Animal husbandry reveals: comments and concerns
I thought I'd write my comments and feedback to the animal husbandry mechanics described in today's livestream. Feel free to write your own feedback or reply to mine.
One major concern I have with the described system is the amount of RNG with the mendelian genetics. I think there is appropriate amounts of RNG that could be included in professions and game mechanics in general, however you don't want it to be a wealth gate. What I worry is that only extremely wealthy players can roll the dice enough times to get a valuable but unlikely outcome. Having jackpot moments is great, but to have them be very uncommon has 2 consequences: 1. few people will roll the dice enough times to get lucky and 2. the number of dice that are rolled that don't end up 'perfect' as intended will flood and devalue the market for others engaging in the profession (you see this problem clearly with crafting in PoE). I'd rather have mounts be more temporary and drive demand up than to have super low supply due to 'realistic' mendelian genetic mechanics.
Edit: please do not create a profession system that requires constant alt+tabbing to some spreadsheet...
With regards to complexity, I think if done well the proposed system could be very good. I say this from the perspective of having experts in the 3 categories of gathering, processing and crafting. In the proposed system, the tamed animal, the breeding statistics (mendelian genetics) and the trained outcome are the 3 points where players can impact this system. Being an expert should have a significant impact at all 3 stages of this process. Expert gatherers can tame higher lvl/stat wild animals. Expert processors should have some impact on what features/stats from the parents are extracted (perhaps increased probability of choice stats). Expert crafters will then be able to train up the mount/pet/... to have the desired stats. This sounds great and should be the level of complexity for any final product from gathering to crafting: 3 points where the outcome may be impacted by the expertise of the player(s) involved. The only thing that could go wrong is the complexity of any of these pillars requires too much time investment for an outcome.
That being said, I have one very big concern with these 3 pillars of gathering, processing and crafting that people can specialize in, in a mutually exclusive manner: they are potentially too dependent on multiple parties to be rewarding. If you are truly only able to (arbitrarily) specialize in one of these 3 pillars, you are heavily dependent on other players for producing final products, this may sound in line with AoC's mission statement but can be done poorly. First, as a gatherer or processor specialized player, you never see a great final product unless you form contracts with others or use the money you earn with your specialization to buy what you want. As was mentioned in today's stream, people want to engage in professions that benefit them somehow. On the flip side, if you allow a player to specialize in mining, smelting and weapon smithing (as an example) it will feel very rewarding for that player to create their own weapon for personal use or sale. Players don't like settling for sub-optimal, so asking them to be expert gatherers but making their own suboptimal bars and suboptimal weapons will be avoided at all costs and players will put in great effort to have optimal outcomes. This may sound great as you are encouraging community involvement but only if this experience is fun.
The dependence on other players does not NEED to be artificially created by specialization limits here, it can be created organically with the other game mechanics like gathering off bosses (which require a group to take down), dropping gathered resources on death etc that encourage and require groups/guilds. I much prefer the specialization locking mentioned within professions (i.e. within animal husbandry you can specialize in mounts, pets, beasts of burden or livestock) than between pillars. I think each player should have the option to specialize across pillars to experience rewarding crafting from gathering to 'optimal' finished product. Players are gated by their time already and it is much less efficient to mine your own ore, smelt it and craft it than to buy smelted bars to craft already, so it should not be economy breaking. I also worry that with too much player inter-dependency, you will spend your time finding players to fulfill the roles of gatherer/smelter/crafter or waiting for them to come online more than engaging with the system yourself. The most efficient and best method will still be players who specialize in only 1 pillar and guild/social networks that support such a pipeline but I think locking out players from being inefficiently capable of running a pipeline optimally is arbitrary and unnecessary. Not sure if my point is clear but essentially: players should be rewarded by party play with increased efficiency but should not be punished for not engaging with the larger community for crafting (by choice or otherwise) by being locked out of experiencing gathering to an 'optimal' final product.