superhero6785 wrote: » Obviously there'd need to be a large cost to changing so people don't flip flop constantly. It would need to be deliberate and thoughtful.
superhero6785 wrote: » If we're locked into mastering one artisan path, I see this causing problems down the road in the economy. People who chose a profitable profession will be the lucky ones, while those who chose the less profitable or perhaps just oversaturated will be out of luck. What are your thoughts on allowing players to change their master artisanship - losing their existing master levels? This allows players to identify needs or gaps in the long-term economy and go fill it. Would this help keep the economy in balance and not spiral out of control due to choices made months prior? Obviously there'd need to be a large cost to changing so people don't flip flop constantly. It would need to be deliberate and thoughtful.
Iskiab wrote: » I don’t usually craft much, but don’t most players make alts for different paths? Wouldn’t it be easier to make a crafting alt with the different path then to change paths?
Azherae wrote: » Iskiab wrote: » I don’t usually craft much, but don’t most players make alts for different paths? Wouldn’t it be easier to make a crafting alt with the different path then to change paths? In a game with a weak economy, yes. However, a lot of the time, it's much more beneficial to leverage the strength of your main character intermittently/as a side action, because the game isn't based around 'ok, right now I'm gathering', 'ok, right now I'm fighting'. Ashes seems to be this type of game. If getting to a mine vein in a dungeon, for example, would be dangerous. The main character also has access to the money and money making prospects with much less risk, allowing them to shift focus once they are prepared. It's oversimplification to say it this way, but it's still mostly true. If 'making an alt to craft' is easier than 'respec your main' for most people, then it's probably bad, as it implies that crafting itself is too easy/detached from the rest of the game's systems.
Nerror wrote: » Other than an option to forget or reset your artisan path to zero, I don't really see a need to have a special system. If a player wants to change path, they have to start from scratch like anyone else. Personally I'd probably just make an alt instead of wasting all that work. Even if it's an alt with the exact same class, because I happen to love the class.
QuaternionSlerp wrote: » Hey there superhero6785, it sounds like we're on the same page. We want players to be able to reach grand mastery (tier 5) of 2 professions and they won't be locked in to those choices permanently. If you'd like to give up your profession mastery and try something else you totally can. You will also be able to dabble in other professions at low to mid tiers in addition to your 2 grand mastered professions. That will give you the freedom to try professions out before you decide to fully commit.
Liniker wrote: » Can you reach grand mastery (tier 5) on two professions from different artisan trees? like mastering fishing and weapon smithing
Liniker wrote: » QuaternionSlerp wrote: » Hey there superhero6785, it sounds like we're on the same page. We want players to be able to reach grand mastery (tier 5) of 2 professions and they won't be locked in to those choices permanently. If you'd like to give up your profession mastery and try something else you totally can. You will also be able to dabble in other professions at low to mid tiers in addition to your 2 grand mastered professions. That will give you the freedom to try professions out before you decide to fully commit. @QuaternionSlerp Can you reach grand mastery (tier 5) on two professions from different artisan trees? like mastering fishing and weapon smithing
novercalis wrote: » Nerror wrote: » Other than an option to forget or reset your artisan path to zero, I don't really see a need to have a special system. If a player wants to change path, they have to start from scratch like anyone else. Personally I'd probably just make an alt instead of wasting all that work. Even if it's an alt with the exact same class, because I happen to love the class. sometimes I wonder - if there were no alts. You can only create 1 toon per server. Sure you can buy a 2nd account for a 2nd toon on the same server - atleast AoC is getting $$$ then. Not everyone would be willing to pay for 2 accounts - and having "Decision matters" still be important for most players entering this world.
Jhoren wrote: » novercalis wrote: » Nerror wrote: » Other than an option to forget or reset your artisan path to zero, I don't really see a need to have a special system. If a player wants to change path, they have to start from scratch like anyone else. Personally I'd probably just make an alt instead of wasting all that work. Even if it's an alt with the exact same class, because I happen to love the class. sometimes I wonder - if there were no alts. You can only create 1 toon per server. Sure you can buy a 2nd account for a 2nd toon on the same server - atleast AoC is getting $$$ then. Not everyone would be willing to pay for 2 accounts - and having "Decision matters" still be important for most players entering this world. Doesn't New World do this? One character per server. I think some other older ones do as well. In New World I think 1 character can do everything though, unlike in Ashes.
superhero6785 wrote: » Jhoren wrote: » novercalis wrote: » Nerror wrote: » Other than an option to forget or reset your artisan path to zero, I don't really see a need to have a special system. If a player wants to change path, they have to start from scratch like anyone else. Personally I'd probably just make an alt instead of wasting all that work. Even if it's an alt with the exact same class, because I happen to love the class. sometimes I wonder - if there were no alts. You can only create 1 toon per server. Sure you can buy a 2nd account for a 2nd toon on the same server - atleast AoC is getting $$$ then. Not everyone would be willing to pay for 2 accounts - and having "Decision matters" still be important for most players entering this world. Doesn't New World do this? One character per server. I think some other older ones do as well. In New World I think 1 character can do everything though, unlike in Ashes. Exactly. New World made it so you only needed 1 character per server. You can literally do every profession and master every weapon on a single character. So there's zero incentive to ever create an alt. This also aided in destroying the entire economy, because anyone who invests any amount of time into the game can just do everything themselves. Open world PvP was almost non existent because everyone would just turn it off and do their own thing. Wars were fought by cliques, so there was nearly no incentive to interact with the community at all. It was basically just a bunch of people playing a single player game together.