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Crafting/Crafter's claim to Fame

AsokkaAsokka Member, Alpha Two, Early Alpha Two
How exactly can a crafter making armor, consumables, mounts and/or weapons make a name for themselves?

As large as these maps are going to be with massive numbers of players, every guild/clan will have their own crafting core. I assume there will be lootable schematics. What about secret/hard to find armor/potion/weapon quest chains? Titles that grant access to very limited armor/item/weapon templates? Will the leader/mayor of high/max level player owned cities/territories get special plans? Discovery through trial-and-error crafting? Promotional patterns? Hybrid patterns? (requiring two professions to craft like a leather worker and an armor smith) Will multiple crafters be able to empower gear if like five worked on one piece versus a single crafter?

In an ocean of crafters, how does one build a reputation to the point that players actively seek out a specific person or a specific guild to have something crafted?

Comments

  • rolloxrollox Member, Alpha Two
    edited July 29
    I wonder if crafted items will be etched with the crafters name. Perhaps this is a place where scribes come in. Etching the makers mark onto an item.

    That way when players around the world see or inspect items, other players, etc. they see an interesting piece of gear with the makers mark. That is one way in other games I have been contacted to craft items.

    Other ways is you start small. As players in your node begin to learn you are making some crazy sharp vorpal black razor sword. As word of mouth spreads others will learn of this legendary item and who makes it. Maybe you end up getting a guild commission to make 20 of those for their guild. That happens also.

    Although something as legendary as the sharp vorpal black razor will probably be limited in how many can exist in this game. I remember reading something about rare items like that that only certain numbers could be crafted, or only could be crafted once, while working under a full moon, next to the mountain, with only a rare diamond that is only found in the bottom of swamp at mid day.
  • Night WingsNight Wings Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Crafters are able to influence what their crafted items will look like.[73][77]
    At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[78]
    A crafter's name is embedded in the items they craft.[79]
    We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

    https://ashesofcreation.wiki/Crafting

    Basically word of mouth and from the quote above you be able to influence what crafted items will look like so maybe a signature on the item to advertise it.
  • arkileoarkileo Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I briefly played Crowfall, which had a crafting system the required some pretty extreme resource pooling. That, coupled with it being a guild-based PvP game, lead to the whole guild funneling resources to a select few crafters, and the output of their labors going exclusively to the guild. It was a closed system and it felt bad. If you weren't one of the guild's designated crafters, you weren't going to progress in the crafting system.

    I sincerely hope that Ashes doesn't fall into the same system, because being able to make a name for yourself is a really cool thing. SWG was great at this. I remember a specific shop that had the best weapons around, and I always came back to it. At the very least, with player shops it seems like that's more the direction they're heading.

  • ReLamasReLamas Member, Alpha One, Alpha Two, Early Alpha Two
    In Ashes of Creation, crafting has the potential to be a deeply immersive and impactful profession. The game offers several mechanisms for crafters to distinguish themselves and build a reputation. Here are some key points that can help a crafter make a name for themselves:

    Unique Crafting Recipes and Schematics: Crafters can acquire rare and unique recipes through various means, such as exploring dungeons, completing quests, or gaining access to special nodes. This exclusivity can set them apart, as players will seek out specific crafters who can make these rare items.

    Player-Driven Economy: Since Ashes of Creation emphasizes a player-driven economy, the quality and uniqueness of items crafted by players can significantly impact the market. Crafters who consistently produce high-quality items or have a reputation for fair prices can become well-known in the community.

    Titles and Achievements: Gaining specific titles or achievements related to crafting can provide additional recognition. These titles can be earned by mastering certain crafting professions or by completing difficult crafting-related tasks, which can then be displayed to other players.

    City/Node Influence: The game’s node system allows for political and economic influence. Crafters who become key figures within a node, such as through trade agreements or political positions, can gain fame and recognition. Being associated with a prominent node or city can boost a crafter's reputation.

    Promotional and Hybrid Patterns: The ability to create hybrid items that require multiple crafting professions can be a unique selling point. For example, an armorsmith and a leatherworker collaborating to create a special type of armor can attract attention. Additionally, promotional patterns or items tied to events can offer crafters a chance to showcase their work.

    Customization and Personalization: The ability to customize and personalize crafted items can make them more desirable. Players may seek out crafters who can add unique touches or enhancements to their gear, making it stand out.

    Word of Mouth and Community Engagement: Building a reputation often involves engaging with the community. Crafters who actively participate in forums, social media, or in-game events can become well-known. Word of mouth from satisfied customers can also be a powerful tool.

    In an MMO like Ashes of Creation, where player interactions and community play a significant role, a crafter's reputation can be built through quality work, unique offerings, and active participation in the game's economy and social aspects.
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  • MorashtakMorashtak Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    ReLamas wrote: »
    Unique Crafting Recipes and Schematics: Crafters can acquire rare and unique recipes through various means, such as exploring dungeons, completing quests, or gaining access to special nodes. This exclusivity can set them apart, as players will seek out specific crafters who can make these rare items.
    In addition to the recipes and schematics I'm hoping for variations based on crafting in various seasons and biomes. Example: In order to have a high chance to craft the highest quality cold-based weapon ("Ice Death") one would have to forge it in a cold-based forge in the coldest biome on the coldest day of winter. And with mats gathered from cold-based mobs or harvested in the coldest biomes during very cold days.
    Make the players earn their rewards with very high risk/reward mechanics.
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  • AsokkaAsokka Member, Alpha Two, Early Alpha Two
    arkileo wrote: »
    I briefly played Crowfall, which had a crafting system the required some pretty extreme resource pooling. That, coupled with it being a guild-based PvP game, lead to the whole guild funneling resources to a select few crafters, and the output of their labors going exclusively to the guild. It was a closed system and it felt bad. If you weren't one of the guild's designated crafters, you weren't going to progress in the crafting system.

    I sincerely hope that Ashes doesn't fall into the same system, because being able to make a name for yourself is a really cool thing. SWG was great at this. I remember a specific shop that had the best weapons around, and I always came back to it. At the very least, with player shops it seems like that's more the direction they're heading.

    I alpha and beta tested Crowfall as well... until I got banned for calling out the dev one too many times on their bs. Laughed hard when the game was dead on arrival. I do admit the crafting system was interesting. I was also a huge fan of the SWG system until they screwed armor and weapon smiths over night when they removed durability decay. The professions literally died in one day.
  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    Crafted items will be on par with top raid items looted from raid bosses.
    But that will require legendary crafting benches and specialisation in one profession.

    So people who have ACCESS those crafting benches will be in high demand and word of mouth will be the main way to go.

    High tier crafting benches require high tier nodes.

    Remember, you can only claim to be the citizen of one node per server and even though Nodes wont have hard caps concerning citizenship, they WILL have monthly taxes that increase with node level.

    So a high node is required to craft high gear. But high tier nodes require heavy investments to keep using those nodes.
    It will be hard for a single player to reach the top of the crafting game, which is why most players that aim for high recognition and top crafting skills join guilds to get supported by them in exchange for crafting.

    And through that you automatically gain recognition for your crafted items.
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