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a good suggestion for Nodes to help Artisans

AtashAtash Member, Alpha Two
edited June 2 in Artisanship
At level 2 each Node type gains these Novice stations based on its Node Type:

Martial Node: Weapon Smithing, Armor Smithing, Metalworking, Leatherworking, and Novice Pickaxe

Divine Node: Stonemasonry, Lumbermilling, Jewelry, and Novice Lumberjacking Axe

Economy Node: Animal Husbandry, Farming, Tanning, Cooking, Novice Fishing Tool, and Novice Hunting Tool

Scientific Node: Tailoring, Weaving, Arcane Eng, Alchemy, Scribe, and Novice Herbalism Tool

So Why not at level 3 all these nodes that had this specific novice stations should become apprentice and if a town wants other apprentice stations lets say a Martial node at level 3 also Wants Stonemasonry they should be able to build it, this would help a lot with Artisans to be able to get to work while they are still at those levels + making recipes cheaper as well.

Comments

  • NeurotoxinNeurotoxin Member, Alpha One, Alpha Two, Early Alpha Two
    Part of what's hitting us so hard right now is that freeholds are not what they need to be and we can't advance beyond T3 nodes so we can't expand what one node can do. This will also help with how much running around players will need to do in order to make specific materials, since one item might need 5+ stations at the same artisan level as the recipe which (right now) means any journeyman item needs a few nodes set up just the right way to not be doing hours of back-and-forth to get everything made.
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