Kaseual wrote: » I've assumed that T3 would be up to entry level gear for max level characters, T4 would be everything from T3 to "requirement level" for top tier content and the drops that you get from that content would be used in T5 processing/crafting. This is based on nothing, but my own ideas.
Noaani wrote: » Kaseual wrote: » I've assumed that T3 would be up to entry level gear for max level characters, T4 would be everything from T3 to "requirement level" for top tier content and the drops that you get from that content would be used in T5 processing/crafting. This is based on nothing, but my own ideas. While this is perhaps a valid assumption to make, my assumption is that a level 30 will be harvesting for level 30 gear, a level 30 will be processing for level 30 gear and a level 30 will be crafting level 30 gear. From my perspective, this would be the baseline vertical progression for crafting, with horizontal progression coming from gaining recipies. This isn't a given, I'm fully aware, but to me this is the base level expectation - it is what I will assume unless we are told otherwise. The reason I consider this to be the baseline is because anything else gets really messy when new levels are added to a game - something Intrepid have said they want to do. If level 30 processors are making processed materials for level 50 gear, and then levels 31 - 50 are for rarer materials, what happens when Intrepid add level 51 - 60? What level of processor processes materials for that level range? There really isn't a tidy way to do it - unless you have the level of harvester, processor and crafter all be the same level as the level of gear they are working on.
acki02 wrote: » Noaani wrote: » Kaseual wrote: » I've assumed that T3 would be up to entry level gear for max level characters, T4 would be everything from T3 to "requirement level" for top tier content and the drops that you get from that content would be used in T5 processing/crafting. This is based on nothing, but my own ideas. While this is perhaps a valid assumption to make, my assumption is that a level 30 will be harvesting for level 30 gear, a level 30 will be processing for level 30 gear and a level 30 will be crafting level 30 gear. From my perspective, this would be the baseline vertical progression for crafting, with horizontal progression coming from gaining recipies. This isn't a given, I'm fully aware, but to me this is the base level expectation - it is what I will assume unless we are told otherwise. The reason I consider this to be the baseline is because anything else gets really messy when new levels are added to a game - something Intrepid have said they want to do. If level 30 processors are making processed materials for level 50 gear, and then levels 31 - 50 are for rarer materials, what happens when Intrepid add level 51 - 60? What level of processor processes materials for that level range? There really isn't a tidy way to do it - unless you have the level of harvester, processor and crafter all be the same level as the level of gear they are working on. You just gave me a really wild idea - what if crafters could make any level of gear regardless of level but the quality would be capped: T1 crafter can make only common items; T2 common and rare etc.
MasterofSincity wrote: » Anyone else feel like the doom and gloom is overblown? Like yes these things are limited and only those people that really invest time and effort into the game will be able to get these things but has anyone really stopped and asked "If processing these mats are this difficult, maybe the drop rates/spawn rates for these materials is going to be extremely low? So acquiring them will be just as if not more difficult then actually processing them/crafting with them? Personally, I agree with HumblePuffin in that crafters will be able to craft there level in gear but with the mats available and some mats will be more rare due to the fact no one can process them. (level 50 steel sword was the example given instead of a 50 mithril sword but that's because the crafter has no mithril to craft with.)
Noaani wrote: » acki02 wrote: » Noaani wrote: » Kaseual wrote: » I've assumed that T3 would be up to entry level gear for max level characters, T4 would be everything from T3 to "requirement level" for top tier content and the drops that you get from that content would be used in T5 processing/crafting. This is based on nothing, but my own ideas. While this is perhaps a valid assumption to make, my assumption is that a level 30 will be harvesting for level 30 gear, a level 30 will be processing for level 30 gear and a level 30 will be crafting level 30 gear. From my perspective, this would be the baseline vertical progression for crafting, with horizontal progression coming from gaining recipies. This isn't a given, I'm fully aware, but to me this is the base level expectation - it is what I will assume unless we are told otherwise. The reason I consider this to be the baseline is because anything else gets really messy when new levels are added to a game - something Intrepid have said they want to do. If level 30 processors are making processed materials for level 50 gear, and then levels 31 - 50 are for rarer materials, what happens when Intrepid add level 51 - 60? What level of processor processes materials for that level range? There really isn't a tidy way to do it - unless you have the level of harvester, processor and crafter all be the same level as the level of gear they are working on. You just gave me a really wild idea - what if crafters could make any level of gear regardless of level but the quality would be capped: T1 crafter can make only common items; T2 common and rare etc. The downside to this is that if a player knows they aren't going to get access to materials past rare, there is no real point in them bothering to level up. It also means there is no point in leveling up if there is a new level range added to the game.
Let's say in the processing profession you might want to gain Mastery. That Mastery process leaves the nodes at around at around like level 30 in the in the leveling experience for a processing profession. And so um one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold uh capability of progression. The reason why I think that there's never going to be a way to avoid rushing levels is because anytime you have a vertical power progression in a game there is always going to be a reason to rush leveling. And that's just kind of the standard MMO experience that many of us have have had right. Not all of us do it because not all of us really care about the vertical question there or have the time and ability to do it. Right but generally so long as there's a vertical power structure in place you're going to have an incentive to rush that leveling process. And the idea isn't that you will need to rush leveling to 50 in ashes of Creation in order to achieve a freehold because you have to also remember that the world structure is what predicates the availability of freeholds
Fantmx wrote: » Steven's quote: Let's say in the processing profession you might want to gain Mastery. That Mastery process leaves the nodes at around at around like level 30 in the in the leveling experience for a processing profession. And so um one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold uh capability of progression. The reason why I think that there's never going to be a way to avoid rushing levels is because anytime you have a vertical power progression in a game there is always going to be a reason to rush leveling. And that's just kind of the standard MMO experience that many of us have have had right. Not all of us do it because not all of us really care about the vertical question there or have the time and ability to do it. Right but generally so long as there's a vertical power structure in place you're going to have an incentive to rush that leveling process. And the idea isn't that you will need to rush leveling to 50 in ashes of Creation in order to achieve a freehold because you have to also remember that the world structure is what predicates the availability of freeholds What is not clear to me entirely is are we talking about processing level or adventurer level?
HumblePuffin wrote: » Just because it keeps be said (I’m guilty of this too) there are only 4 tiers of artisan progression. Novice, Journeyman, Master, and Grandmaster. Felt important to mention that because it’s kind of getting tied to the 10s level brackets when it doesn’t neatly fit within those levels.
Fantmx wrote: » HumblePuffin wrote: » Just because it keeps be said (I’m guilty of this too) there are only 4 tiers of artisan progression. Novice, Journeyman, Master, and Grandmaster. Felt important to mention that because it’s kind of getting tied to the 10s level brackets when it doesn’t neatly fit within those levels. This confusion seems to be driven by Intrepid. They have said there are four proficiency tiers like you mention, novice, journeyman, master and grandmaster. But then Steven has previously said: A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[5] So by the logic presented if we can get to t3 without mastery then adding mastery and grand master would be t4 and t5. At least that is how it would read.
Noaani wrote: » = Just because we only know the term for four tiers, doesn't mean there are only four tiers.
Fantmx wrote: » This confusion seems to be driven by Intrepid.
Abarat wrote: » Fantmx wrote: » This confusion seems to be driven by Intrepid. The confusion is driven by the fact that game is not out yet. This statement implies, to me anyway, that you are "owed" an explanation. Why do you feel that way?