Raven016 wrote: » Azherae wrote: » Raven016 wrote: » Azherae wrote: » Raven016 wrote: » I don't like the idea of everyone to be able to craft everything. Could you be more specific about this, though? For example, I have issues with '3 Grandmaster Professions only and everything else capped at Apprentice' for both 'too much available' AND 'too much restriction'. I have problems with '2 Grandmaster, 3 Master, 4 Journeyman' etc in most games because they don't have as many diverse Artisan paths as Ashes. The OP might like 3 or 4 Mastered professions, which still isn't 'can craft everything' even in most designs, definitely wouldn't be, in Ashes, from what we've seen so far. My assumption is that the limitation about being able to achieve Gradmastery in everything is that we will not have enough points to allocate to everything. That is how I seen such constraints implemented previously when the start allows "all" but later you specialize. Such systems can allow to sacrifice reaching the maximum but spread out more on different branches. Having a wider spread out correlated to "Gear has approximately a 40-50% influence on a players overall power in the game.[8]" makes me worry that it can be enough to have Journeyman or Master level on more branches rather than trying to reach Grandmaster level. And then I can make one more alt and have on that one too only Journeyman or Master to cover as many branches as possible with small effort, because leveling effort is typically not linear but exponential. Yes, this is what I'm familiar with as well, but we don't know if that 'old standard' implementation is the one that they have in mind. It certainly doesn't correlate to the original claim, so for now I'm personally assuming that we're in the middle. We moved a bit closer to the way you and I are familiar with, but probably not all the way to that 'Distribute A Limited Number Of Progression Points Among Artisan Skills'. There's also some other aspects of this that are related to how they want the world to feel and what type of playerbase they expect. A game with only 10% of players wanting to seriously be Artisans, is very different than one where 40% of players are seriously Artisans. But that's just my personal reason for not having feedback related to 'should they allow more or not'. I can understand either path. It can also be that the game will not allow more Journeyman or Master levels by sacrificing the Grandmaster. Then the system will actually hard limit the number at each level. If so, then the only reason to still be somewhat capable of doing other jobs too is to have options when the supply chain structures break down, due to a war, siege or players leaving. Nodes will have specializations too and players will have one citizenship only. Not sure if freeholds will have constraints about the number of processing workshops. It can happen that even if players can theoretically do more, they will still be constraint by what kind of workbenches they have access too.
Azherae wrote: » Raven016 wrote: » Azherae wrote: » Raven016 wrote: » I don't like the idea of everyone to be able to craft everything. Could you be more specific about this, though? For example, I have issues with '3 Grandmaster Professions only and everything else capped at Apprentice' for both 'too much available' AND 'too much restriction'. I have problems with '2 Grandmaster, 3 Master, 4 Journeyman' etc in most games because they don't have as many diverse Artisan paths as Ashes. The OP might like 3 or 4 Mastered professions, which still isn't 'can craft everything' even in most designs, definitely wouldn't be, in Ashes, from what we've seen so far. My assumption is that the limitation about being able to achieve Gradmastery in everything is that we will not have enough points to allocate to everything. That is how I seen such constraints implemented previously when the start allows "all" but later you specialize. Such systems can allow to sacrifice reaching the maximum but spread out more on different branches. Having a wider spread out correlated to "Gear has approximately a 40-50% influence on a players overall power in the game.[8]" makes me worry that it can be enough to have Journeyman or Master level on more branches rather than trying to reach Grandmaster level. And then I can make one more alt and have on that one too only Journeyman or Master to cover as many branches as possible with small effort, because leveling effort is typically not linear but exponential. Yes, this is what I'm familiar with as well, but we don't know if that 'old standard' implementation is the one that they have in mind. It certainly doesn't correlate to the original claim, so for now I'm personally assuming that we're in the middle. We moved a bit closer to the way you and I are familiar with, but probably not all the way to that 'Distribute A Limited Number Of Progression Points Among Artisan Skills'. There's also some other aspects of this that are related to how they want the world to feel and what type of playerbase they expect. A game with only 10% of players wanting to seriously be Artisans, is very different than one where 40% of players are seriously Artisans. But that's just my personal reason for not having feedback related to 'should they allow more or not'. I can understand either path.
Raven016 wrote: » Azherae wrote: » Raven016 wrote: » I don't like the idea of everyone to be able to craft everything. Could you be more specific about this, though? For example, I have issues with '3 Grandmaster Professions only and everything else capped at Apprentice' for both 'too much available' AND 'too much restriction'. I have problems with '2 Grandmaster, 3 Master, 4 Journeyman' etc in most games because they don't have as many diverse Artisan paths as Ashes. The OP might like 3 or 4 Mastered professions, which still isn't 'can craft everything' even in most designs, definitely wouldn't be, in Ashes, from what we've seen so far. My assumption is that the limitation about being able to achieve Gradmastery in everything is that we will not have enough points to allocate to everything. That is how I seen such constraints implemented previously when the start allows "all" but later you specialize. Such systems can allow to sacrifice reaching the maximum but spread out more on different branches. Having a wider spread out correlated to "Gear has approximately a 40-50% influence on a players overall power in the game.[8]" makes me worry that it can be enough to have Journeyman or Master level on more branches rather than trying to reach Grandmaster level. And then I can make one more alt and have on that one too only Journeyman or Master to cover as many branches as possible with small effort, because leveling effort is typically not linear but exponential.
Azherae wrote: » Raven016 wrote: » I don't like the idea of everyone to be able to craft everything. Could you be more specific about this, though? For example, I have issues with '3 Grandmaster Professions only and everything else capped at Apprentice' for both 'too much available' AND 'too much restriction'. I have problems with '2 Grandmaster, 3 Master, 4 Journeyman' etc in most games because they don't have as many diverse Artisan paths as Ashes. The OP might like 3 or 4 Mastered professions, which still isn't 'can craft everything' even in most designs, definitely wouldn't be, in Ashes, from what we've seen so far.
Raven016 wrote: » I don't like the idea of everyone to be able to craft everything.
Azherae wrote: » There's also some other aspects of this that are related to how they want the world to feel and what type of playerbase they expect. A game with only 10% of players wanting to seriously be Artisans, is very different than one where 40% of players are seriously Artisans.
Azherae wrote: » Raven016 wrote: » Azherae wrote: » Raven016 wrote: » Azherae wrote: » Raven016 wrote: » I don't like the idea of everyone to be able to craft everything. Could you be more specific about this, though? For example, I have issues with '3 Grandmaster Professions only and everything else capped at Apprentice' for both 'too much available' AND 'too much restriction'. I have problems with '2 Grandmaster, 3 Master, 4 Journeyman' etc in most games because they don't have as many diverse Artisan paths as Ashes. The OP might like 3 or 4 Mastered professions, which still isn't 'can craft everything' even in most designs, definitely wouldn't be, in Ashes, from what we've seen so far. My assumption is that the limitation about being able to achieve Gradmastery in everything is that we will not have enough points to allocate to everything. That is how I seen such constraints implemented previously when the start allows "all" but later you specialize. Such systems can allow to sacrifice reaching the maximum but spread out more on different branches. Having a wider spread out correlated to "Gear has approximately a 40-50% influence on a players overall power in the game.[8]" makes me worry that it can be enough to have Journeyman or Master level on more branches rather than trying to reach Grandmaster level. And then I can make one more alt and have on that one too only Journeyman or Master to cover as many branches as possible with small effort, because leveling effort is typically not linear but exponential. Yes, this is what I'm familiar with as well, but we don't know if that 'old standard' implementation is the one that they have in mind. It certainly doesn't correlate to the original claim, so for now I'm personally assuming that we're in the middle. We moved a bit closer to the way you and I are familiar with, but probably not all the way to that 'Distribute A Limited Number Of Progression Points Among Artisan Skills'. There's also some other aspects of this that are related to how they want the world to feel and what type of playerbase they expect. A game with only 10% of players wanting to seriously be Artisans, is very different than one where 40% of players are seriously Artisans. But that's just my personal reason for not having feedback related to 'should they allow more or not'. I can understand either path. It can also be that the game will not allow more Journeyman or Master levels by sacrificing the Grandmaster. Then the system will actually hard limit the number at each level. If so, then the only reason to still be somewhat capable of doing other jobs too is to have options when the supply chain structures break down, due to a war, siege or players leaving. Nodes will have specializations too and players will have one citizenship only. Not sure if freeholds will have constraints about the number of processing workshops. It can happen that even if players can theoretically do more, they will still be constraint by what kind of workbenches they have access too. So, from that perspective, I'd want it designed so that people can achieve the maximum amount of personal satisfaction without breaking the economic concept. In my experience, it is very good as it is. I think that it should be possible for a Grandmaster Lumberjack to be a Master Lumber-miller and a GrandMaster Carpenter. I personally see this as 'good for the node', 'good for the player', 'good for their guild'. This is only because, in my mind, smaller Nodes should exist, and those smaller Nodes shouldn't need to have two "Wood focused players" to produce their niches. I don't see a 'problem' with the outcome that 'a large Node with Large Guilds technically fills up their slots too fast' because the player in that situation has a gameplay choice of 'going somewhere else' that I feel would be in line with Ashes' design. Basically, I think it's fine if a group of 8-12 extremely dedicated Artisans can be self-sufficient and also resilient, i.e. their economic situation doesn't collapse entirely just because one player can't be online or something. If that's easier to achieve with 3x GrandMaster than 2x, then I'm fine with it. I don't care as much about '5 at Master or Above' vs '3 at Master or Above' for any other reason, but I do wonder if it will 'feel right' to have Town Nodes with two separate Stables, entire slots in the Node, but only maybe 2-3 players at Journeyman Animal Husbandry, for example. I'm expecting the '5 Master or Above, 9 Journeyman or Above' primarily because it can help to reinforce Node Identity. If my Node gets destroyed and I have 9 skills to 'choose from' when selecting my next place to live until/if rebuild, then I feel it will be more enjoyable than if I have 4 skills and end up 'wanting to push in on someone else's business'.
WHIT3ROS3 wrote: » I don't think people should be able to reach Grandmaster in ALL of them, but I do think it is worth considering for the future, a way players who have capped out their professions to unlock the ability to reach Grandmaster in others.
Raven016 wrote: » Having a wider spread out correlated to "Gear has approximately a 40-50% influence on a players overall power in the game.[8]" makes me worry that it can be enough to have Journeyman or Master level on more branches rather than trying to reach Grandmaster level.
Taleof2Cities wrote: » WHIT3ROS3 wrote: » I don't think people should be able to reach Grandmaster in ALL of them, but I do think it is worth considering for the future, a way players who have capped out their professions to unlock the ability to reach Grandmaster in others. You’ll be able to do that Day 1 on an Alt character, WHIT3ROS3.
WHIT3ROS3 wrote: » Taleof2Cities wrote: » WHIT3ROS3 wrote: » I don't think people should be able to reach Grandmaster in ALL of them, but I do think it is worth considering for the future, a way players who have capped out their professions to unlock the ability to reach Grandmaster in others. You’ll be able to do that Day 1 on an Alt character, WHIT3ROS3. So what's the difference then? I'm not a fan of ALTS, why have players log out and log in again on a different character? It's still me. It's still me playing it. Why can't I just have that progress on one character? I know that Ashes isn't a single-player RPG, which is why I stated very clearly that I don't think you should be able to reach master status on ALL of the 22 professions but it might be something to consider to expand the cap for those who cap out their 2 professions. I don't want to make multiple ALTS in order to experience and explore the game's content. Of course, things could change if you are only able to have GrandMaster status in 2 at a time and can respec for a cost.
Liniker wrote: » I actually wished the system was even more limited, to just being able to master 1 profession from 1 tree and locking the others, needing others should be a requirement for mmorpgs
Raven016 wrote: » WHIT3ROS3 wrote: » Taleof2Cities wrote: » WHIT3ROS3 wrote: » I don't think people should be able to reach Grandmaster in ALL of them, but I do think it is worth considering for the future, a way players who have capped out their professions to unlock the ability to reach Grandmaster in others. You’ll be able to do that Day 1 on an Alt character, WHIT3ROS3. So what's the difference then? I'm not a fan of ALTS, why have players log out and log in again on a different character? It's still me. It's still me playing it. Why can't I just have that progress on one character? I know that Ashes isn't a single-player RPG, which is why I stated very clearly that I don't think you should be able to reach master status on ALL of the 22 professions but it might be something to consider to expand the cap for those who cap out their 2 professions. I don't want to make multiple ALTS in order to experience and explore the game's content. Of course, things could change if you are only able to have GrandMaster status in 2 at a time and can respec for a cost. Making alts actually should have as main advantage bringing new ways of fighting, new race story... Sadly the artisanship is tied to alts instead of character account. That is a design error as 2-3 years after release players will have more alts and they would have the more artisanship abilities at disposal which you want to get without making alts. So your request is correct. If they get those advantages, why you playing just one character 3-10 years long should not get it? No way social interactions and supply chain dependencies will remain necessary long time after release. Basically you are a more ideal player than the others who will create more alts. Edit: But freeholds are limited to 1 per account. And many players will not own a freehold which will contain the master level processing stations.
Depraved wrote: » Raven016 wrote: » WHIT3ROS3 wrote: » Taleof2Cities wrote: » WHIT3ROS3 wrote: » I don't think people should be able to reach Grandmaster in ALL of them, but I do think it is worth considering for the future, a way players who have capped out their professions to unlock the ability to reach Grandmaster in others. You’ll be able to do that Day 1 on an Alt character, WHIT3ROS3. So what's the difference then? I'm not a fan of ALTS, why have players log out and log in again on a different character? It's still me. It's still me playing it. Why can't I just have that progress on one character? I know that Ashes isn't a single-player RPG, which is why I stated very clearly that I don't think you should be able to reach master status on ALL of the 22 professions but it might be something to consider to expand the cap for those who cap out their 2 professions. I don't want to make multiple ALTS in order to experience and explore the game's content. Of course, things could change if you are only able to have GrandMaster status in 2 at a time and can respec for a cost. Making alts actually should have as main advantage bringing new ways of fighting, new race story... Sadly the artisanship is tied to alts instead of character account. That is a design error as 2-3 years after release players will have more alts and they would have the more artisanship abilities at disposal which you want to get without making alts. So your request is correct. If they get those advantages, why you playing just one character 3-10 years long should not get it? No way social interactions and supply chain dependencies will remain necessary long time after release. Basically you are a more ideal player than the others who will create more alts. Edit: But freeholds are limited to 1 per account. And many players will not own a freehold which will contain the master level processing stations. while you are actually right and i agree with you (maybe except for the error thingie, although id like professions to be account bound), there are certain things that you are missing. ...