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Should most players simply avoid all processing artisan paths?

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Comments

  • VeeshanVeeshan Member, Alpha Two
    Fantmx wrote: »
    Veeshan wrote: »
    If one guild monopolises all freeholds around a node they also effectivly weakens the node cause less players are invested in that node so in node war less defenders there a balance between freehold ownership and node defence numbers.
    Also from my understanding if im not mistaken is that freeholds can be opened up to be used by guild members along with the family so there is possibility thats a guild might own 5 or so freehold to cover there processing needs but then use those family spots for players outside the guild for either added defence for node to protect the freehold or to rent out family spots to players to get access to the processing that they need.

    We honostly need to see how the system plays out in game before anyoen can make judgement on the system, i think on paper its good for the game overall.

    Guild halls can give bonuses to surrounding freeholds too, effectively setting this up to be a guild monopolizing at least part of nodes.

    yep and which cureently at most they have 3 Guildhalls at T6. 2 at T5 and 1 at T4 which means all the other barony section will be rather free realm minus some bleed over from guild who might need 1-2 more to cover the work benches they might not be able to get staubg in the GH section
  • VeeshanVeeshan Member, Alpha Two
    Veeshan and Korela with the useful perseptions will help the development when it comes to FHs.

    Whilst the usual suspects will keep bloating the threads with shitty semantics, as well as "mmos need casuals". What a waste of time to read their posts, and what a waste of time for anyone trully responsibilty of compiling info for the devs, trying to find something relevant. I wonder if the moderators shake their head as they are about to type a polite post to defuse the arguments. I wonder what they really think.
    No shit, mmos have lots of casuals... But not every mmo is designed for them. Only the ones that care to just milk them witj eshops. Lineage 2 and others being the proof that you dont have to consider people complaining about all the dust they bite.


    Focus on what matters. AoC is a competitive, guild gameplay based mmo.
    Solve the problems around independant giulds and zerg guilds. Not people that cant put the effort to compete.

    The issue is with making post in regards to say Fh is its tied in with so many other systems (Crafting system, Economy, Node system) we dont have the information to make informed suggestion to most of it. We honostly need to atleast see the node system and crafting system before we can make any informed suggestion in alot of the thing pretaining to FH
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited July 2023
    NiKr wrote: »
    Veeshan wrote: »
    Guild will tend to wanna live around 1 node not all over the place so all the freehold they own will most likly be tied to that one node or possibly the neighbouring node however if a single guild takes all freeholds they reduce the amount of players invested in the node which in term leads to less defenders for that node if it gets attacked. You wil most likly see a couple guilds try allying up to claim a node and surrounding freeholds more than anything tbh.
    Nodes will be close to each other, so the guild could still live in one general location but occupy several nodes.

    Also, there'd be a few dozen of freeholds per node at most. How would that put even a dent in the overall amount of citizens of a node (which will be up to hundreds, if not thousands even)?

    Also also, with majority of FHs getting bought up by guilds (just in general) the casuals would have nowhere to go, so in the end they wouldn't care that FHs are a guild thing. Intrepid would have to design proper benefits for all players in a node to keep them living in that node and care about its safety.
    Lineage 2 and others being the proof that you dont have to consider people complaining about all the dust they bite.
    L2's casuals could still max out their crafters/spoilers and provide their services to others. And this is what's people are complaining about.

    Obviously even in L2 it was super hard to even get your hands on mats and recipes at the top lvls, but you could ultimately do it because they were, in theory, unlimited in their amount (given time). And iirc even back in Interlude there were ways for solos to get those recipes and mats.

    FHs and metro citizenship will be limited to only guild members and most likely only members of the strong guilds. So in that way Ashes is even more restricted than L2 was.

    In theory, which is where your whole post is built upon, solos and casuals can join a family or a guild that would allow them to own the FH.
    In reality no solo or casual player in L2 could reach the recipies and mats of high end gear. Dont make things up. Dont make hypothetical scenarios, dont argue semantics.
  • LudulluLudullu Member, Alpha Two
    In theory, which is where your whole post is built upon, solos and casuals can join a family or a guild that would allow them to own the FH.
    In reality no solo or casual player in L2 could reach the recipies and mats of high end gear. Dont make things up. Dont make hypothetical scenarios, dont argue semantics.
    pzso01ycd976.png
    This was in c5. A casual/solo player could buy buffs from someone in town and go kill a few mobs for these quests. Yes it was hella hard and would take a looong time, but you could still do it. And these are the equivalent of the t4-5 processing/crafting that AoC's freeholds and science metro will limit.

    Yes, some people might sell their family access. At least that's what Steven wants them to do. But I'd be very interested in seeing how many people will actually do that in the game.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited July 2023
    NiKr wrote: »
    In theory, which is where your whole post is built upon, solos and casuals can join a family or a guild that would allow them to own the FH.
    In reality no solo or casual player in L2 could reach the recipies and mats of high end gear. Dont make things up. Dont make hypothetical scenarios, dont argue semantics.
    pzso01ycd976.png
    This was in c5. A casual/solo player could buy buffs from someone in town and go kill a few mobs for these quests. Yes it was hella hard and would take a looong time, but you could still do it. And these are the equivalent of the t4-5 processing/crafting that AoC's freeholds and science metro will limit.

    Yes, some people might sell their family access. At least that's what Steven wants them to do. But I'd be very interested in seeing how many people will actually do that in the game.

    Ok. Hypotheticals and semantics again.
    The second point in what you listed is impossible without without a competitive group or a shit-tone of money.
    The fourth and fifth mentions lower B/A- grade gear. Not high B/A-Grade gear..... why would you bother posting this?

    Secondly. These additions were added 5 years or more after launch. Catch-up mechanics. How is any of what you said relevant.
    Please... stop with the nonsense.
  • Mag7spyMag7spy Member, Alpha Two
    DrDefault wrote: »
    Depraved wrote: »
    the gamer dad with 5 wives isnt gonna get most things in games where there is competition

    Translation: I don’t have a full time job, a significant other, nor a higher education I’m pursuing. I sit at home all day and do nothing.

    I work 9-5, have a high end job and still managed a top end guild in a mmorpg.All depends on what other things you have going on besides work, your ability to make connections and managing your own goals you want to reach.

    A lot of people will be hardcore and take time off work though (me included) but there should always be far more people that aren't as hardcore and trying to reach end game.

    You have to be smart on how to approach things and you will be able to accomplish a lot.
  • LudulluLudullu Member, Alpha Two
    Secondly. These additions were added 5 years or more after launch. Catch-up mechanics. How is any of what you said relevant.
    Please... stop with the nonsense.
    C3. A-grade has just been added. With them 3 solo quests were added for A-grade weapons and accessories.
    5lqutyks7yzx.png
    xwg8i7ift1bl.png
    No "catch-up" mechanics. Direct solo questing for near-top lvl items (don't forget, AoC has t4 locked behind insanely difficult-to-achieve stuff too, not just t5). Yes, armor was more difficult to achieve, but that's probably because pdef was easier to boost and its impact was smaller (physical classes used Plated Leather set even at 60+ lvls).

    My point being, the game doesn't have to be insanely limiting to its players to still be really hardcore. Just like L2 was. Give the players the ability to do all those things, but make the process itself really expensive. Literally bait people into that shit. Guilds will still dominate, the game will still be seen as way too hardcore for any casual - but there won't be any complaining about "I literally cannot even access this shit".

    I suggest being even worse than the design currently is, but being worse in a much more presentable way.
  • SathragoSathrago Member
    edited July 2023
    NiKr wrote: »
    Secondly. These additions were added 5 years or more after launch. Catch-up mechanics. How is any of what you said relevant.
    Please... stop with the nonsense.
    C3. A-grade has just been added. With them 3 solo quests were added for A-grade weapons and accessories.
    5lqutyks7yzx.png
    xwg8i7ift1bl.png
    No "catch-up" mechanics. Direct solo questing for near-top lvl items (don't forget, AoC has t4 locked behind insanely difficult-to-achieve stuff too, not just t5). Yes, armor was more difficult to achieve, but that's probably because pdef was easier to boost and its impact was smaller (physical classes used Plated Leather set even at 60+ lvls).

    My point being, the game doesn't have to be insanely limiting to its players to still be really hardcore. Just like L2 was. Give the players the ability to do all those things, but make the process itself really expensive. Literally bait people into that shit. Guilds will still dominate, the game will still be seen as way too hardcore for any casual - but there won't be any complaining about "I literally cannot even access this shit".

    I suggest being even worse than the design currently is, but being worse in a much more presentable way.

    Why cant those players just save money up and purchase the gear with the money they make from low-to-mid level processing? They still have housing options, they still have access to the artisan skill, they just failed to beat the competition out when it came to having access to a freehold.

    Do you think everyone should be able to do every artisan skill to max too? Perhaps the limit there is to give more value and something to achieve in the game that means more than a little flash of light and a "you did it!" at the bottom of your screen?

    this thread is frustrating to see devolve away from the topic of "should you even be a processer".
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • Sathrago wrote: »
    [

    Do you think everyone should be able to do every artisan skill to max too? Perhaps the limit there is to give more value and something to achieve in the game that means more than a little flash of light and a "you did it!" at the bottom of your screen?

    Moving the goalposts a bit there, aren't we? Nobody has asked for the number of artisan skills a person has to be raised. People just want to be able to level whatever prof they want. Flower picking, potion making, sword making, sheep shagging, whatever- just let them pick what they want.

  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited July 2023
    There are no "solo" quests in L2. You go in there alone you get PKed or your mobs stolen. You won't complete the quest. Don't argue semantics or make hypothetical scenarios.

    For a couple years now you side with the L2 way of playing an mmo, yet say "dont exclude the casuals".
    If an mmo engineers casual friendly systems, then the effort and thrill of group, effort can be achieved by people that don't have to try hard, and all the depth of the mmo goes out the window.
    People will complain in the end. Just like the vast silent hordes of casuals will enjoy the video game, happily falling through the cracks. But to sit down and start the designs taking in consideration the people who can't achieve certain things, will lead to the only solution of dampening down the systems.

    You are contradicting yourself. You can be at both sides and say "I hear you", "I hear you too". You are lying to one of them.
  • Sathrago wrote: »

    Do you think everyone should be able to do every artisan skill to max too? Perhaps the limit there is to give more value and something to achieve in the game that means more than a little flash of light and a "you did it!" at the bottom of your screen?

    Moving the goalposts a bit there, aren't we? Nobody has asked for the number of artisan skills a person has to be raised. People just want to be able to level whatever prof they want. Flower picking, potion making, sword making, sheep shagging, whatever- just let them pick what they want.
    Yes but effectively people are asking for everyone to have access to max level recipes as a processor. I was mostly trying to draw the comparison that giving everyone access to everything largely impacts how valuable and meaningful those things are. In a similar vein, if they were to make banking global instead of local it would grant everyone equal access to the resources across the game world, but ultimately reduce the value.

    Does that make sense now?
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • I see what you're trying to say, but I don't feel that they are connected. Locking professions behind housing that most will never have is very different from changing a banking system. I'm seeing apples and oranges here.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I see what you're trying to say, but I don't feel that they are connected. Locking professions behind housing that most will never have is very different from changing a banking system. I'm seeing apples and oranges here.

    I think the whole game is designed for scarcity. Limited nodes. Limited access to crafting tables. Limited castles. This is all to create conflict. The game is degned at the top end towards gaining these things. If you do not have access you fight for access. You have options to try to join that node or to try to overthrow it. This is the basic game premise. If you are a solo player you might have some difficulty.
    vmw4o7x2etm1.png
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited July 2023
    Ravicus wrote: »
    I see what you're trying to say, but I don't feel that they are connected. Locking professions behind housing that most will never have is very different from changing a banking system. I'm seeing apples and oranges here.

    I think the whole game is designed for scarcity. Limited nodes. Limited access to crafting tables. Limited castles. This is all to create conflict. The game is degned at the top end towards gaining these things. If you do not have access you fight for access. You have options to try to join that node or to try to overthrow it. This is the basic game premise. If you are a solo player you might have some difficulty.

    it's designed for scarcity in order to bring people together, I would add.
    How many times people in ESO have said to me "can I craft something for you?" and I "said no. I can craft anything I want. Everybody that played for more than 2 months can craft anything they want." And that was it. No real need for true interaction.

    How many times people said "crafting for 5k gold" back in the day, and the sad sad reality was that there was no demand for such services, since the good people at ZOS deemed it necessary to allow everybody to unlock all crafting professions and just play by themselves, their alts, the npcs and finally, their companions....
  • I see what you're trying to say, but I don't feel that they are connected. Locking professions behind housing that most will never have is very different from changing a banking system. I'm seeing apples and oranges here.

    I don't understand why you need to say "locked behind housing". There are three other options for that. From what we know its only processing that requires the freehold, but I could be wrong let me know. This means that freeholds are the only place you can perform specific processing for high end materials. These are effectively "recipes" that are locked behind having access to the freehold. in the same regard for gathering, your area having specific-only resources gives it value, and because you live there you have access to these interactable that are effectively the "recipes exclusive to this area". If you open global banking the value of these "recipes" plummets as they can just be sold across the world opposed to needing to send the resources along risky caravans to other local banking/marketplaces.

    At this point I do see what you mean as it doesnt exactly line up, let me fix that. Now add teleporting to nodes. Now these "recipes" are open to anyone who feels like teleporting over and gathering in that area. This is the same case for freeholds. If everyone has access to processing high end materials they lose value all the way down to the minimum pricing as the game progresses.

    With the current design, all materials (both processed and gathered) will be kept at a reasonable to high value due to these restrictions that do not allow everyone to just log in, gather or process whatever they want in that moment, and throw it on the market.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • DhaiwonDhaiwon Member
    edited July 2023
    @Sathrago Buying the gear only works if you craft only to get the gear. For someone whom the crafting-aspect is the main-draw of the game, that is not going to work.
  • Dhaiwon wrote: »
    @Sathrago Buying the gear only works if you craft only to get the gear. For someone whom the crafting-aspect is the main-draw of the game, that is not going to work.

    I feel like people are getting processing with crafting confused here. im looking at the wiki and as far as I can tell, you dont need to have a freehold to be a max level crafter. Its only for processing, and they probably let you put the crafting benches down just for ease of access. Feel free to prove me wrong with any links or quotes though.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • DhaiwonDhaiwon Member
    edited July 2023
    Sathrago wrote: »
    Dhaiwon wrote: »
    @Sathrago Buying the gear only works if you craft only to get the gear. For someone whom the crafting-aspect is the main-draw of the game, that is not going to work.

    I feel like people are getting processing with crafting confused here. im looking at the wiki and as far as I can tell, you dont need to have a freehold to be a max level crafter. Its only for processing, and they probably let you put the crafting benches down just for ease of access. Feel free to prove me wrong with any links or quotes though.

    Well true, in a theory any processor or gatherer will be forced to buy or trade for their gear, even if it in practice is often going to be trading favours. My point was mostly that for someone whom the gameplay loop itself is the drawing point, husbandry and farming are probably likely suspects here for processing, the actual output might not be the interesting part, but rather the process of getting there.

    Think of it like this. Either you create something to use or sell it, or you create it because you enjoy creating it and being able to sell or use it just helps making it more meaningful to spend your time creating it.
    For the first player, as long as they can get gold somewhere else, buying it is just as OK.
    For the second player, there is no alternative way for them to get their "fix".
  • SathragoSathrago Member
    edited July 2023
    Dhaiwon wrote: »
    Sathrago wrote: »
    Dhaiwon wrote: »
    @Sathrago Buying the gear only works if you craft only to get the gear. For someone whom the crafting-aspect is the main-draw of the game, that is not going to work.

    I feel like people are getting processing with crafting confused here. im looking at the wiki and as far as I can tell, you dont need to have a freehold to be a max level crafter. Its only for processing, and they probably let you put the crafting benches down just for ease of access. Feel free to prove me wrong with any links or quotes though.

    Well true, in a theory any processor or gatherer will be forced to buy or trade for their gear, even if it in practice is often going to be trading favours. My point was mostly that for someone whom the gameplay loop itself is the drawing point, husbandry and farming are probably likely suspects here for processing, the actual output might not be the interesting part, but rather the process of getting there.

    Think of it like this. Either you create something to use or sell it, or you create it because you enjoy creating it and being able to sell or use it just helps making it more meaningful to spend your time creating it.
    For the first player, as long as they can get gold somewhere else, buying it is just as OK.
    For the second player, there is no alternative way for them to get their "fix".

    But there is an alternative. you have community processing stations. You just have to work to earn the highest tiers of processing, just like gatherers have to grind out and gather in risky areas for their high end materials and crafters have to hunt down rare high tier crafting recipes.

    You could argue that crafters have the advantage that once they get a recipe they have it forever, but overall the principle of earning high tier artisanry is there for all of them.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • Sathrago wrote: »
    I can't really speak for anyone else, but I would be far less enthusiastic about walking down a road if I cant be sure to reach the end. So I would not be surprised if a lot of players is gonna answer the opening question of this thread with yes.

    For me personally I'm probably destined for gathering anyway, due to my predilection to hunt ordinary mobs for therapy, but it's the principle of the thing. It just doesn't feel like a clever move :)

    I called it some sort of "suspension of disbelief" in another thread. The idea that even if a player may never actually reach a certain point, it's important that they believe they have a large enough chance if the earlier steps are gonna be enjoyable.
  • DepravedDepraved Member, Alpha Two
    DrDefault wrote: »
    Depraved wrote: »
    the gamer dad with 5 wives isnt gonna get most things in games where there is competition

    Translation: I don’t have a full time job, a significant other, nor a higher education I’m pursuing. I sit at home all day and do nothing.

    Translation: im a whiner with victim mentality who needs daddy to fix my life for me and other people to adapt me and my whims.

    i actually have all those things, but i can play at work. in fact, im working right now :D

    i cant play 10-15 hours everyday like i could before at some point, i can play maybe 3 hours a day with the rest of the time playing semi afk at work, and and maybe i can play a little bit more on some days and you never see me complaining here that casuals wont get to the top or that i wont get a fh, etc.

    stop crying :D

  • DepravedDepraved Member, Alpha Two
    Fantmx wrote: »
    It is not exactly clear what the difference between tier three and master/grandmaster processing is. Can tier 3 processors make things that are still wanted at max levels? Do they make things that are used in master and grandmaster recipes? Are master and grandmasters just improving quantity and quality or do they get special recipes as well?

    I think we can make assumptions but we really don't know yet.

    If processing and by extension crafting is done well then you will most certainly still want to be a processor because it should still be able to turn a good profit even at a tier 3 level.

    If processing and crafting offer nothing to the game world unless they are grandmaster level in my opinion that is a terrible design.

    yeah i agree with you and thats why lots of people are complaining. they lack imagination. steven has said many times that lower level artisan stuff will be useful at higher level, but people are used to games where after you craft or whatever and get to t2, t1 is completely useless because t2 is the same as t1 with higher stats, then t3 makes t2 useless and so on. people cant conceive a game could be made differently
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    Korela wrote: »
    Correct me if I am wrong, but ~2k freeholds ("low thousands") * 9 players (family system) = ~18k players. Is it not enough? Or literally every carebear should own a freehold, dragon, castle and all BIS items?
    A big chunk of those will be controlled by guilds where a single family would control several FHs. It's not like all families will just have a single FH amongst them and that's that.

    the fh will be like an epic jewel, you will give one to a cp, then the next one to another cp etc.
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    Veeshan wrote: »
    Guild will tend to wanna live around 1 node not all over the place so all the freehold they own will most likly be tied to that one node or possibly the neighbouring node however if a single guild takes all freeholds they reduce the amount of players invested in the node which in term leads to less defenders for that node if it gets attacked. You wil most likly see a couple guilds try allying up to claim a node and surrounding freeholds more than anything tbh.
    Nodes will be close to each other, so the guild could still live in one general location but occupy several nodes.

    Also, there'd be a few dozen of freeholds per node at most. How would that put even a dent in the overall amount of citizens of a node (which will be up to hundreds, if not thousands even)?

    Also also, with majority of FHs getting bought up by guilds (just in general) the casuals would have nowhere to go, so in the end they wouldn't care that FHs are a guild thing. Intrepid would have to design proper benefits for all players in a node to keep them living in that node and care about its safety.
    Lineage 2 and others being the proof that you dont have to consider people complaining about all the dust they bite.
    L2's casuals could still max out their crafters/spoilers and provide their services to others. And this is what's people are complaining about.

    Obviously even in L2 it was super hard to even get your hands on mats and recipes at the top lvls, but you could ultimately do it because they were, in theory, unlimited in their amount (given time). And iirc even back in Interlude there were ways for solos to get those recipes and mats.

    FHs and metro citizenship will be limited to only guild members and most likely only members of the strong guilds. So in that way Ashes is even more restricted than L2 was.

    yeah but your guild members will be spread out in different node types, and there will also be people from other guilds, even your enemies, in those nodes. so what happens when your node declares war on another node? now you cant attack it because you would be attacking your own guild, and you cant really defend it because node faction > guild faction. its like territory wars in l2. then the drama starts and people leave the guild

    i think those nodes that are far away from everything will be attacked and destroyed more often. i see casuals saying thigns like just go into a corner of the map where no one is and put yoru stuff there...but those nodes will be razed since there wont be big guilds protecting them, or multiple guilds who decide not to attack because they dont want to attack their own members.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Depraved wrote: »
    DrDefault wrote: »
    Depraved wrote: »
    the gamer dad with 5 wives isnt gonna get most things in games where there is competition

    Translation: I don’t have a full time job, a significant other, nor a higher education I’m pursuing. I sit at home all day and do nothing.

    Translation: im a whiner with victim mentality who needs daddy to fix my life for me and other people to adapt me and my whims.

    i actually have all those things, but i can play at work. in fact, im working right now :D

    i cant play 10-15 hours everyday like i could before at some point, i can play maybe 3 hours a day with the rest of the time playing semi afk at work, and and maybe i can play a little bit more on some days and you never see me complaining here that casuals wont get to the top or that i wont get a fh, etc.

    stop crying :D

    Bruh
    You don't get to talk trash and then say haha I get to play at work. -_-

    That's really not any better than saying haha my daddy pays for my sub.
  • DepravedDepraved Member, Alpha Two
    Sathrago wrote: »
    [

    Do you think everyone should be able to do every artisan skill to max too? Perhaps the limit there is to give more value and something to achieve in the game that means more than a little flash of light and a "you did it!" at the bottom of your screen?

    Moving the goalposts a bit there, aren't we? Nobody has asked for the number of artisan skills a person has to be raised. People just want to be able to level whatever prof they want. Flower picking, potion making, sword making, sheep shagging, whatever- just let them pick what they want.

    you can level potion making and make t3 potions instead of t5. you arent restricted on what professions you can get.

    but what he said makes sense, make the low level stuff that you choose by your own free will, then buy the things you need...i mean you still have to since you can only have 2 professions per character, and you probably, most likely, pretty sure you wont be able to have all professions with your alts.

    if all you want to do is farm tomatoes, why is it so important that you farm t5 tomatoes instead of t3 tomatoes? cant get the rare flower that spawns once a day? no problem, sell something else and buy the flower.

    why is the action of getting the flower by going to where it spawns and pressing E on it more important than buying it? i mean you are still getting the flower.
  • prymortalprymortal Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    It is a legit concern as it sits right now from what we do Know, no assumptions here we do know this as it was stated as fact. Hopefully there was a lack of info on the mechanics & limitations on it, that is the assumption, Not the other way around!
    If it is the case we are missing information then Intrepid need to do better with getting that specific important information relating to game breaking & literally stupid ideas in future!
    Also the AOC community needs to pay more attention & call out Obvious issues like this rather than make assumptions based on sunshine & rainbows! Sad that very few of you picked up on this issue in the livestream, Let alone after! when you put buying a house over a gamebreaking limitation you clearly are not good gamers.

  • DepravedDepraved Member, Alpha Two
    Dhaiwon wrote: »
    @Sathrago Buying the gear only works if you craft only to get the gear. For someone whom the crafting-aspect is the main-draw of the game, that is not going to work.

    you can only max 2 professions of the same type with a character. if you decide to be a processor, even if you own a fh, you cant craft. you can craft with an alt for sure, but maybe only 2 things? since you cant process everything. so if you want to have 4-5 alts so that you can craft every single thing in the game, you still need other players because you can only process 2 things on your fh. also, we dont know how many alt you can have...

    so people complaining that they wont have access to every artisan profession because they dont have a fh makes no sense because you wouldn't have access to them anyways even if you had a fh...and im glad it is like this. i dont want to feel like im forced to spend 39475475 hours in different professions to master everything to craft everything, like in new world or eso. and then no one will sell anything at some point because everybody can make everything.

    also, you can do up to t3 in everything wether you have a fh or not. so there you go, you can still farm your tomatoes.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    I'll keep saying it: Palia is the game you guys are looking for, not AoC

    avoid future frustration because soon you will find out that high tier crafting is even more limited, you will find out open world bosses and legendary bosses will be best-guild-only content, and you will find out that ashes is not for everyone

    this is the reality: if you never played L2, AA, EVE, or you don't like those games, there is a gigantic chance that you don't know what to expect from AoC and you probably won't enjoy it
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  • iccericcer Member
    Liniker wrote: »
    I'll keep saying it: Palia is the game you guys are looking for, not AoC

    avoid future frustration because soon you will find out that high tier crafting is even more limited, you will find out open world bosses and legendary bosses will be best-guild-only content, and you will find out that ashes is not for everyone

    this is the reality: if you never played L2, AA, EVE, or you don't like those games, there is a gigantic chance that you don't know what to expect from AoC and you probably won't enjoy it

    yawn

    Except I could do all of that stuff in Archeage, without being in the best guild. And I'm basing my expectations off of that game.
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