Crafting and World Bosses will be the main way to obtain high-level gear. There are some exceptions to this in the form of Legendary items (single server drops or discoveries), and other equipment that may drop wholesale, but we want Artisans and top tier raiding to produce the lion’s share of high level, high effectiveness equipment.[26] – Sarah Flanagan
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[46]
There are many different ways to achieve recipes. We want to take crafting and house the location of those recipes throughout different progression paths, so that not everything is pigeon-holed into one way forward.[11] – Steven Sharif
Caeryl wrote: » There will be an in-built system for contracted crafting. We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[46]
ekadzati wrote: » Why can't I get the same kinds of rewards for being someone who reaches the pinnacle of my trade and profession as when I am at the pinnacle of my class or skill set? Where are the "end game" versions and why aren't they of similar "shiny"? [1]
ekadzati wrote: » Why is it that people who go (often extremely) out of their way to help OTHERS have fun in these games are less noted or rewarded than who is on the latest leader board? I have yet to see a game offer rewards to guild leaders and officers who maintain strong clans/guilds/alliances in these games. I'd like to see a game offering that both recognizes and rewards the people (and work) that goes into creating, nourishing, and growing a clan, guild, house, node, etc. Seriously - how the heck can anyone expect people to want to value different things in these games when the mechanics never do?
noaani wrote: » I'd like to see a crafting/trade system on par with a combat system in an MMO. My big problem is, if combat rewards players with gear for combat, shouldn't sucha crafting/trade system reward players with gear for crafting/trade? If a crafting system rewards players with combat gear, all that will do is cause every combat oriented player to become a crafter, meaning actual crafters will have hardly any customers. On the other hand, if a crafting system rewards players with gear for crafting, that crafting system needs to be impossible without that gear. Why bother going to any sort of effort for gear that doesn't matter? So basically, in order to have a game with a crafting system that is on par with it's combat system, it needs to have a full progression within itself. Rather than being a simple case of getting your crafting profession to the level cap and then basically being done, it needs to function like a combat system in that you get to the level cap, and then are able to actually start playing.
dygz wrote: » Max level Crafters should still have plenty of new crafting to learn via Node progression, racial progression, religious progression and social progression.
noaani wrote: » Oh hey, end game content for crafters!
dygz wrote: » noaani wrote: » Oh hey, end game content for crafters! Max level content. Ashes doesn't have an endgame.
nagash wrote: » dygz wrote: » noaani wrote: » Oh hey, end game content for crafters! Max level content. Ashes doesn't have an endgame. and EA doesn't have loot boxes its surprise mechanics
wanderingmist wrote: » nagash wrote: » dygz wrote: » noaani wrote: » Oh hey, end game content for crafters! Max level content. Ashes doesn't have an endgame. and EA doesn't have loot boxes its surprise mechanics Ooh, like Kinder Eggs? I love Kinder Eggs!!!!
elf wrote: » Wouldn't it be more enlightening to call it "high level content" so there would be less confusion?