Sathrago wrote: » What some people seem to not understand is that making all trees gatherable doesn't "break" the economy by itself. It requires balancing on the crafting and refinement side. Because there are an unlimited amount of basic trees, or t1 trees, they would make the bulk of crafts that require tons of wood in addition to all of the basic low tier/lvl crafts/refinements. Then you scale up the rarity of t2 trees and lower the quantity needed for crafting with those, and you keep scaling up rarity and scaling down quantity until you are at a point where the highest rarity of material is very rare and low in quantity. All of this can be achieved within a world where every tree can be chopped, but most trees are not of this higher rarity that is required for the higher quality crafts.
WHIT3ROS3 wrote: » It's relative. It depends on crafting and refining. If, for example, a single level 1 axe takes 1 wooden plank (refined from rough wood) Then a Galleon Should take 10000+ wooden planks (plus other stuff) to craft.
WHIT3ROS3 wrote: » Nobody is suggesting that you should need several hundred wood for a sword. Take a look at Albion Online. The game has an S-tier gathering/crafting/economic system in a sandbox PvP (with a little E) game. (In the last 6 weeks the game has had over 1+ million individual accounts engage in full loot pvp and is all on one mega server which has seen highs of 200k+ concurrent players. I'm surprised the game is mentioned more in regard to amazing systems. As the games share so many of the same principles relating to risk and reward.
Sathrago wrote: » im convinced that new world copy-pastaed the entire crafting/gathering system from albion online and then retroactively ripped out the mechanics that let it function such as full loot pvp.
NiKr wrote: » And let it take 10k+ wood. And it'll be super costly which will make owners of the ship think twice before going out to see in it. While in a "every tree is choppable" 10k wood will be literally nothing, because that can be farmed by one guild within a few hours, if that.
WHIT3ROS3 wrote: » Take a look at Albion Online. The game has an S-tier gathering/crafting/economic system in a sandbox PvP (with a little E) game. (In the last 6 weeks the game has had over 1+ million individual accounts engage in full loot pvp and is all on one mega server which has seen highs of 200k+ concurrent players.) You can gather everything and there is always a demand because there are so many sinks.
Dygz wrote: » Sathrago wrote: » im convinced that new world copy-pastaed the entire crafting/gathering system from albion online and then retroactively ripped out the mechanics that let it function such as full loot pvp. But... Ashes is not full-loot PvP...
WHIT3ROS3 wrote: » This provides a multi-dimensional, dynamic approach to crafting that allows for players of all levels to contribute and work towards refining and defining over time their skills over time.
WHIT3ROS3 wrote: » Swolebenji? ok. A toxic content creator hated across the game and its community. The worst possible example of someone to refer to. Dear oh dear. Never mind. We fundamentally disagree on how gathering and crafting should work. Let's see how it pans out. I sincerely hope it's not a system that you seem to want.
NiKr wrote: » I was the guild's crafter in L2 for several years back when I was still playing it. I was crafting things for, sometimes, over a hundred people.
WHIT3ROS3 wrote: » I'm a gatherer/crafter in Albion and I craft things for thousands of people. I literally, craft 10's of thousands of items every month. Very different scales. I'm talking about a proper crafting system designed for thousands of people which can be scaled massively and includes everyone from day one.
WHIT3ROS3 wrote: » Not all resources should be limited. High-value, rare, and enchanted resources should be limited and they should spawn in dangerous and difficult-to-navigate places. Having base materials for Wood, Stone, Ore, Hide and Flax would give players a choice when it comes to gathering. Do you want to take a broad and basic approach and farm large amounts of relatively common materials? Or do you want to be super selective and search out the rarest examples? How do people think Ships should be crafted? Ships that can be destroyed and some of which are big enough to hold entire raid groups? The amount of Basic Lumber, Iron and cloth needed for a single ship should be massive. Then you have caravans, buildings and furniture. (Never mind gear which could use basic materials as well as specialized materials) You just need to make sure that you have a sufficient matrix of materials that provide interdependencies between different locations. To have a strong crafting economy there needs to be many ways in which stuff can be lost, so there is continual demand.
Sapiverenus wrote: » Potato salad is worth 168 thousand silver? What? That is a poorly designed game.
WHIT3ROS3 wrote: » Sapiverenus wrote: » Potato salad is worth 168 thousand silver? What? That is a poorly designed game. How much benefit does it give you? You don't know. You have no idea about the game, its systems or mechanics which are far from perfect. All of that is irrelevant anyway. It was an example of a game with a thriving economy with over a million active accounts that has trees that you can chop down.