Crafting specialisation - we can pick all trees ( Chris Stream)

Discussion in 'General Discussion' started by Elrond, Jul 17, 2019.

  1. Bow Vale

    Bow Vale Avatar

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    While this is the opposite of what i would have done i can see the reasoning and in truth is likely best for the game and the players that play it now. However, it will not encourage new players to the game, it will not encourage a true economy where players are reliant on others and will not encourage an economy where players want to buy from others if they can in time make it themselves as they will hoard resources and level crafting themselves.

    It shows Portals predicted path for the game which is to allow the grind to continue, keep the players that enjoy it and hopefully every full moon or so when the stars align to pick up a new player who needs a bit of rough love in their life.

    Lets just hope the birth rate => death rate...
     
  2. Mac2

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    Cuz some very vocal players joined this classless game and wanted to make it classed.
     
  3. Lars vonDrachental

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    I was hoping for far more specialized specialization with e.g. the possibility to specialize just in Masterwork Blade Weapon Proficiency and while you can do all the other stuff quite good you would be just in one specific part of the crafting system a genius.
     
  4. Gorthyn

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    What a waste of time - everyone being able to do everything is one of the key reasons why SOTA fails as a multiplayer game.

    A classless game should not mean everyone is a demi-god clone of everyone else, it's just poor design.
     
  5. Spungwa

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    This in conjunction with specialization would make me specialise without the game restriction. I never liked the game restriction of maximum number of specialisations, as all games that do this just lead to serious crafter's making alts.

    I'm not a full time crafter and getting what would be about 20 (just for the production skills) 20x skills would take me a decade. So I would prioritize the order, making me a specialist for a very long time.

    I would also like to see enchantment specialisation split up. Could at least go to weapon/armour tree level, even if it is not weapon/armour type level like MW.


    Regards
    Spung
     
  6. majoria70

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    Hmmm well there is no choice in that and I hope they re-think this. The point of specializing was to be a specialist at something not at everything. I hope they reconsider. Sure it's nice to know everything but is it what is best for the game? @Bzus
     
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  7. Spungwa

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    I know of no MMO that doesn't let me do everything as a player. This is even more true when the game is free to play and alt cost nothing. The ones that try just force me to go through pointless character swaps to do it.

    In adventuring everyone can do everything, but not on a single deck. You aren't restricted by what you can learn, but you are restricted to a subset of what you can do at any one time. A deck with all skills in is a useless deck.

    Regards
    Soung
     
    Last edited: Jul 18, 2019
  8. Spungwa

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    So I did have a thought. This works very well if the benefits (not the cost in XP) is linear. So benefit of 80 to is the same as 100 to 120.

    Pushing multiple skills that are 20x over 100 using producer XP is very limiting. So specialising would be the obvious player choice
     
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  9. Senash Kasigal

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    This.
    Its pure grind design.
    It ensures that new players never can catch up with the vets.
     
  10. Gorthyn

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    Yes you can have alts in other games to allow a player to do everything spread out across those alts (if you had enough alts) but having just the one demi-god character means no need for co-operation with other players in adventuring questing or grinding and a dead economy because no one needs to buy anything from any one else.

    I go back to the point I made before - it's why SOTA fails as a multiplayer game.
     
  11. Sara Dreygon

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    There are positives and negatives regarding this for everyone. For me, I want to be the best at one thing so this only makes me think "who needs a new sword...? Oh, you already made one yourself" - right click, delete.

    At least I'll have the extra 50 million XP in Blade Masterwork giving my swords that extra 0.1...
     
  12. Gorthyn

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    When one of Shrouds big features is player vendors and a player driven economy, why do the Devs think that by reinforcing rather than changing the reason the economy is borked is the way ahead ? It's nuts.

    Basic economics is supply and demand. Too much supply and no where near enough demand is the problem that needs solving. This change simply adds to that problem.
     
  13. Elrond

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    Just rerrolls team vs More Meaningfull Crafting Skills Team

    From one of Chris Streams

    ''...We need to make skill more meaningfull or add more choices ..theres alot of stuff we need to do ... we dont have an end game for crafting right now that makes you feel like youre being rewarded for being an end game crafter..these are the problems were trying to solve ...there were some strong opinions on what this means and how its gonna work between Starr and some team members...''

     
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  14. Earl Atogrim von Draken

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    Well, at least they are aware. No matter different strong opinions.
     
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  15. Elrond

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    Yes ..but ...

    [​IMG]
     
  16. Earl Atogrim von Draken

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    Oh but there is action. I am just not sure if I think it's good or bad. Need to give it a try on the next test server cycle to make up my mind.
    As I alrady said: from the outside it looks "meh" ^^
     
  17. Elrond

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    Its good for selfsufficient players that dont care about crafting as a main profession...for them i dont see rerolls as being a bad thing ( even though theyll reduce all crafted gear sale price to little more then craft costs and make it even harder for people to sell gear ) ...its like when we go to a market and order some apples, oranges , potatoes and instead we get a small cake with cyanide in it ...wont kill us instantly ... overtime effects on all branches of the crafting economy ...gathering ..refining..crafting...
     
  18. GivenUpToo

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    Here's the thing about that... that may be true, but it shows that they aren't even attempting to solve the problem that "specialization" was supposed to be addressing - that everyone can do everything, so why bother buying from others? Maybe it would have been one part of a multi-pronged list of changes, but it would have been progress.

    Once again going back to Eve Online, people have alts... and lots of them. Plus, they CAN make exactly what they want (to a much higher degree). Yet they have a thriving economy. It's because key components of a basic economy are missing in this game. Things like RNG are a bloody bandaid that accidentally makes the economic gears turn.

    The least they could do is stop the facade of calling it "black specialization" and call it something like "advanced blacksmithing" instead.
     
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  19. Spinok

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    Atos is a bit wrong here. This problem is not about end game crafting, problem is about that there is no end game content exept PVP where you really need perfect 5x3 5x4 5x5 items. As there is no content there is no demand for such gear exept you make it for your own or guy who want to raise his chance in PVP.
     
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  20. Violette Dyonisys

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    Something I don't understand though about your statements, if there really was no market at all for crafters, why were there so many of em selling so much gear? Why is there towns where they've separated the vendor stocks by type of crafted Items? I mean look at Elrond, Rando, Robyn, Tailz & Ozzy, and I am surely missing so many others.

    Having a real specialization would not have created a new market out of the blue, as those who already did everything themselves would have done it either way, because those who do everything themselves DON'T want to rely on others. Just look at how mad some people were that a white dragon was only in a PvP zone, They HAD to kill it themselves, it was a MUST. Same thing for crafted gear, those players MUST do it by themselves.

    Doing it this way will simply make crafters lives much easier, and in all seriousness, 24m producer EXP for 1 tree, and exponentially past that? Are you seriously saying it is a piece of cake? For Adventurer trees you can make 1m exp per hour EASY, for crafting there may be a point where this is true, but not for ever, it is only until you've crafted every recipe a few times.

    Specialization in crafting being limited to X trees per avatar would have NOT solved ANY issues with the game, zero. Crafters will still make everything themselves, self sufficient players too, and the rest will rely on others either as groups to avoid the massive experience sink, or because they can't bother with crafting (like me and many others who do actually help the crafters economy).
     
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