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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Artisans skills - As of 29th of December
dragonmind1st
Member, Alpha Two
I know the game is in alpha, and there are still a lot of things that could change.
I do believe that the current tiered system where you can basically do everything,
but you can only specialize to a certain point in some artisan skills.
Where you can "downgrade" one of your artisans skills, to level up another artisan skill in its place, should the need arise.
I feel all that makes progression lack focus, and here is my suggestion for improving this lack of focus with the artisan skills.
Let me know what you think.
You still level the artisan skills up, as we known how it works now.
The exception being you tie yourself down to a selection
of artisans skills, I will call this selection an artisan pack,
where all 3 artisan skills can be fully max'ed out.
Theoretically this should split the player base into
1 out of 5 competing for the same type if nodes,
instead of what we have now with the current setup,
where 5 out of 5 are competing for the same nodes.
Additionally and theoretically it should as well promote
a community that work together, especially within guilds.
Unless they change how various tools (and some materials)
are crafted/acquired for the different artisan skills.
Artisan Packs using the gathering skill: Mining
=====================================================
Gathering: Mining
with Stonemasonry and Jeweler
Gathering: Mining
with Metalworking and Weapon Smithing
Gathering: Mining
with Metalworking and Armor Smithing
Artisan Packs using the gathering skill: Hunting
=====================================================
Gathering: Hunting
with Animal Husbandry and Cooking
Gathering: Hunting
with Tanning and Leatherworking
Artisan Pack using the gathering skill: Lumberjacking
=====================================================
Gathering: Lumberjacking
with Lumbermilling and Carpentry
Artisan Packs using the gathering skill: Herbalism
=====================================================
Gathering: Herbalism
with Weaving and Tailoring
Gathering: Herbalism
with Alchemy and Scribe
Gathering: Herbalism
with Alchemy and Arcane Engineering
Artisan Pack using the gathering skill: Fishing
=====================================================
Gathering: Fishing
with Farming and Cooking
I do believe that the current tiered system where you can basically do everything,
but you can only specialize to a certain point in some artisan skills.
Where you can "downgrade" one of your artisans skills, to level up another artisan skill in its place, should the need arise.
I feel all that makes progression lack focus, and here is my suggestion for improving this lack of focus with the artisan skills.
Let me know what you think.
You still level the artisan skills up, as we known how it works now.
The exception being you tie yourself down to a selection
of artisans skills, I will call this selection an artisan pack,
where all 3 artisan skills can be fully max'ed out.
Theoretically this should split the player base into
1 out of 5 competing for the same type if nodes,
instead of what we have now with the current setup,
where 5 out of 5 are competing for the same nodes.
Additionally and theoretically it should as well promote
a community that work together, especially within guilds.
Unless they change how various tools (and some materials)
are crafted/acquired for the different artisan skills.
Artisan Packs using the gathering skill: Mining
=====================================================
Gathering: Mining
with Stonemasonry and Jeweler
Gathering: Mining
with Metalworking and Weapon Smithing
Gathering: Mining
with Metalworking and Armor Smithing
Artisan Packs using the gathering skill: Hunting
=====================================================
Gathering: Hunting
with Animal Husbandry and Cooking
Gathering: Hunting
with Tanning and Leatherworking
Artisan Pack using the gathering skill: Lumberjacking
=====================================================
Gathering: Lumberjacking
with Lumbermilling and Carpentry
Artisan Packs using the gathering skill: Herbalism
=====================================================
Gathering: Herbalism
with Weaving and Tailoring
Gathering: Herbalism
with Alchemy and Scribe
Gathering: Herbalism
with Alchemy and Arcane Engineering
Artisan Pack using the gathering skill: Fishing
=====================================================
Gathering: Fishing
with Farming and Cooking
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Comments
Personally I kind of wonder if the choice will be determine by the end-product or the playstyle. Maybe you'll see :
Gatherer : Mining / Hunting / Lumberjacking / Herbalism / Fishing (That will slowly take there pick)
Like big PVE player or Exploration fan - that naturally travel all around the world with decent gear
Active processer : Lumber milling / Tanning / Alchemy / Metalworking /Weaving
Like PVP'er who have access to non process good and are looking to add extra value before selling
Etc.
That being said, it may be problematic to wait so long in the process before revealing/implementing everything as-it-will-be in the final game launch because of how these things can change once you do. What if there are major issues revealed only once the full content is finalized?
I realize that Steven wants to preserve the final game experience for actual launch, but I wonder what the cost to development and game polish/balance will be because of that approach?