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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Artisan Classes!
Dolyem
Member, Alpha Two, Early Alpha Two
Steven has given us an established list of artisan classes! What does everyone think? I love them personally, and I am assuming previous artisan classes not mentioned are being lumped into some of the ones stated. An example would be that I assume shipbuilding and siege weapons will be included in carpentry and/or arcane engineering. lets hear what you like/dislike about these, and tell everyone what you think about artisan classes that weren't mentioned this time around but were mentioned earlier in development.
Gathering
https://clips.twitch.tv/ShyObliviousChimpanzeeYouDontSay-69xJla4146zXLSeR
Processing
https://clips.twitch.tv/ScaryPlausibleHerdTwitchRPG-ecyTbuPpwd80C1e2
Crafting
https://clips.twitch.tv/YawningEsteemedPineappleBabyRage-ICugI2RJYlfmYWqq
Gathering
https://clips.twitch.tv/ShyObliviousChimpanzeeYouDontSay-69xJla4146zXLSeR
- Mining
- Logging
- Herbalism
- Fishing
- Hunting
Processing
https://clips.twitch.tv/ScaryPlausibleHerdTwitchRPG-ecyTbuPpwd80C1e2
- Metalworking
- Stonemasonry
- Weaving
- Tanning
- Lumber-milling
- Farming
- Animal Husbandry
- Alchemy
- Cooking
Crafting
https://clips.twitch.tv/YawningEsteemedPineappleBabyRage-ICugI2RJYlfmYWqq
- Weaponsmithing
- Carpentry
- Arcane engineering
- armorsmithing
- leatherworking
- Tailoring
- Jewel Cutting
- Scribe
6
Comments
i think refining is limited to your freehold, and its one per account, but other than that, idk x_x
A character may only master one of the three parent artisan classes.[3]
It is possible to master up to two or three professions within this mastered artisan class per character (subject to testing).[1][6][3][7]
A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.
Refining can be done in Nodes as well, Freeholds are just convenient.
The main question isn't that clear, because I would EXPECT that you aren't able to master Weaponsmithing, Armorsmithing, and Tailoring all on one character, but maybe that's what they want.
I'll add it to the list for 'stuff to ask for Q&A this month clarification wise, if it isn't already clarified.
Ashes doesn't really wish for you to be an omnicrafter without the investment of time in leveling alts. Mostly this is because the economy and player interactions becomes more important to the game if more players are required to craft gear for every slot of your character.
Then again, we don't know fully how the leveling or ranking up of artisan classes takes place. Could be that we get Artisan rank 1 through 10, and then you can only increase it to 15 on one class, which would be your Master Crafter.
Or something else entirely.
just an assumption, we really dont know. For all we know building a ships just require components from several different professions now.
i enjoy combat more than pressing E on a mining node or a tree, so ill probs go with that
yeah but whats the point if you can make alts and craft everything yourself? it defeats the purpose of player interaction, since you can just relog and craft wahetever you want
I have a much-too-detailed expectation of how they will do this, but yes, I mostly just hope PRECISELY that you can't master THREE because, well... my calculations indicate it.
They're based on fluff and dreams, but I trust my fluff and dreams.
I assume the gatherer which is specialized in Hunting, will have the option to capture the animal alive, to sell it to the Animal Husbandry.
Or the Animal Husbandry profession will have to go and capture the animal.
But the taming is included into the Animal Husbandry profession. With or without breeding, this profession will transform the animal into a tamed mount.
The jewels themselves probably come from mining.
My original response might have been underwhelming actually, I was in arrogant cynic mode, so let's fix that.
(apologies to whoever is handling crafting at Intrepid if this comes off as snarky or sarcastic, I promise it isn't)
I'm SO glad that you sorted them the way that I was hoping you would. Just the 'player identity' of so many potential crafters really seemed like it might have been stressful before, and I wondered whether or not there was some underlying balance reason that required it to be that way for economic purposes.
I'm hoping/expecting that with this updated information, that concern has been quelled (or if it never existed, I can just discard it). I in particular 'get everything I want', though I might still argue on the side of the people who think that Animal Husbandry should be broken up (Taming under gathering, Raising under Processing, Breeding under Crafting? I assume players will 'train' their mounts and pets themselves).
I was also previously wondering where the Weaving/Clothcraft and Tanning/Leatherworking were going to end up, so I am really glad to see that too. I know that this sort of thing can cause a lot of problems in both 'early game design' and 'late longterm/weak server' situations, so I appreciate Intrepid committing to it anyway.
If the system for 'how high you can level these' goes as I suspect it will, I'll be even happier, because I really strongly believe in personal differentiation through subchoice, and often don't 'aim for max level in any of them' for myself, preferring to find my own 'optimal distribution' to make me just a little more competitive and flexible in multiple markets, and to give myself some options for what I want to do on any given day.
I'm concerned about Jewel Cutting, notably, but not very much so, I think there are lots of ways to design this so that it's great, but I'll probably have a lot of opinions on the flow of it when I see it, as it's often the one most susceptible to 'too little demand' later on.
But with Metalwork, Cooking, Alchemy, and Husbandry all under one umbrella, I am happy to 'give up Jewelry', and since I still have to make choices within that umbrella of options, I will feel engaged.
That means food produced by Cooking and potion ammunition made by Alchemy will be lost easily while transported with caravans.
Animal Husbandry however seems to be the exception and they will sell directly the tamed mounts which do not die and do not drop (until proven otherwise by some next Q&A)
i remember steven saying that potions are completed items and you wont drop them if you die, unless you are red. i guess food items are also completed items.
not sure if you can drop completed items from caravans though. i think you will only be able to transport mats?
I assume potion launchers will use potion ammunition and that is an important part of improving defenses and a way to prevent that by destroying caravans.
Normal potions players use in their fight is a different thing.
But normal potions is like drink compared to the food produced by Cooking.
And both were before in Crafting and were moved to Processing level.
Why would that happen if not for making them supply important materials to be carried by caravans?
At least in packaged form.
Players will eat a lot in this game
Fishing will be a risky business.
Hop on my ship buddy lets go.
(God this is some edgy teen shit)
Yes, but then you're still having to play the game that much longer to level your alts, one for each profession. That's 22 alts no less.
If you wanna level 22 alts to be able to craft everything by yourself, go for it. Otherwise that relationship with players exists.
Also, despite you being able to share your Freehold (if you manage to achieve one) for crafting with other players (or your alts), you can only do so for 8 at a time. And you can only have 1 freehold per account per server. So you couldn't just have all 22 alts working at the freehold and will be dependent on Nodes having the correct crafting stations for you.
And even then, you might need to spread it out across multiple Nodes, which in turn requires you to transport materials via the caravan system.
It all feeds back into player interdependence.
sir, notice i said crafting.
acquiring the mats isnt usually the problem, you can just farm one thing, sell it and buy whatever mats you need, basic or refined. or you can just kill other players and loot them.
im talking about crafting pofessions, and eventually people will just make alts and max them. you probably dont even need to get your adventurer level to max.
I'll be honest it could be like three or four different things and one of them sucks. BDO's version of hunting is basically 'you have to hunt, 'hunting' specific mobs with 'hunting' specific gear. It's terribly unimmersive and it's basically just a worse version of the games actual combat.
It could be skinning, carving, and trapping on the other hand and I think I'd be more ok with those three things. Idk, without more info it's hard to have an opinion. I've just seen one possibility exectued very badly in the past and hope the avoid it's pitfalls.
shouldnt that be separate in two different artisan groups, so a cook cant do everything just by himself?
And what is with animal husbandry? No taming or something else in another artisan group?
Well.....OK......processing it is then for the main char.
hunting = taming im pretty sure.
Well if by "specific" mobs it's all mobs that can be a pet or mount then it should be fine, no? I believe hunting will be used for capturing animals, dead or alive and harvesting materials from carcasses. They might make it easier to track down mobs with hunter, or have it create specific consumables that help with capture/fighting mobs. That sounds pretty nice to me tbh.
As for BDO, yes that stuff was stank and I hope it's not what we get.
I would assume as much. Nothing else really makes sense.
In the end is all comes down to balance, players & limitations. But I'm Going to bookmark this for future reference since I don't need hindsight on this matter.