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Artisan Progression

edited November 7 in Artisanship
I have been reading up about the artisan progression and it was unclear to me. When it says two professions can be grandmaster and three can be master does the two grandmasters count to the three masters? Like if I am grand master in both hunting and fishing can I still be a master in cooking, farming, and alchemy or will I only get one masters artisan if I have two grandmasters?

Comments

  • wakkytabbakywakkytabbaky Member, Alpha Two
    so if you get hunting and fishing to grandmaster then you will have 1 slot left for master, allowing you to pick cooking or farming or alchemy. you can always have alts fill out grandmaster for other professions if you want them all.

    https://docs.google.com/spreadsheets/d/1KlRwWncjDCX6ii3Azg8m8Hl9bPAc5BbOb5k3hflF_LM/edit?gid=0#gid=0 this will help plan your professions
  • Tearl StoneheartTearl Stoneheart Member, Alpha One, Alpha Two, Early Alpha Two
    After you've maxed it out, it will look like two grand masters, one master, one journeyman, and one apprentice.
  • TaiisienTaiisien Member, Alpha Two
    edited November 1
    so if you get hunting and fishing to grandmaster then you will have 1 slot left for master, allowing you to pick cooking or farming or alchemy.../quote]
    After you've maxed it out, it will look like two grand masters, one master, one journeyman, and one apprentice.


    Not that I dont believe you, but has this actually been confirmed as the intended course? The way I have read past released info, I would expect that once you advance to the next tier that creates a vacancy in the tier below. Using this logic there would still be 8 skills that must be novice, 5 apprentice, 4 journeyman, 3 master, and 2 grandmaster. The time commitment to test this would not be insignificant as you would have to, at a minimum get 5 skills into the apprentice tier, then get one of those up to journeyman to then see if you can raise another novice skill up to apprentice.

    I am really hoping that it works the way I described as that allows for a good mix all on one character while not being too much. This would be 8 to 14 novice vs higher compared to what @Tearl_Stoneheart shows which would be 17 to 5 novice vs higher.
  • wakkytabbakywakkytabbaky Member, Alpha Two
    Taiisien wrote: »
    so if you get hunting and fishing to grandmaster then you will have 1 slot left for master, allowing you to pick cooking or farming or alchemy.../quote]
    After you've maxed it out, it will look like two grand masters, one master, one journeyman, and one apprentice.


    Not that I dont believe you, but has this actually been confirmed as the intended course? The way I have read past released info, I would expect that once you advance to the next tier that creates a vacancy in the tier below. Using this logic there would still be 8 skills that must be novice, 5 apprentice, 4 journeyman, 3 master, and 2 grandmaster. The time commitment to test this would not be insignificant as you would have to, at a minimum get 5 skills into the apprentice tier, then get one of those up to journeyman to then see if you can raise another novice skill up to apprentice.

    I am really hoping that it works the way I described as that allows for a good mix all on one character while not being too much. This would be 8 to 14 novice vs higher compared to what @Tearl_Stoneheart shows which would be 17 to 5 novice vs higher.

    will find out in the upcoming weeks but the way i see it and understand from the wiki is you dont lose your certification for the previous tier when going from master -> grandmaster so that slots still taken. you arent supposed to be able to do most things at top tier yourself and by not freeing up a slot when going form master -> grandmaster it makes you rely on other people. since nearly everything takes multiple different profession mats it creates a economy for gatherers and processors and forces people to interact with the GM's of other professions to get the best top tier stuff made.
  • TaiisienTaiisien Member, Alpha Two
    Yeah I see where you are coming from, but I dont think having 2 Grand Master and an additional 3 at Master constitutes "most things at top tier" out of 22 total. Even if you say 2 at grand, 3 at master, and 4 more at journeyman thats 9 of 22 but would still rely on you to work with others. Here's an example of what I picture...

    Lets say you are a Grandmaster in Cooking and you have a recipe for Chef's Meatlover Extreme Pizza, this recipe requires
    Pizza Dough - made with cooking from: water (vendor), wild yeast (herbalism), and flour (cooking).
    Flour - made from wheat (farming)
    Zesty tomato sauce - made with cooking from: tomato (farming), mirepoix (cooking), Zesty Aelan Spice (cooking)
    mirepoix - made with cooking from farming ingredients
    zesty aelan spice made with cooking from herbalism ingredients
    Meat Medley - made with cooking from: Pork Sausage (cooking), ham (cooking), mince (cooking)
    sausage - made with cooking from farming and herbalism ingredients
    ham - made with cooking from farming ingredients
    mince - made with cooking from farming ingredients
    Anchovies - made with cooking from: anchovies (fishing)
    Cow Cheese - made with cooking from: milk (farming) and salt (vendor)
    Ricotta cheese - made with cooking from: milk (farming), salt (vendor) and vinegar (alchemy)


    With this fairly simplistic recipe we are looking at Cooking, Farming, Fishing, Herbalism, and Alchemy. If all these ingredients are master level or grand master level you would still need between 2-3 characters to be able to create. I think that is still plenty of interdependency on additional people. I guess like you say though, time will tell as we level and test, but I would like to know for sure.
  • TaiisienTaiisien Member, Alpha Two
    Any chance we can get confirmation on how this is intended to be? In the pictures below you can see the scale of one way vs the other. I just feel it would be such a waste to force people to be novice in 17 classes with only 1 extra in apprentice, journeyman, and master, with the two grand masters obviously.

    62ixca57ulxz.png
  • TaiisienTaiisien Member, Alpha Two
    Ok, eventually I was able to find this quote from a year ago, professions have changed quite a bit since then so I guess now I want to know if this is still true.

    4mglitwtrr2t.png




  • RedLeader1RedLeader1 Member, Alpha Two
    edited November 14
    Starter crafting is way too complicated when there isn't a node warehouse to hold fuel, mats and what is produced. Trying to do it through starter bags is like trying to pass a camel through the eye of a needle.

    Please can we have a "starter warehouse" that everyone can use for the first 10 levels to deposit fuel/mats and produced items can be deposited into, and is accessed by the starter area crafting, before we get to a node and warehouse. If there has to be a delay for our goods to be "transported", sobeit.

    Either that or we have to wait until the whole economic system is in place to test it which usually when you are using Agile means we have a design issue.

    We need to find a way to separate the professions, particularly the ones with out a usable product so that the completed product remains in the system and you don't have to have completed all the pre-requisite professions yourself first.

    Otherwise you create a need to do all the other professions yourself which isn't the design philosophy.



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