Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
To my fellow crafters/gatherers!
YeOldeSmith
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
A few Questions on topic:
Which Artisan class are you planning on specializing? Why?
How in depth are you planning to get, and how much time are you willing to devote daily/weekly to your crafts and goods?
Also hey!
Which Artisan class are you planning on specializing? Why?
How in depth are you planning to get, and how much time are you willing to devote daily/weekly to your crafts and goods?
Also hey!
Something need doing?
1
Comments
Not sandal crafting?
Dammit, Steven! How can there be TWO Master Artisan Underwater Basket Weavers on one realm?! The servers can't handle it, captain!
This is interesting; make sure your guild knows what specialty you want to provide!
Ah, a man of fine taste, and a scholar.
Not fair really xD
It was a somber decision, friend.
It is pretty common in games with a highly interdependent crafting system that the demand for raw materials far outweighs the demand for finished products. This is because people making the finished products have to make tons and tons of items in order to skill up, and then they inevitably turn around and dump their products on the market at or near cost (or even below cost, if the economy is unbalanced enough).
The gatherers are also dumping tons of their stuff on the market as well, of course. But there are two key differences. One is that gathering has little or no overhead (compared to the overhead of finished-product crafters needing to buy raw materials). The other is that there is much more likely to be a market for, let's say, the ten chunks of iron ore you gathered in order to raise your mining skill than there is for the ten iron helmets you made to raise your blacksmithing skill. That is to say, the market for gathered raw materials tends to be broad, whereas the market for finished goods tends to be more specific.
I do see the breaking down of the components to be something that will help crafters not feel as though if they make those 10 helmets and only 6 of them sell the other 4 can be broken down to either the original parts or at least a comparable amount of them.
I would only try this at an Economic Node due to the fact that you will have to do this and they will have the most available stocks and reserves for this kind of thing and likely a higher diversity of herbs. You should also realize you'll need a bit of coin too.
We don't yet know the specifics on any of the numbers, of course. But, we can say for sure that the overall intent of the system is that it be highly interdependent. The devs have made that very clear. If a high-level Alchemist is able to gather his own herbs (or whatever other raw materials), then that is, by definition, not interdependent.
I don't know off the top of my head-- since I don't have an encyclopedic knowledge of everything the devs have said-- if you'll be able to skill up multiple skills to a certain point and then have to pick increasingly narrow fields of specializations beyond that threshold, or if you have to choose your specialization from the very beginning. But either way, that would be a matter for lower-level crafters. Certainly by the time you are max level in your chosen profession-- and most likely long before max level-- if you make finished products, you will not be able to gather the high-level required raw mats yourself. And similarly, if you are a max-level gatherer, you won't be able to process those high-level mats yourself.
I dont know so far what I really wanna do.. what taming would definitively a valid profession! I wanna craft my own doorkeeper hydgehog (hydra plus hedgehog) :-)