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All crafters/harvesters just use stealth archetype?


cloudfly
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Considering that all crafting and skills training will be on one "crow" or character. Wouldn't all crafters just go stealth archetypes and max their stealth and crafting? I mean, you're full time crafters are just going to be stealth archetypes because that makes the most sense with the highest probability of success of not getting killed in the world. 

 

so why would a crafter / harvester choose to be any other archetype that doesn't have stealth?

 

i believe it will be the standard for most crafters to just go stealth.

 

you heard it here first.

 

maybe...i didn't search the forums lol.

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Considering that all crafting and skills training will be on one "crow" or character. Wouldn't all crafters just go stealth archetypes and max their stealth and crafting? I mean, you're full time crafters are just going to be stealth archetypes because that makes the most sense with the highest probability of success of not getting killed in the world. 

 

so why would a crafter / harvester choose to be any other archetype that doesn't have stealth?

 

i believe it will be the standard for most crafters to just go stealth.

 

you heard it here first.

 

maybe...i didn't search the forums lol.

 

Yeah, I kind of expect that, at least for gathering, stealth is going to be a thing.  Of course, it may be a little less Wild West on different rule sets allowing for more creative and interesting combinations.  I do think you'll see lots of dual accounts with perhaps one account being used for gathering and one for crafting, with the former staying primarily in the EK and the latter stealthing about the Dregs.  Of course, if certain crafting stations are only found in the Dregs, that could change things too.  Personally, I don't think it is a terrible idea to allow players to create there own factories/stores in EKs which they may chose really not to leave.

The Artist Formerly Known as Regulus

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As things are in big world, that's the way to go.

But in beta stronger archetypes will be able to carry more inventory, most archetypes will have access to stealth on the general skill combat tree, and hopefully each archetype will have inherent advantages that may lead to some archetypes being the best for particular craft niches. e.g. The ranger can already train up a specific advantage when fighting or trapping beasts, Rangers may be the best at animal husbandry as well.

We still haven't seen the Stoneborn Forgemaster, a hammer specialist yet. I fully expect Forgemaster to have inherent or trainable archetype advantages in blacksmithing, masonry, and jewelcrafting (lapidary). With the highest starting spirit attribute, stoneborn may even be the most-advantaged archetype for binding thralls (hard to say, when we know almost nothing about thrall-binding).

 

Tl;dr   We won't know until much later.

I think the K-Mart of MMO's already exists!  And it ain't us!   :)

 

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...

We still haven't seen the Stoneborn Forgemaster, a hammer specialist yet. I fully expect Forgemaster to have inherent or trainable archetype advantages in blacksmithing, masonry, and jewelcrafting (lapidary). With the highest starting spirit attribute, stoneborn may even be the most-advantaged archetype for binding thralls (hard to say, when we know almost nothing about thrall-binding).

...

 

I doubt this very much. However, there are other potential and creative ways to make crafting/harvesting a part of the Forgemaster. I just don't think you're going to see a superior crafting archetype for a couple of good reasons.

The Artist Formerly Known as Regulus

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I doubt this very much. However, there are other potential and creative ways to make crafting/harvesting a part of the Forgemaster. I just don't think you're going to see a superior crafting archetype for a couple of good reasons.

In one of the q&a sessions they mentioned the possibility that the forge master won't be able to work all three resources. I definitely expect so crafting related tweaks to archetypes!

 

Also, in the current test, I usually spotted harvesters by the environment effects from fairly far away. So stealth only helps so much! (But yes, I agree, stealth and harvesting will go hand in hand a lot)

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The devs said that maybe wight limit is influenced by the STR stat of the archtype. It would make a lot of sense. 

So im thinking most harvesters at least will use STR havy archtypes like the Champ.

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The devs said that maybe wight limit is influenced by the STR stat of the archtype. It would make a lot of sense. 

So im thinking most harvesters at least will use STR havy archtypes like the Champ.

 

I imagine being able to hold more is meaningless if you risk losing it more often. Human psychology tends to be more risk averse, though that doesn't account for stupidity and/or laziness. It's like in EVE Online, the freighters that warp around with no defenses in order to hold more stuff, just being easier to blow up by suicide ganking pirates.

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Dont forget most people will work in groups. So i think we will see crafter/harversters reaaally focused on their roles. Harversters not so much because i see this playstile will attract solo-ist people. But crafters? They will totally leave the fight to other people...

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In one of the q&a sessions they mentioned the possibility that the forge master won't be able to work all three resources. I definitely expect so crafting related tweaks to archetypes!

 

Also, in the current test, I usually spotted harvesters by the environment effects from fairly far away. So stealth only helps so much! (But yes, I agree, stealth and harvesting will go hand in hand a lot)

 

Sure, if they tweak them all a bit, then it's possible.  However, they are not going to make a crafting/gathering focused archetype, i.e. a crafter class, without a major reenvisioning of their plan at this point.  

The Artist Formerly Known as Regulus

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They said something about archetypes starting with some basics crafting skills to support their playstyle. Rangers would be capable of using basic woodworking to make arrows, forgemasters will probably start with some metal thing or who knows what...

Edited by BarriaKarl
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Dont forget most people will work in groups. So i think we will see crafter/harversters reaaally focused on their roles. Harversters not so much because i see this playstile will attract solo-ist people. But crafters? They will totally leave the fight to other people...

They did say that harvesting in the campain is like the mining operations in eve online.

You take a group of harvesters + soilders to protect them and scouts that warn early of any movement in the area.

Then you get guy that haul the goods from the harvesters to the castle. Offcourse they need the same protection too.

 

Even in gods reach will be anti harvester raids and your castle is only as safe as your guards vs the enemy number of duelists digging under your wall.

 

Solo harvester maybe in gods reach but then again i dont understand how people can even think of solo play in crowfall.

The entire game is centert around Guilds. Strengh in numbers.

 

People cant do anything alone you need other people to be even somewhat usefull.

Shure people can try to harvest alone but thats asking for being ganked.

Shure people can craft alone but where do you get your res and again you are asking for being ganked.

Shure people can try to focus on killing others in gods reach just join the zerk.

But will you get anything out of it? Nope the castle will go to the largest guild present and you get nothing at all.

 

If no zerk is running around what do they do? Run around with a group of randoms? Can they trust that they will not abonden each other if things get out of controll?

If people who play alone join the zerk and win the castle fight shure they contributed to the gods faction victory but thats it.

If they want a castle, if they want good gear, if they want to harvest anything without getting killed then they need a trusted group or even better a guild.

 

They could count on random groups to setup and protect you and vize versa, but ask yourself would you risk your life and hard earned res if one of the randoms is in trouble? Would they risk it? I dont think so. 

 

Only in your own EK solo play is possible but going into campains without a guild? I dont think so.

 

Just my 2 cent on this matter.

 

that was partly a bit offtopic so i apologize for that.

 

On topic: It is because you cant do anything effectivly alone and will be permanent in group/guild aktivitis that you can for example use the champ as a harvester while the duelist , assasins and Archers scout the area around you.

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As things are in big world, that's the way to go.

But in beta stronger archetypes will be able to carry more inventory, most archetypes will have access to stealth on the general skill combat tree, and hopefully each archetype will have inherent advantages that may lead to some archetypes being the best for particular craft niches. e.g. The ranger can already train up a specific advantage when fighting or trapping beasts, Rangers may be the best at animal husbandry as well.

We still haven't seen the Stoneborn Forgemaster, a hammer specialist yet. I fully expect Forgemaster to have inherent or trainable archetype advantages in blacksmithing, masonry, and jewelcrafting (lapidary). With the highest starting spirit attribute, stoneborn may even be the most-advantaged archetype for binding thralls (hard to say, when we know almost nothing about thrall-binding).

 

Tl;dr   We won't know until much later.

 

i hope the forgemasters work like mace specialists in path of exile. heavy on stuns to everyone and everything. get too close? stunned. if paired with low dps it wouldn't make it overpowered, more of a defensive setup than anything. but still vulnerable to ranged attacks.

Edited by Kalus_Konkwest
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Only in your own EK solo play is possible but going into campains without a guild? I dont think so.

 

 

i think solo people will be able to do fairly well in all but the guild vs guild CWs. there's no reason they shouldn't be able to play in the others effectively. sure they won't be able to take on a full group of people in a guild, but they could harass them and try to pick off stragglers. and in the dregs teaming with guildies could be a liablity, if friendly fire is a thing. it would be a simple matter of getting in the middle of them and letting them hit each other then.

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Solo harvester maybe in gods reach but then again i dont understand how people can even think of solo play in crowfall.

The entire game is centert around Guilds. Strengh in numbers.

 

Solo doesnt mean you will do everything alone it means you will play alone, there is a difference.

 

I would like to be a solo Harverster(Animal)/explorer. But i will still interact with people, i need to sell my stuff and buy from others. I will not raid towns i will enter them do everything i need (go to a tavern?) and exit like most people do.

 

I think you could see me as a mercenary? I am no foe but i am no ally. If you need me i may or may be not there to help you.

 

Of course that will only work if the other players dont attack everyone on sight. Which i hope is the case, otherwise i dont see me playing this even in a guild...

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Except when exploration and tracking are put in too the game. Which are supposed to counter the stealth mechanic.

 

And, stealth is a separate general skills tree than harvesting.

Edited by Vectious

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Except when exploration and tracking are put in too the game. Which are supposed to counter the stealth mechanic.

 

And, stealth is a separate general skills tree than harvesting.

I personally cannot wait for track. In the environment we are testing in BW track v.s. stealth is the game within the game we've been waiting for. 

 

Peeking and Stealing would rock the party too. Get true stealth + peek inventory + steal item + track + detect hidden + reveal mechanics in and the freaks will come out.

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Stealth is a good point, but some people might want a crafter that would be useful in team fights so maybe a healer/druid? Or for those that like to be a tank since they're the ones that will be holding majority of the loot, they would be a little harder to kill. But for that to work they would need a team standing close by in case of attack. So stealth i see being kinda good when your gathering resources solo but on the other hand I could easily see where someone was at when Trees were disappointing and i would see the brown smoke near the bottom of the trunk and sure enough on closer inspection there was a player chopping trees. So unless you only gonna use the stealth solely for running away then yea i could maybe see that working. BUT also gotta wonder if the RMB used for going stealth to run away is also using Stamina. The same stamina that is being drained all the time when gathering resources. So if that's the case you couldn't even run away since your stamina is always low.  

 

I'm blabbering on now, I wanted to do the Druid crafter so that when I was on a team I could use her as a healer support role, then when my team won a fight go off and collect the spoils in the close proximity that we were in. 

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Solo harvester maybe in gods reach but then again i dont understand how people can even think of solo play in crowfall.

The entire game is centert around Guilds. Strengh in numbers.

Guilds have theirs advantages. So do solo players. One man can easily sneak away if he is aware of surroundings. One guild would hardly flee without anyone killed and if they badly decide to fight, they will loose much more than a single person. Resources of all as well as durability of all's equipment.

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