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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Crafting Thoughts, Hopes, and Appreciation
Xoetik
Member, Alpha Two
After playing the game is this weekend I already can’t wait for next weekend.
Now I’m not a “veteran” mmo player(I did play osrs when I was younger and some guild wars 2) so my thought might not aline with some (or most) I have a strong interest in the crafting system and how it interacts with the community. I’m going to do crafting no matter what it’s like.
First the fuel system feels unintuitive. Some tasks should not need fuel like turning a plant into powder. Also each item that can be fuel should have a fuel value. I could see that this part is just not flushed out yet. I also disliked ruby being used for the basic health pot. But that could have been how hard it was to find. I think a mushroom would have been better. Then have them used in a greater health pot. I really expected the jewelry station to be the one to make ruby into powder.
I do like the concept crafting needs stuff from other crafting lines forcing crafters to interact with each other. I do wish the first level of crafting didn’t require other crafting skills. I’m really looking forward to seeing how the siege weapon crafting works.
I really hope they add dungeons or points of interest that can be claimed by guild/towns to create supply lines for players to fight over and defend. With caravan loading points. Then have mobs defending the place that drop the corresponding resource. Along with having events of mobs attacking to take it back.
Now this is where things get “out of the box”. I would like to see (if not already) a chance for an item crafted to become a higher rarity of just one level. Could also see a “master work” item that gives even better stats. I think it would be super rewarding, could also see the other way of failure and or subpar. (Not sure what the name should be) I think this would add to the risk vs reward concept.
Now for my crazy idea, I have always had this idea of using the concepts from the ds game cooking mama. Like little quick time mini games for a higher chance to roll a higher rarity or master work item. Now this would be an optional decision so player can still mass make but limit the chance to get master work and increase failure. This would also add to the risk vs reward concept.
Thank you for reading my post, if you got this far. Would like to hear others thoughts on their experience in crafting so far.
Now I’m not a “veteran” mmo player(I did play osrs when I was younger and some guild wars 2) so my thought might not aline with some (or most) I have a strong interest in the crafting system and how it interacts with the community. I’m going to do crafting no matter what it’s like.
First the fuel system feels unintuitive. Some tasks should not need fuel like turning a plant into powder. Also each item that can be fuel should have a fuel value. I could see that this part is just not flushed out yet. I also disliked ruby being used for the basic health pot. But that could have been how hard it was to find. I think a mushroom would have been better. Then have them used in a greater health pot. I really expected the jewelry station to be the one to make ruby into powder.
I do like the concept crafting needs stuff from other crafting lines forcing crafters to interact with each other. I do wish the first level of crafting didn’t require other crafting skills. I’m really looking forward to seeing how the siege weapon crafting works.
I really hope they add dungeons or points of interest that can be claimed by guild/towns to create supply lines for players to fight over and defend. With caravan loading points. Then have mobs defending the place that drop the corresponding resource. Along with having events of mobs attacking to take it back.
Now this is where things get “out of the box”. I would like to see (if not already) a chance for an item crafted to become a higher rarity of just one level. Could also see a “master work” item that gives even better stats. I think it would be super rewarding, could also see the other way of failure and or subpar. (Not sure what the name should be) I think this would add to the risk vs reward concept.
Now for my crazy idea, I have always had this idea of using the concepts from the ds game cooking mama. Like little quick time mini games for a higher chance to roll a higher rarity or master work item. Now this would be an optional decision so player can still mass make but limit the chance to get master work and increase failure. This would also add to the risk vs reward concept.
Thank you for reading my post, if you got this far. Would like to hear others thoughts on their experience in crafting so far.
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