Lil Diddle wrote: » If we are allowed to have alts, and be able to master an entire profession tree per character, how will that not interrupt a player driven economy? Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task. Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant. Thoughts?
Samson wrote: » Lil Diddle wrote: » If we are allowed to have alts, and be able to master an entire profession tree per character, how will that not interrupt a player driven economy? Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task. Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant. Thoughts? Interesting idea.
featherfoot1 wrote: » Samson wrote: » Lil Diddle wrote: » If we are allowed to have alts, and be able to master an entire profession tree per character, how will that not interrupt a player driven economy? Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task. Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant. Thoughts? Interesting idea. Interesting Quote, what part is the interesting idea?
hazardnumberseven wrote: » featherfoot1 wrote: » Samson wrote: » Lil Diddle wrote: » If we are allowed to have alts, and be able to master an entire profession tree per character, how will that not interrupt a player driven economy? Example: If you have someone with 2 alts, they share a freehold space and have access that storage. this person farms the mats with a Master gatherer to create a master processor alt. With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this, ie 500 people. those people would need to be active, so out of 6k people, 500 or so at least would be self sufficient, that's a huge part of the market cut from the game, why even have player driven economies if there are work arounds? Cause if they succeed everyone will do it, or at least people who are serious about META. Yes this would take time....but people are talking about putting 14+ hours a day so this is not an unreasonable task. Solution proposed: Make artisan classes 1 master per account, or only be able to master one facet of artisan classes. I feel like having more individualized masteries would create much less vague self sufficiency and more specialized, keeping the demand high and suppliers relevant. Thoughts? Interesting idea. Interesting Quote, what part is the interesting idea? Interesting question.
Namil wrote: » If a player puts in the effort to master two professions on two characters, I don't really see the issue with it. Does limiting the player in this regard really make the game better?
Tsukasa wrote: » Lil Diddle wrote: » With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this Thoughts? 1%? You're funny. This has been my plan all along. It is going to be the META yes for sure. Your solution already came to my mind too, I'm sure Intrepid thought of it and rejected the idea. Because it will encourage P2W multi-accounting and they don't seem to have a solution for it or even trying to prevent it.
Lil Diddle wrote: » With all of those materials you are able to make a master crafter eventually. now lets say that out of 50000 total people on a server 1% of people try and do this Thoughts?
Xenotor wrote: » There is allways the time limit. Lets say i can spend 8 hours a day playing There is a difference if i spend 8 hours cutting tress or spend 4 hours cutting trees and 4 hours processing. In the end i could got twice the ammount of rar material just gathering, thus making enough money to hire a processor. If someone spends their time leveling a crafting profession on an alt character then i say let them. Sure they are self sufficient but theses typ of players are usally a minority. Also the Economy is node based. Its good if you can gather and craft weapons all on your own. But you cant sell them to anyone outside your node unless you transport them by hand. No magic Auction house that connects to every player.
Undead Canuck wrote: » Please remember that you cannot share raw materials with your alts.https://ashesofcreation.wiki/Alts Banking Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[32] Banking between characters will likely be restricted to Furniture and completed items.[33] A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.[34]