I like the idea of each craftable item having its own skill progression, and maybe its own trees. Think the ability to make fire swords at the expense of not being able to make ice swords. It would allow for some diverse specialization. And yes, even crafter celebrities. Thats not a bad thing.
I've watched this video like 5 times already! As someone who wants to focus on both PvP and professions, this content is right up my alley. Can't wait to hear more about your thoughts on crafting and how it ties into the larger economy. Keep up the great work, and looking forward to more insights!
Hopefully we can craft 'swords' to level our artisanship, then process them again for materials (at a reduced outcome to prevent xp farming). It would also give processors a reason to buy unwanted 'swords' from their guild-mates.
Guilds are the whole reason I love MMOs so much. While my main character will be a gatherer I will eventually have many alts but not initially. As a guild, there will be quite a bit of thought going into just how we will be leveling our crafters which is just part of the fun of MMOs. Personally, I just love crafting and I will master them all though it may take years and multiple accounts but then my guild mates know me as that go-to guy if you need materials or something crafted. Really is my jam.
My prediction is its going to look more like am hourglass than a triangle. At launch I think most people will go gathering with a few people going crafting and hardly anyone doing processing. Processing sounds the least fun plus the requirement of having a freehold will drive away the casuals. My plan is to go processing for this reason and help fund my guilds purchase of a freehold so I'll be sure to have access to one
@@TheCopiumClinic you make some good points, I will primarily be pvp focused and will be in a smaller guild. Would probably be better to be the one buying the gear off the markets and focus on processing. Me and a friend are probably going bandits for the start of a2 so that sounds good
@@TheCopiumClinic But how? Unless you're in an economic node or its vassals it will be hard to tell the markets. I really want to try to choose my path to be a compliment to what is needed but I'm unaware with how to tell that.
I don't know who this Pareto guy is, but I don't like him. Everything should be fair, and I should get the same gear as the people who are really good at the game and are in big guilds.
Things to take into account IMHO: 1. Its Alpha ))) 2. "The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials." -- AoC WIKI. Whatever that means. Do we need more procesors than gatherers? Are we limited by global workbench capacity? Go figure. 3. Processing and crafting professions are more about having hightier workbenches in freeholds(processing) or nodes(crafting). Not having refined and final product. E.g. Alchemy(consumable potions) and Cooking(food consumables) are in processing and Jewelcutting(gems for socketing) is in crafting. 4. Armor and Weapon smithers are needed to repair gear they created, so they should have frequent online unlike gatherers and refiners. 5. Alts
I suspect that even the best swords will eventually break and have to be replaced. If you are creating a real economy, things can't last forever. So by the "End" game gatherers will just be gathering end game mats, and the economy will be ticking over as mats and crafting replace items as they get broken/consumed.
@@squatchbigfoot8577 Yeah and it should also take processing and crafting skill. If they do it right, there is no real difference between processing, crafting and gathering, just like real life.
Making the crafter leveling system interactive and time consuming would be a great way to discourage the masses of picking crafting early. It should take the same amount of actual play time to level crafting to max level, as it does to level a character to max level. So a month's time at least. Adapted version of the crafting systems in FF 14 would be ideal, but with no automation what so ever. Make it so YOU have to make every single item yourself.
I started playing new world one and half month after release and i was making iron tools then selling them to new players at starting zones, ofc for 10 times higher than their cost lol. This zone choosing was quite benefical before they merged entire market. I kept crafting though two years and made millions, if i wasn't too unlucky ofc. Most people always hated gamble system but it was making sure resources are expensive so both farmers and refiners could earn a lot. Now they completely get rid of gamble system and before even two months passed entire economy collapsed. There was farms paying 20-30k a hour only two months ago but now the best one is giving 5k a hour at most. So devs supposedly tried to make bis gear cheaper while absolutely nothing changed for not gold buying players, you could buy a bis for 200-300k that you could farm in 10 hours. Now bis is 40-50k but you still need to farm for 10 hours. On the other hand a whale can buy 300k and get 6 bis items instead of one, yay!! In short i really believe luck is necessary to make the system work, only exp requirement would make crafters working for free and there will be way too much low level gear, good luck selling them for even pennies (Expect early days). Another problem will be trust, astronomical xp requirements will discourage anybody from giving materials to crafters for free. Especially while they could use other more skilled crafters who will be also offering their service for free. Some large guilds would use it for sure but i really doubt there will be a player cooperation like you claimed. It looks like they are thinking to make crafting unique and rewarding which is good but this isn't it, they need to work more on it.
I know your graph was arbitrary, but from what we understand the higher level content gets unlocked as nodes rank up. Since it will take a month or more for a metro to exist, high level content won't necessarily exist which will make it take that much longer to hit level cap.
I’ve had this same thought, but I dug into it and found that it will! Apparently the farther away from the starting locations you are, the higher level content there will be. I’ll incorporate the full Steven quote into an upcoming video.
I commented in the first min of the video being uploaded..but unable to see my comment .. UA-cam need to focus on improving their App rather than focusing on AD blockers😅😅
I rather expect that high level crafters will charge high, perhaps exorbitant, fees for their services; in games where everyone can't do everything, this is the norm.. In terms of a tip, I presume that you are talking about your potential buddy who is a crafter. It all depends on the level of effort and expense required to achieve Grand Master tier, but it may wind up that players without wealthy guilds will find getting top tier crafted items a very expensive endeavor.
@@TheCopiumClinic that's awesome man. I'll be starting neurosurgery residency this June. Always good to see a fellow content creator balance med life and gaming
Curious to see what servers look like 6 months in for Ashes.
Yeah big time. My guess is by then things start to normalize.
I like the idea of each craftable item having its own skill progression, and maybe its own trees. Think the ability to make fire swords at the expense of not being able to make ice swords. It would allow for some diverse specialization. And yes, even crafter celebrities. Thats not a bad thing.
Sooooo much yes!
Another great video! Keep it up. Love the intros btw. Very well made and funny🎉
Thanks dude!
I've watched this video like 5 times already! As someone who wants to focus on both PvP and professions, this content is right up my alley. Can't wait to hear more about your thoughts on crafting and how it ties into the larger economy. Keep up the great work, and looking forward to more insights!
Thanks Luxe! Glad you liked it.
Hopefully we can craft 'swords' to level our artisanship, then process them again for materials (at a reduced outcome to prevent xp farming). It would also give processors a reason to buy unwanted 'swords' from their guild-mates.
That’s a good point. I don’t know of any deconstruct mechanics yet, but there has to be something, right?!
Good videos man, keep them up
Thanks Dan!
2:33 I think items being sold down will be less common than salvaging/disenchanting.
Good point.
Great takes . Enjoy your videos
Thanks Mark!
Great video!
Thanks Kyle!
Successful video dude. Hell yeah!
Thanks brother!
cool video as always !
Thanks dude!
Great video as always doc
Thanks Snacks!
Guilds are the whole reason I love MMOs so much. While my main character will be a gatherer I will eventually have many alts but not initially. As a guild, there will be quite a bit of thought going into just how we will be leveling our crafters which is just part of the fun of MMOs.
Personally, I just love crafting and I will master them all though it may take years and multiple accounts but then my guild mates know me as that go-to guy if you need materials or something crafted. Really is my jam.
Same! Wouldn’t be fun without guilds.
Good Stuff
Thanks Christian
My prediction is its going to look more like am hourglass than a triangle. At launch I think most people will go gathering with a few people going crafting and hardly anyone doing processing. Processing sounds the least fun plus the requirement of having a freehold will drive away the casuals. My plan is to go processing for this reason and help fund my guilds purchase of a freehold so I'll be sure to have access to one
I could totally see that
Very informative Video! I'm one of the people who doesn't want any 2 master crafts in any branch.
Thanks Squatch!
Was convinced to be a crafter yesterday, let's see if you can convince me
What’s the verdict?
@@TheCopiumClinic you make some good points, I will primarily be pvp focused and will be in a smaller guild. Would probably be better to be the one buying the gear off the markets and focus on processing. Me and a friend are probably going bandits for the start of a2 so that sounds good
@@TheCopiumClinic but being bandits may make it beneficial to have gathering, since high level gathering bags may require higher level gathering.
In other words you convinced him haha
This was great tips. How will you tell how your server is distributed?
Probably have to keep an eye on the market.
@@TheCopiumClinic But how? Unless you're in an economic node or its vassals it will be hard to tell the markets. I really want to try to choose my path to be a compliment to what is needed but I'm unaware with how to tell that.
@@Erock634 this is one of the reasons I think economic metros will be the best. You get a better feel for the server based on the markets.
I don't know who this Pareto guy is, but I don't like him. Everything should be fair, and I should get the same gear as the people who are really good at the game and are in big guilds.
Same!
Best part about Pareto is his rhyming first name, Varedo.
😂
Things to take into account IMHO:
1. Its Alpha )))
2. "The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials." -- AoC WIKI. Whatever that means. Do we need more procesors than gatherers? Are we limited by global workbench capacity? Go figure.
3. Processing and crafting professions are more about having hightier workbenches in freeholds(processing) or nodes(crafting). Not having refined and final product. E.g. Alchemy(consumable potions) and Cooking(food consumables) are in processing and Jewelcutting(gems for socketing) is in crafting.
4. Armor and Weapon smithers are needed to repair gear they created, so they should have frequent online unlike gatherers and refiners.
5. Alts
I suspect that even the best swords will eventually break and have to be replaced. If you are creating a real economy, things can't last forever. So by the "End" game gatherers will just be gathering end game mats, and the economy will be ticking over as mats and crafting replace items as they get broken/consumed.
Great point, makes sense to me.
THink i read that they want to implement mats to repair some of the higher end stuff instead of it just being a gold sink....
@@squatchbigfoot8577 Yeah and it should also take processing and crafting skill. If they do it right, there is no real difference between processing, crafting and gathering, just like real life.
Making the crafter leveling system interactive and time consuming would be a great way to discourage the masses of picking crafting early.
It should take the same amount of actual play time to level crafting to max level, as it does to level a character to max level. So a month's time at least.
Adapted version of the crafting systems in FF 14 would be ideal, but with no automation what so ever. Make it so YOU have to make every single item yourself.
I started playing new world one and half month after release and i was making iron tools then selling them to new players at starting zones, ofc for 10 times higher than their cost lol. This zone choosing was quite benefical before they merged entire market. I kept crafting though two years and made millions, if i wasn't too unlucky ofc. Most people always hated gamble system but it was making sure resources are expensive so both farmers and refiners could earn a lot.
Now they completely get rid of gamble system and before even two months passed entire economy collapsed. There was farms paying 20-30k a hour only two months ago but now the best one is giving 5k a hour at most. So devs supposedly tried to make bis gear cheaper while absolutely nothing changed for not gold buying players, you could buy a bis for 200-300k that you could farm in 10 hours. Now bis is 40-50k but you still need to farm for 10 hours. On the other hand a whale can buy 300k and get 6 bis items instead of one, yay!!
In short i really believe luck is necessary to make the system work, only exp requirement would make crafters working for free and there will be way too much low level gear, good luck selling them for even pennies (Expect early days). Another problem will be trust, astronomical xp requirements will discourage anybody from giving materials to crafters for free. Especially while they could use other more skilled crafters who will be also offering their service for free. Some large guilds would use it for sure but i really doubt there will be a player cooperation like you claimed. It looks like they are thinking to make crafting unique and rewarding which is good but this isn't it, they need to work more on it.
You rode the wave! 🌊
I know your graph was arbitrary, but from what we understand the higher level content gets unlocked as nodes rank up. Since it will take a month or more for a metro to exist, high level content won't necessarily exist which will make it take that much longer to hit level cap.
I’ve had this same thought, but I dug into it and found that it will! Apparently the farther away from the starting locations you are, the higher level content there will be. I’ll incorporate the full Steven quote into an upcoming video.
@@TheCopiumClinic cool, good to know!
I commented in the first min of the video being uploaded..but unable to see my comment .. UA-cam need to focus on improving their App rather than focusing on AD blockers😅😅
Haha I appreciate the support bro.
I rather expect that high level crafters will charge high, perhaps exorbitant, fees for their services; in games where everyone can't do everything, this is the norm.. In terms of a tip, I presume that you are talking about your potential buddy who is a crafter. It all depends on the level of effort and expense required to achieve Grand Master tier, but it may wind up that players without wealthy guilds will find getting top tier crafted items a very expensive endeavor.
Oh, cool, it's like narc, but AI images, and not washed like he is now :owo:
Are you a plastic surgeon? Resident or attending?
I’m a radiologist attending. Thought about plastics though. Are you in medicine?
@@TheCopiumClinic that's awesome man. I'll be starting neurosurgery residency this June. Always good to see a fellow content creator balance med life and gaming
@@atlasfishmo nice dude! Good luck.