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jasta85

any game mechanics that discourage alternate crafting accounts?

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So, from what I understand on each account you passively train 1 general and 1 archetype skill (3 if you are VIP).  Naturally this means that if you have 2 accounts you can have 2 characters each training general skills and 2(6) archetypes.

 

So if I have my "main account" which has my primary crafter which I take into campaigns and is focuses on crafts that actively help in battle (potions, armor/weapon making/repair, etc) while my alternate crafting account stays in the eternal kingdom and focuses solely on logistical crafting professions such as geomancer (improving parcels and parcel deeds) and stone mason and carpenter (for building maintaining my buildings).  I can make my alternate account a vassal so he lives on my eternal kingdom and improves it while my main is away fighting campaigns.

 

Is there any reason not to do this (aside from saving money on another account)?  since skills are primarily learned passively it seems to encourage having multiple accounts since they can progress even if you are not actively playing those characters.

Edited by jasta85

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I'd guess most of us crafters will be giong for 2-3 accounts. Remembering the mass of crafting disciplines shown in the stream, we'll have quite some area to cover :D


Let me sing you a song / Of a world that just vanished / Of a story that ended to soon
Let me bring you a cup / Make a toast to the living / And a toast to the legends we share

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The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest.  

I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise. 

Edited by Osegrim

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I'm curious about actual currency.  Do you get gold or whatever by some method through campaigns or something?  Is that affected by embargo?  If you've got a castle that needs upkeep and repairs or even just repairing and replacing weapons/armor/vessels and can't do it yourself you'll need to pay people for their services.  Has there been any indication as to how we will gain currency and will there be any gates on it?

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They stated some while ago that, whilst there will be no real money, you can craft coins out of ores, and use them for trading. As it is a sandboxy kind of game, the want to encourage free trading: goat against 5 Blocks of stone ;)

But don't know if that information is still up to date

Edited by Akineko

Let me sing you a song / Of a world that just vanished / Of a story that ended to soon
Let me bring you a cup / Make a toast to the living / And a toast to the legends we share

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Just a bit worried that if you have a kingdom that's falling into disrepair and end up having a string of bad luck on campaigns, getting beaten constantly by the other side, you end up sitting in a pile of rubble with no way to repair them.

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I'd guess most of us crafters will be giong for 2-3 accounts. Remembering the mass of crafting disciplines shown in the stream, we'll have quite some area to cover :D

If there are any advantages to any particular crafting niche for any archetype, VIP tickets would make sense for dedicated crafters as much as they do for dedicated battle crows or explorer crows.


Honestly, you are the type of person that is much to competitive, has zero compassion for other people and think you are better than everyone else. You likely love to troll people on a day to day bases to get others angry and laugh about it. You make playing any online game unfun for everyone else.  -Kuroaka

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If there are any advantages to any particular crafting niche for any archetype, VIP tickets would make sense for dedicated crafters as much as they do for dedicated battle crows or explorer crows.

 

Well, only if the archetypes have crafting-relevant skills....I do hope so, but they did say that Forgemaster e.g. wouldn't be all about crafting, but battle. We simple do not know yet which skills willl come in handy for a crafter.

And I did not say "VIP" isn't needed for crafters!" - I just said that, no mtter if VIP Acc or not, more than one will be probably be profitable for crafters.


Let me sing you a song / Of a world that just vanished / Of a story that ended to soon
Let me bring you a cup / Make a toast to the living / And a toast to the legends we share

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After seeing the sheer amount of crafting skills available it'll really deter people from going too crazy on multiple accounts. If there were only a handful of useful skills needed to be self sufficient then I'd see them being more prominent.

 

I'll likely have another crafting account but it'll be to fill a roll that my guild needs. Trying to do everything would be damn near impossible though.

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One thing that would be useful in having 2 accounts would be to send your main character into the riskiest campaigns to try and get the most valuable resources while keeping your alternate in your eternal kingdom to harvest any resource nodes you maintain there.  hell you could basically use your alternate's kingdom as a giant resource gathering spot that has nothing but resource nodes on it and and then send the resources to your main eternal kingdom.  the resources would be low rarity but should be enough to maintain your structures and maybe produce cheap expendible gear for selling or using as emergency backup.

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Base the the information given to us it will very likely be most people will run two accounts base on the number of types of crafting in game.

I'm sure we can even start threads on the different reasons why people have split accounts.

In SWG before and after the two combat upgrades I was running 5 accounts.

In EVE it was 5 accounts with my main mostly collecting Resources.

In ArcheAge I only had two.

It will be interesting to see what does this game have some of us do

If the crafting is good you will see me with minimal two accounts


Everyman dies, Not every man truly lives.

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with passive skillgain, i see no way around multiple accounts. i dont like it though.

and imo, it would be better, if every accound could invest in combat abilities PLUS crafting/exploring etc.

if there are skilltrees for combat bonusses and others for crafting, its really forcing players to have a main acc with fighting bonusses and others with crafting.

as i see it, the reason for passive training is, that ACE does not want to force us to play as much as possible.

how about having active training and allowing to activate training with lower speed if we are offline? so whenever online, no skills would raise by themselves, but whenever we go fight/gather/craft, the skills raises fast, but if we go offline, we have the ability to activate training mode, where our characters would get skills slowly. one could still go offline for a week and come back with better skills, but if one wanted to have multiple crafting professions, it would be easier to do so with active training and putting time into skilling those actively.

at least, please split up general in fighting related and non-fighting-related and let us train one of both. its a fighting game in the end.

Edited by Gromschlog

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Other than a need to actively play the character to do the actual crafting/gathering, there does not appear to be anything to discourage heavy reliance on crafting alts.  The fact that a new acct is a one time purchase and no ongoing subscription further encourages the use of alt accounts. 

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I haven't ever played with an alternative account so this may seem a bit dumb, but aren't alternative accounts bothersome to manage ? having to log off/in every time ?

 

Would it be a bad idea for ACE to "improve" the VIP system : rather than classic VIP "1 general skill / 3 archetypes", you can VIP+++ (2 general skill/ 4 archetypes") which can be improved in VIP+++++++ with "2 general skill/ 6 archetypes". Just make it a bit cheaper than managing 2 VIP-accounts (or more ?).

 

That way everything is centralized in 1 account, crafters aren't forced to ONLY play crafting (cause now they can also train fighting abilities) and that doesn't really give you an advantage over other players since you can't join with several accounts the same campaign/manage multiple EKs. 

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I haven't ever played with an alternative account so this may seem a bit dumb, but aren't alternative accounts bothersome to manage ? having to log off/in every time ?

 

Would it be a bad idea for ACE to "improve" the VIP system : rather than classic VIP "1 general skill / 3 archetypes", you can VIP+++ (2 general skill/ 4 archetypes") which can be improved in VIP+++++++ with "2 general skill/ 6 archetypes". Just make it a bit cheaper than managing 2 VIP-accounts (or more ?).

 

That way everything is centralized in 1 account, crafters aren't forced to ONLY play crafting (cause now they can also train fighting abilities) and that doesn't really give you an advantage over other players since you can't join with several accounts the same campaign/manage multiple EKs. 

 

I think the danger here is that the game falls into a Pay-to-gain advantage model?

 

Someone with a bare minimum amount of money is going to progress slower than saomeone who can pay vip+++++ - and alos multipboxers will STILL have many accounts.. just now they are all vip+++++++++++++++++++ :)


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It's been said a billion times in other forums but, VIP is worth $15 and Crowfall will cost $50 or possibly $60 on release. So buying a new account pays itself off in 4 months max, doubles your training speed and gives you an extra general training skill. Not to mention the ability to play different campaigns, join different guilds, double your inventory space and give you an extra EK.

 

There's no way they could make VIP as efficient as another account or else they would lose even more money. VIP is designed for players that don't want to hooligan around with multiple log-ins and would rather focus on a single account.

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Given that harvesting now has its own skill tree and is capable of being a full time profession I'm definitely sticking with having 2 accounts, one dedicated primarily for fighting overall campaign combat, and the other dedicated to an economic role.  Only having one general skill that can be trained at a time and yet so many useful general skills seems like it's practically pushing players to make more than one account to take advantage of that fact.

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The simple answer is yes, shelter and feeding costs can or will increase with each character used in a campaign.

 

Whether the solutions are applied and developed well is unknown, but it take 5 seconds to observe the solution.


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