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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Ideas for crafting professions
VekoKrava
Member
It would be so cool if engineers could craft some kind of bombs that incapacitate enemy player, imagine having CC of 3sec that breaks off damage, it would be cool if we had some kind of utility for PvP especially from engineer profession. Imagine placing some kind of machine that fights for you, not big dmg, but slightly of an impact, imagine spending time for crafting just to use them in battles and open world PvP, of course those items would spend as potions, that's what I mean.
Also I kind of would like to see bandages, I don't know if you have plans for that, but what if you created first aid profession and what if we could create bandages somehow or from humanoid cloth drops, it would be cool if we could farm like 30min daily or before battles, both PvE and PvP, in areas full of human mobs and to gather as many cloth from them as we can. Of course it would be ideal if you created hardcore like game where you have to spend at least 30min farming before going to raid or siege, because if you created it differently it would suck in my opinion. 30min is cool.
These kind of ideas intrigue me in rpg games, in my opinion game is not rpg unless it has good and meaningful farming to prepare for "bigger" content like raids. One thing why vanilla WoW is the best game of all times for me is that you had to prepare for raids, all consumables and world buffs or flower buffs would increase your power by at least 40 precent, that is reason why that game felt both hardcore and enjoyable because you had that sense as if you are in that virtual world, preparing and building your character like in any other game.
I hope you understand me and see these ideas, yes WoW had them, but it does not mean other games can create those ideas too, I mean WoW takes all kind of stuff from other companies, just look at dragon riding, it is same content as gw2 and it is unique to that game, so yeah... Make game the best possible and don't care for that stuff I would say...
Also I kind of would like to see bandages, I don't know if you have plans for that, but what if you created first aid profession and what if we could create bandages somehow or from humanoid cloth drops, it would be cool if we could farm like 30min daily or before battles, both PvE and PvP, in areas full of human mobs and to gather as many cloth from them as we can. Of course it would be ideal if you created hardcore like game where you have to spend at least 30min farming before going to raid or siege, because if you created it differently it would suck in my opinion. 30min is cool.
These kind of ideas intrigue me in rpg games, in my opinion game is not rpg unless it has good and meaningful farming to prepare for "bigger" content like raids. One thing why vanilla WoW is the best game of all times for me is that you had to prepare for raids, all consumables and world buffs or flower buffs would increase your power by at least 40 precent, that is reason why that game felt both hardcore and enjoyable because you had that sense as if you are in that virtual world, preparing and building your character like in any other game.
I hope you understand me and see these ideas, yes WoW had them, but it does not mean other games can create those ideas too, I mean WoW takes all kind of stuff from other companies, just look at dragon riding, it is same content as gw2 and it is unique to that game, so yeah... Make game the best possible and don't care for that stuff I would say...
0
Comments
You actually didn't need most of those buffs in vanilla WoW, the game was so easy back then you could genuinely beat most of the raids without even having the proper gear.
I only suggested for those things, engineering stuff and bandages, it would be cool to have something similar to classic WoW because I think classic wow is superior to crafting in any mmo game that I played, gw2, new world. I'm not an expert on MMOs, but I seen some designs in those games that I think are pretty bad. They don't have stuff like those engineering bombs..etc.
That said, engineering doesnt really fit Ashes, imo.
I'd like to see a range of short duration CC consumables but to me, this would fit alchemy just fine (oil slick slow, flashbang blind, thunderstone silence, glue root, etc), and that would mesh with Ashes better than engineering.
Engineering doesn't mean machines and modern industry. It means taking resources that exist in your environment, refining them in specific ways, and putting those refined parts together to create a finished product that works in specific ways. Your example of a deafening thunderstone or flashbang crystal are classic examples of engineering, whether they work off of magic or scientific mechanisms. Hell, one of the weapons we have on the wiki is "potion launcher", which is like a grenade launcher that fires small glass orbs that explode into elemental blasts, which is an awesome concept that other fantasy games should have figured out before.
If you're getting brain spiders because you attach the word "engineering" to modern technology, stop that and rethink your position. Think about what engineering would actually mean in a magical world.
Because thats my opinion.
An engineer in Ashes should be making siege engines and potion launchers (ie, ship weapons), not little trinkets.
Also, so far all consumables that we know of are being made by processors, not crafters. Engineers are almost certainly going to be crafters (if they remain in the game), and so in my opinion (or - imo of you prefer), it doesnt fit that well.
Your comments that I am assuming "engineering" means anything modern are patently incorrect. As a word, its origins are Latin and it basically means to invent or devise (from memory, I dont recall the exact accepted translation from ingeniare).
You should go around assuming other people thoughts and opinions.
It's almost- ALMOST - as if I thought things through from multiple different angles before forming and sharing an opinion on the matter.
It's a shame you didnt bother reading.
Second, I didn't get into that because it wasn't relevant to the point I was making. You're debating the very concept of an engineer being appropriate to the game's essential narrative, which is what I was arguing against, which is why I didn't address the whole post. This isn't some gotcha where you can say I'm stupid because I didn't address every point, I was addressing what was relevant to what I was saying.
I personally don't think an engineer class is appropriate for Ashes. Once again, the word essentially means to invent. We aren't going to invent anything, we are going to build from a blueprint. An engineer would be appropriate to call the person that experiments to build a siege engine, as an example, but once that has been figured out, the appropriate term (going back to Latin - because why not) would be a Faber.
Calling someone that takes a blueprint, acquires a prescribed list of materials and constructs what said blueprint describes is literally the opposite of what an engineer is.
In order for an MMO to have what I would consider an acceptable engineer, players would need to have the ability too actually invent in game. Not experiment with materials in order to find an existing combination to make an item - actually invent.
Since that isn't viable, I don't see how an MMO could have an engineer.
But sure, let's move onto this post. You're actually wrong again; discovering new recipes via the combination of new materials in different combinations has been a defined part of the crafting system for years now. We don't know if that's still a part of the system after all these updates they've done, but they haven't told us otherwise, so until we have evidence otherwise it's still on the table.
You seem to not understand that people can have opinions on concepts from multiple angles.
I dont think engineers should be a profession in Ashes, as there is literally no way Intrepid can design a class to fit that definition.
However, if they have one, it should he a class that makes siege engines and ship weapons. It is still technically incorrect imo, but it at least makes sense (and engineer making engines). It also potentially fits in with the greater scheme of professions in Ashes.
What doesnt fit in is an engineer making combat consumables (added the word combat in there for your clarification - I thought it was obvious I was talking about combat consumables earlier, but I should know to not overestimate people).
Since all combat consumables are made by processors rather than crafters, it doesnt fit Ashes professions as we currently understand them to have a crafting profession make some combat consumables, especially not when the exact same combat mechanics can be added using a different profession from the processor branch.
As an opinion, the above has not changed at all since my first post on the topic. No "speedy goalposts" or anything - though you may have simply misjudged exactly where they were.