Karp wrote: » Marzzo I think this would be content that is covered by the Scribe profession. My understanding is that scribes will be cataloging the world as it is today, updating maps etc. but they could as well be uncovering the past.
Player question; will there be a scribe, or something similar? Steven; a scribe as in, like, scrolls? (obviously confused as to the context of the question). Off screen clarification; They want to be able to collect information about the events of the world as they see it from their point of view. For instance: Nodes leveling up, they want to be able to take that information down and be the one to distribute it. Steven; that's cool, I like that.
Noaani wrote: » Karp wrote: » Marzzo I think this would be content that is covered by the Scribe profession. My understanding is that scribes will be cataloging the world as it is today, updating maps etc. but they could as well be uncovering the past. To be clear, the very existence of a scribe profession is tenuous at best. All the information we have is the following exchange Player question; will there be a scribe, or something similar? Steven; a scribe as in, like, scrolls? (obviously confused as to the context of the question). Off screen clarification; They want to be able to collect information about the events of the world as they see it from their point of view. For instance: Nodes leveling up, they want to be able to take that information down and be the one to distribute it. Steven; that's cool, I like that. This discussion has been taken from that in to a scribe being a crafting class in the game - which is clearly not what that discussion was about from Stevens perspective. He was asked if there will be people keeping a record of things that happen on a server, nodes, castles, bosses etc, and said that sounds cool. People saw that, and assumed a crafting class. To the OP, I like the idea of this,, given Ashes lore. However, I don't think it should be a profession, as it would either need to be something that is completely removed from the games lore (why would archeology be about anything other than discovering the game worlds history?), or it would need to be finite. It could, however, be it's own kind of progression path. So payers could progress their combat class, their crafting class, their naval class, their social organization, their node, and their archeology.
Ulfbrinter wrote: » This sort of game design works in a game from the 1990's, nowadays it simply has no relevance because players are easily confused and this content goes utterly undiscovered.
Marzzo wrote: » In my opinion, it is a lot more interesting than for example smithing etc.
Noaani wrote: » Marzzo wrote: » In my opinion, it is a lot more interesting than for example smithing etc. It is, but archeology shouldn't be used as a means of gaining items. if the game has archeology, it should be there as a means of uncovering the history of Verra. Using archeology as a means of finding items for players seems a little too Blizzard for my liking.
Marzzo wrote: » Because when escavating stuff from the ground, you do indeed sometimes find items in real life.
Marzzo wrote: » I can not understand how this is a 1990s system.
Ulfbrinter wrote: » This is why the only mechanics from old MMO's to survive into new MMO's are ones that are inherently intuitive and straightforward. This goes for any RPG unless you're playing one that is retro by design. It's pretty plain how much they changed and why they changed: most players didn't understand, would get frustrated, and stop playing.
Ulfbrinter wrote: » . If you think I am wrong, please compare the quest system from Morrowind to the quest systems from Skyrim.
Taleof2Cities wrote: » It's a bit of a stretch to say the masses will quit because of one (proposed) trade profession side activity, @Ulfbrinter..
Noaani wrote: » The Morrowind quest system was considered horrible in its day. It was improved upon because it was shit and known to be shit, not as a means of dumbing things down. They tried to improve the system with one of Morrowinds expansions, but failed.
ButtercupClover wrote: » Ulfbrinter wrote: » This sort of game design works in a game from the 1990's, nowadays it simply has no relevance because players are easily confused and this content goes utterly undiscovered. Any FromSoftware game disagrees.