are many thing associated with wood that directly affect the pacing of the game in terms of progression and crafting. With how crafting/artisans on how they currently work, you can technically have several professions, not just limited to one.
Would I like the world to allow more freedom for these things? sure, but what are the consequences to overall game design that need to be adjusted to accommodate such a drastic demand from world design, resource saturation, game performance etc
So it will be same as in NW?
you need to research before saying things... in Ashes of Creation, every single resource is valuable and is relevant and is also used in endgame
this is not new world where there are useless low tier logs that are not valuable, it takes you more time to type nonsense than it takes to research the wiki.
That means we can still influence the crafting system?
I hope the game will have a complex enough crafting, so that players who like to fight and do quests to have no time to craft too. Then crafters will have their own place in the game.
yeah, basically for high tier items, you needed all low tiers one to create high tier.
e.g. iron, steel, starmetal and orichalcum, for creation of ori, you needed starmetal, but for starmetal you needed steel and for steel iron.
so for axe, you needed ingots, wood and some other thingy, so basically you needed all mats in the game to create high tier item
oh, now im sad, because i dislike it
Yes, we might still influence some changes in the untested systems, but there's only so much we can influence, so it's much better to educate yourself on the current design and decide whether you're into it and then decide how far you're ready to go with your feedback if you want to change some design. For example, Noaani has been arguing for Trackers for years now, while Mag7spy has been arguing against them for quite some time too.
If you're ready to do the same thing - you're free to do so. But if not, treat the current design as the final one and, if you dislike it, check back on the game in a few years and see if it got changed and if you're still interested.
Then I might end up posting links to wiki
Baseless speculation on what the servers can handle shouldn't be factored into hopefull features. They also seem fully invested in optimal performance by launch so any system will be improved on over and over to not be a problem.
Takes you more time validating nonsensical design that breaks immersion than it does to have logical thought comprehension in the modern Era.
Well this is more quality of life than anything, if they just made it so that these trees would not have a mouseover or interaction interface outside of toggling your "hey im cuttin wood 'ere!" button, it should work out just fine. Right?
As for the bots, that's just gonna happen and all we can hope for is a system that can reduce their influence the best it can. I do not believe having all trees being cuttable is such a huge hurdle to bot management.
Well I remember in recent discussions with Steven he has said that the gathering we saw in Alpha 1 was subject to change and placeholder. Since there is no actual confirmation on how they want to place these resources and how we will interact with them, this seems like the right time and place to discuss such changes/suggestions.
As two independent elements... gathering and crafting were excellent in NW.
Crafting kept all level materials relevant from beginner to end game crafting..
Absolutely thought the idea of adding higher grade mats and/or higher quantities for a higher chance of a better craft. also great for being a material sink in game and kind of user pays/risk/reward
Only gripe was the balance of these was not quite right. and no noticable corrections.
"nonsensical design that breaks immersion"
dude is playing a video game where you can store dozens of trees and rocks you gather in your ass aka inventory, but is worried about adding a mechanic from SURVIVAL and BASE BUILDING games that would (like it did with NW) fuck up an MMORPG economy that he isn't even familiar with how it works, because of iMmErSiOn.
baseless speculation? not at all.
I changed my mind. You can cut all the trees you want!
I hope the server will be full of trees, many many trees.