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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
That is a very good point about comparing individuals. I guess we will have to see how the workflow of a well-functioning processing freehold is during testing. If there are significant time delays for things like growing plants and bulk processing the comparison might become more equal.
I'm not sure why it would need to be made any more difficult or how it even could be. Plant, water, fertilize, and harvest. Rotate the crop fields. Rinse and repeat. Load up the processing plant with fuel and materials and press combine. Rinse and repeat. All of this will get min-maxed eventually.
That raises an interesting question: Should there be active processing similar to what we will have for crafting?
Great point about making the models/resources anyways. If you have to do the work anyways you might as well try to make money twice with the same content.
Speaking for myself, yes.
That's a tough one. On one hand it makes sense to have something, but on the other hand processing will generally be done in much greater volume. Also, making a sword or helmet should be more involved than making an ingot or board.
How many people want to walk up to a smelter intending to make 100 iron ingots and have to solve a Rubik's cube for each one? I guess they could have the mini game for the first to get it rolling and each after just goes in under the umbrella of the first?
They were not spending so much time on that stuff, they are building the world. Player crafted and placed furniture will have utility in all types of housing. Skins are the different way all these buildings look around the world.
They have to build out the entire world, this is just a part of it.
It’s a non issue.
I would say it's importance as a function within game would depend on who you ask.
It's a fair point about instanced apartments. Maybe that satisfies the life skill players and decorators. Although there will be less of them than freeholds. It is also unclear just how involved they will be in the real estate process. I don't think we have heard a ton about their benefit to the player. It seems the main use will be to obtain citizenship.
Then i hate to break it to you, you are not a casual player.
well, he said a few years back that crafting will be even harder to master than processing making it the artisan branch with the highest difficulty so... I think when people find out that T4 and T5 crafting is even more exclusive than processing we gonna have some fun discussions going
i mean, you have to be a citizen for the rest of the housing and other benefits and that seems to piss everyone off so im sure it will go over swimmingly.
I have asked Steven about both of these things. You can get seeds from your harvests but there are diminishing returns and eventually you need to get new seeds from somewhere else. For cross pollination there will not be a genetic like system for crops like there is for animal husbandry.
Not sure how I feel about that. I can see the rationale in crafting but it is harder for me to see in processing with processing being more bulk based rather than single creations.
I think I agree with you here.
A great point. If you can make money on one thing twice, you do it.
How do you define casual?
I personally define it as the amount of time invested in a game. I have at more two hours in the evening and maybe 30 minutes in the morning to play during the week. But I can think and min-max all day. I do all of this in my head during the day precisely because I don't have time while in the game. So I try to efficiently use my time in game.
I wouldn’t be surprised if this decision to increase the size had less to do with forcing scarcity and was more so based on wanting the 6 buildings+house on a freehold and the size/look they wanted those buildings to have forcing the increase.
If they limited them to say 2 buildings and they said that some artisan buildings will take up 2 spots you could end up without even enough space for the 2 buildings needed for you artisan profession.
With family and guild permissions well over 100% of the active registered accounts on a server could potentially have access to freehold processing if there is nothing preventing you from having guild permissions on separate freeholds than your own/families.
Only around 10% may be able to outright own one, but a potential of over 100% of the server having access through guild/family, hell even a potential of 80% of the server with just the family system seems like pretty reasonable access for something that is required for 1/3 of the artisan professions.
Right lmao. Though at the same time it is a good sign on their approach with it. Not necessary just buildings and such but the fact the have different types of unique animals. That is actually HUGE because they are development more rigs which can be used for more unique kinds of monsters meaning more interesting variety across the board and the difficult part out of the way.
Shhhh
Nobody likes hearing that
I don't think I am making this up but I could be I need to find the quote. I am pretty sure the original plan was a smaller freehold that expanded in size as the node grew. So it would appear they just decided to do away with that part.
Interesting. That doesn’t quite ring a bell for me but I tend to flow in and out of the Ashes info highway. I kinda wish we had a “historical” section on the wiki so we could know if we are just making things up or not sometimes lol. I’m not gonna complain about anything Lex does with that wiki though. It already amazing.
I was gonna say that wouldn’t expanding freeholds result in exactly what we have now, but I see, metro freeholds may be at that 6 building mark while vassals may only be at 3 or 4.
I told him off because of the victimhood attitude and request for alternative, participation trophy system.
I was always against big guilds. But with the attantion span of a goldfish and the innability of remembering ones stance and possitions in these forums, I award you the gold medal of "not good at reading and comprehenting" and I give the silver to whoever gave youna like on your mistake.
It's not about laughing.
We waste too much time discussing the casual needs. We need conversations to revolve around true mmo players. Competitive players.
Freeholds isn't casual QQ problem. It's a zerg guild problem. This is the discussion we need.
My solution is simply counter the big guilds strength, the numbers. And you can achieve that by removing the permission function from the guild sphere and limiting into the family.
People dont like the word "limit" because they dont understand that you need structures. They want to hear "yes" to their every demand.
Yet another topic overtaken by the "team casual" with dygz and friends, talking about casual needs.
Casual needs vs small guilds and large guilds
Casual gameplay and FH produce output (which will affect the economy of the game)
vs
Mmo player produce output.
Yes fantm.. I believe that it is good to lock out casuals (they are locking out themselves from every type of gameplay, btw) from the patches of land that have the ability with A LOT OF EFFORT to produce endgame materials.
It's good for mmos.
Casuals can decorate in ff14 and eso.