Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Crafting Mechanics - How do you imagine the crafting system?
Myosotys
Member
What do we know about the crafting mechanics and How do you imagine the crafting system?
I am mostly interested about the degree of random.
- Wearing the gear imply 100% of chance to roll the max tiers or there will be a random range of tiers ?
- Perks are random or we can choose ?
I would prefer that the best gear to guarantee the maximum tiers. But that there be a breaking mechanic. For example, if I have the top gear and materials to make a sword, I have one chance in 100 of making this sword to the maximum tiers and 99 chances of breaking (With the possibility of salvage broken swords).
But I'm against having dozens of trash items flooding the market.
I have never played Star Wars Galaxy so I have no idea how the crafting system works...
EDIT : I didn't notice on the Wiki, that there will be no RNG at all, it makes crafting much more interesting. I was afraid of RNG system with massive inflation of sh** items.
I am mostly interested about the degree of random.
- Wearing the gear imply 100% of chance to roll the max tiers or there will be a random range of tiers ?
- Perks are random or we can choose ?
I would prefer that the best gear to guarantee the maximum tiers. But that there be a breaking mechanic. For example, if I have the top gear and materials to make a sword, I have one chance in 100 of making this sword to the maximum tiers and 99 chances of breaking (With the possibility of salvage broken swords).
But I'm against having dozens of trash items flooding the market.
I have never played Star Wars Galaxy so I have no idea how the crafting system works...
EDIT : I didn't notice on the Wiki, that there will be no RNG at all, it makes crafting much more interesting. I was afraid of RNG system with massive inflation of sh** items.
0
Comments
https://ashesofcreation.wiki/Crafting
Aa thanks. It's even better, so no random at all ! that's ideal.
Skill based crafting mechanics seem to be out of the picture as well and I think that's also reasonable. (source) It's not an overall "bad" system but I think with the focus on the already existing three major bottle necks (obtaining the resource, obtaining the blueprint & access to the necessary work stations) it would be too much hassle instead of fun to produce something.
Regarding the "trash items": Since deconstructing lower level items will be a key part of obtaining the necessary resources for higher level items, a "flood" would probably be desirable. Heck, one could probably make a living ingame from setting up a guild economy around providing mid level deconstruction materials.
So enough of my whining and discussing - What I would hope to see for the whole artisan loop would be:
Items which cannot be used at all?
Or things which players will refer to them as trash because they prefer using other better items?
By "Trash items" I mean items that are too easy to access, leading to item inflation (and therefore price deflation). This situation can be seen in crafting systems with RNG, where you spend your time crafting the same items in the hope of one day having the perfect one (pefect tiers, perfect bonus/perks etc.).
As well as being frustrating, this system means that each player ends up with hundreds of items that nobody wants.
But now that I know there's no RNG with mass of imperfect items, I'm reassured.
If I've understood the way crafting works in AOC, 1 recipe = 1 specific item. The difficulty and rarity lies in gathering rare ingredients, not in luck.
Of course, you'll still need luck to find the basic ingredients, but at least once you've got them, you're guaranteed to be able to craft the item you want.
Not to a degree where the result is useless.