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Artisan quests tied to each city node in each node level 3+
novercalis
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
Thoughts on having all artisans class having specific quests to unlock some of their artisan abilities, rewards or whanot. These quests are tied to cities and their level node, starting at node 3 aka village.
Example - You wish to be a famous master chef cook.
Let's assume for arbitrary sake, the proficiency skill for cooking is capped at 200.
A node has 6 stages and the minimum node level one can be in terms of Zone of Influence is 3.
Node 3 is a village. There are 4 types of population node (Military, Divine, Economical, Scientific)
Once your cooking skill reaches level 125, 4 quests will be unlocked, one in each type of node of population. Each with it's own little quest chain that rewards with unlocking recipes or tools or what have you.
Skill 125 = level 3 node x4 locations
Skill 150 = level 4 node x4 locations
skill 175 = level 5 node x4 locations
skill 200 = level 6 node x4 locations
Basically, you would need to travel, find each town to progress.
There will always be a level 3,4,5 node in a zone of influence inside a metropolis node 6.
Like a pokemon trainer, you gotta go around and prove yourself, learn new techniques, culture, etc for the final epic cooking quest at max proficiency 200.
This can apply with all artisan class (processing/crafting)
This in itself promotes travelling, some passive pve content for non-adventurers. 16 towns in total one would need to travel around the world, making a name for themselves before getting the master chef or master profession title and epic reward.
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But what happens if no-one has built a scientific node 5 or I missed it and it turned to a node 6 and there is no other science node city?
Progression for cooks stop there and it is up to the players/server/community to create a science node to level 5, since the epic reward in the end is something that benefits greatly to a town/guild/family.
If this mean and encourages siege wars, even better. If it facilitates conflicts to take down a node 6 or remove the direction of a node from military to science, awesome. it is within the core of AoC. We have friction, conflict and resolution, not all is lost.
Example - You wish to be a famous master chef cook.
Let's assume for arbitrary sake, the proficiency skill for cooking is capped at 200.
A node has 6 stages and the minimum node level one can be in terms of Zone of Influence is 3.
Node 3 is a village. There are 4 types of population node (Military, Divine, Economical, Scientific)
Once your cooking skill reaches level 125, 4 quests will be unlocked, one in each type of node of population. Each with it's own little quest chain that rewards with unlocking recipes or tools or what have you.
Skill 125 = level 3 node x4 locations
Skill 150 = level 4 node x4 locations
skill 175 = level 5 node x4 locations
skill 200 = level 6 node x4 locations
Basically, you would need to travel, find each town to progress.
There will always be a level 3,4,5 node in a zone of influence inside a metropolis node 6.
Like a pokemon trainer, you gotta go around and prove yourself, learn new techniques, culture, etc for the final epic cooking quest at max proficiency 200.
This can apply with all artisan class (processing/crafting)
This in itself promotes travelling, some passive pve content for non-adventurers. 16 towns in total one would need to travel around the world, making a name for themselves before getting the master chef or master profession title and epic reward.
====================
But what happens if no-one has built a scientific node 5 or I missed it and it turned to a node 6 and there is no other science node city?
Progression for cooks stop there and it is up to the players/server/community to create a science node to level 5, since the epic reward in the end is something that benefits greatly to a town/guild/family.
If this mean and encourages siege wars, even better. If it facilitates conflicts to take down a node 6 or remove the direction of a node from military to science, awesome. it is within the core of AoC. We have friction, conflict and resolution, not all is lost.
{UPK} United Player Killer - All your loot belongs to us.
0
Comments
- Before the first quest you can do the absolute basic stuff in any profession. This ability stays with you forever
- First quest gives you the ability to specialize in whichever profession you want and also has a stage 2-3 if you want to specialize in several professions from the same branch of artisanry. And this quest allows you to work with t1-2 stuff
- Second quest allows you to work with t2-4 stuff, but you "forget" how to work with t1 stuff
- Third quest is t3-5 and forgetting t1-2
- Last quest is master lvl artisanry, but not being able to work with t1-3 things
This kind of system would require a proper arrangement of resource acquisition methods for all artisan paths and proper distribution of said resources across those methods.you roam around 16 different town, getting your certificate, awards, badges, title, recognition, whatever. You learned and mastered all the cuisine of the world, after those 16 quest, the final quest appears in the citizen node - as you create your final own invention, cuisine, craftmanship, whatever (granted, this isnt unique, all artisans gets the same epic reward, just a concept lore) with your stamp on it.
how the quest itself looks, the rewards - up to the dev.
I don't see the need for this, if anything, given the lore of the game it is backwards.
We ARE the pioneers. We ARE the people discovering and creating these things.
Obviously we would be bringing 'artisans' with us from Sanctus who would be above our skill levels, and I can also see the idea that those artisans move into Nodes as we develop them, that's literally how it works.
But I see no reason to connect artisan leveling to that STYLE of progression.
I don't have a problem innately with 'needing to complete a quest to unlock higher levels', but I don't see why a player should have to move around for this, not only does it lock them if they live in a certain area type, and put them at risk in another way, it doesn't work for the majority of the Artisan Professions to begin with.
My other problem is that this assumes a design of the artisanship system that I don't like at all. That 'breadth' of knowledge is considered important, and you're gating an outcome for a small set of players behind the will of the majority twice over.
it can be optional or it can be something that is mandatory ala "main story" or "Epic Quest Line"
Assume epic quest line, for most of the 16 quests in those towns, are just mere titles. Does nothing. Doesnt require you to be a citizen of that node, it just requres you to move to that town, accpe t a quest, complete quest then move somewhere else.
You want to become a master chef and own your own restaurant in the U.S
You learned the basic of cooking and wish to learn more, you fly to India, China, France, Italy to learn of their cuisines and market. What is unique to their land. This is all fluff storytelling.
You complete your training (quest) then move to the next country. Eventually you travelled the entire world and returned back home, knowing all sorts of cuisine , knowledge, techniques. you are afterall a master chef at this point (skill 200). You now undertake the final quest to become a Michilin star chef. You created an insane food buff.
we are creating things, we are pioneers, learning of the new land of verra and what each market (divine, miltary, science, economic) provides and is unique/rare/uncommon to your citizen node.
At no point - you have to change citizenship. Complete the quest chain in that town and that it.
EDIT:
Divine Town - with the blessing of dieties, magical, divine or not - they bring something unique to the cooking aspect (or any artisans for the matter, merely story/fluff)
science node approach to cooking is vastly different than traditional standard
military node approaches cooking differently, high carb/protein, efficient packing, just the bare minimum for soldiers to go to war and not starve to death and get the proper macro nutrients. (once again this is merely story-telling quest)
economic is the luxurious food, gluttony abound.
so why wouldnt a cook profession not travel and learned and unlock stuff to one day, at max level pursue a epic quest with all the knowledge they learned (once again, merely storytelling)
It's PROBABLY interesting to some. But I view RPGs as places to... progress AND if you want, to roleplay that progression in a personal way.
When the game starts controlling the 'roleplay' potential unnecessarily, I dislike it. In this case 'unnecessarily' is 'for no mechanical nor innate lore reason'.
I would ABSOLUTELY not mind a quest that made you get some sort of Master Chef title.
But you said 'abilities'. If this were something that was going to be implemented I would request removing 'abilities' from that list.