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Will crafting be a risky task?
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
While gathering the materials you obtain are at risk of loss while you are in an open pvp area.
Will you need to remove materials from your warehouse to your inventory and take them to crafting stations and in doing so place them at risk of dropping should you die during the journey?
As it is possible all necessary crafting stations will not be in close proximity, will you need to cart your warehouse materials to other towns, nodes to craft?
Will you need to remove materials from your warehouse to your inventory and take them to crafting stations and in doing so place them at risk of dropping should you die during the journey?
As it is possible all necessary crafting stations will not be in close proximity, will you need to cart your warehouse materials to other towns, nodes to craft?
1
Comments
well, towns will have crafting stations so you can craft without moving your stuff, in theory. however, I think you can only craft in the node you are a citizen of. if that's not the case, then you would need to move mats to craft at a node that has stations that arent in your town.
It generally shouldn't, unless you choose to take on that risk.
In my experience with such games (small sim and the bigger MMOs that have anything similar), the onus is on the 'processor' to transport the materials to the client, usually because they would already somewhat have infrastructure for that and they have the larger number of clients overall.
So from a 'greed'/'optimal cost effect' perspective, the Crafter should not generally be the one risking anything, and, in turn, their direct costs would be higher (in terms of the amount quoted by the seller).
If you meant to include all Artisan professions, then can I ask if you meant 'setting up a crafting pipeline'? Because by the nature of Ashes, gathering definitely has some risk until you have a good 'civilization' going in your Node, and even then there would still be some, but that wouldn't mean that the pipeline setup would itself, be risky. Logistic risk in a world where you can't die permanently is pretty low.
Crafting in itself requires progress, progress even more so in AoC and L2 in which you have to deal with owpvp.
It also requires the collections of mats and recipes.
I would prefer it if crafting happened inside nodes. The risk of transfer is what it is. No need to settup crafting stations near populated hunting zones, or deep inside dungeons.
Is not like, the "whole World" this open pvp area ?
I could imagine City Guards interfering when People attack each other inside the Node, but i think no matter where You are outside your Node - about Everyone can attack each other, can they ? 🤨 🤔
✓ Occasional Roleplayer
✓ Kinda starting to look for a Guild right now. (German)
And, there are no safe zones. Including towns.
From that interpreation, then only safe means to craft would be if your home node warehouse direct feeds the crafting stations you work at.
Well, sure, but it's Ashes, there's no safe means to do basically anything except sit in your Freehold/Node House or Apartment. So I figured you meant something different.
If you traveled to a Node with the crafting station you want, you should take 'your money', and 'your crafting gear' if any. Most likely, the market in that node (or your contact in that Node) already has the materials you need, you're not bringing your own (that is obviously a risk you CAN take, but that wouldn't make crafting in general a risky thing).
So the risk would be 'someone killing you while you tried to use the crafting station' or 'someone killing you while you traded for the materials' (or, optimally, just after that). That's not really a different risk than any other moment in Ashes, so it would make crafting 'no more risky than shopping for things that count as materials that can drop, at an NPC'.