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Alpha Two Phase II testing is currently taking place five 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.
Why must I do everything to do one thing? (more purpose to professions)
in Artisanship
I have recently started to dive some into the crafting trees, and seem to be barred at every turn. Is crafting something that is intended to be saved until you have maxed out all of the gathering professions? At the moment it feels like if I wanted to become an enchanter for a way to make money, I also need to be an alchemist, a gem cutter and more. I understand the idea is to create player interaction, but when leveling the professions, it seems a bit unreasonable to either 1) have to spend countless hours leveling all the gathering skills as well as multiple professions to get around to the one you actually care about. or 2) have to spend all the gold you are profiting in order to source supplies. I also understand the economy will become healthier as more players join the game, but even still it does seem a bit tedious. I would love to see a way that one could solely be a ship builder or an alchemist and so on, with out also having to be proficient in multiple other areas, allowing for more reward to be achieved in reaching those higher levels.
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2. Make a group of like-minded individuals who want to find profit by participating in the economy.
3. Divide tasks; make sure you take on the one you enjoy most.
4. Make a product together.
5. Sell for profit.
6. Split the proceeds.
This is not possible, at least in the level phase. I'm the gunsmith. I'm level 17 with my tank and have just reached level 10 with weaponsmith. The entire guild helped me get the materials for this. Unfortunately, I was only able to produce unusable garbage with it. Now at level 10 it's almost impossible to produce anything good. For 12 bronze bars you need 12 times copper and 24 times tin and all of the same quality. In order to adequately sell a weapon of good quality, I would have to charge at least 10 gold. And that's for level 10 weapons. At the moment there is simply too much time and material needed to be able to produce something useful. On a master or grandmaster level, where it's about creating final levels or unique weapons, the effort would be justified, but not in the level phase.
You yourself explained how it is indeed possible. It is a different matter whether it is viable or worth the effort; and I agree, it is not. However, I don't think that is the point of this post.
The OP complained that they must either level many artisan professions or spend too much gold purchasing materials from other artisans in order to make use of the one profession they do want to level. I explained (poorply perhaps) that there is a third option - partnering up. This way they could focus on a single profession while not spending tons of gold on materials, as the results of their craft would benefit all partners.
Yes you created something that in a player economy is worthless.
Time and effort spend does not equal value, value is set by player demand, not the game system (though indirectly balance changes etc affect player demand)
I can buy a sketch pad, spend hours playing squares on every page, have I made that item more valuable to someone else? no, it was worth more as an empty sketch page.
I spend hours making amazing sketches that people are prepared to pay money for (there is demand for those pictures), every page becomes valuable.
Step 1: yank herbs out of the ground
Step: carefully follow instructions: base option (water, wine, oil, or spirits), carefully follow order of adding herbs, whether ground or whole, carefully follow boiling times and method, finally, pour or distilled.
I find it fun. The closer you follow the directions, the better potion you get.
You can only level 5 (out of the 22 artisan professions) beyond novice.