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Anhrez

Leadership has just changed location

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thanks @blazzen for pointing out its location , wil need to see a lot of point to test out the new location and the possible change in point impact. the 75% required in the Explore Basics tree is an interesting requirement. To 'Command' I guess you need to know a lot about a lot of Basic stuff. 

n9a72R2.png

 

Edited by Anhrez

Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

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The main leadership skills branches are still in basic combat, basic exploration and basic crafting...   There is no more racial basics and that branch had a leadership effectiveness branch which is gone... 

 

Edited by Frykka

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                                                        Sugoi - Senpai

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I've been griping in the ace dev for awhile they either need to add a 4th sphere or do something with exploration. This is a nice start even though command doesn't really fit thematically. Moving it out of combat makes VIP choices more interesting for a combat focused player. Do they go crafting? Or do they try to go down the command tree. Its a good change and hopefully a sign of things to come.

 


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I like this change.  It's a bit weird training exploration basics to get to crafting leadership, but frankly I don't like the entire crafting leadership model anyway.  

Crafting is supposed to be a solo activity when crafting, social when getting parts.  Shoving social into the solo part is a bit of square peg, round hole, to me.

I would much rather see those bonus values added on as a new sub skill specialist skill area in crafting.  I mean just look at the crafting tree, it's basically flat.

 

 

Edited by KrakkenSmacken

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Just now, KrakkenSmacken said:

I like this change.  It's a bit weird training exploration basics to get to crafting leadership, but frankly I don't like the entire crafting leadership model anyway.  

Crafting is supposed to be a solo activity when crafting, social when getting parts.  Shoving social into the solo part is a bit of square peg, round hole, to me.

 

 

It might be temporary and they will change names around. It is a good change indeed.


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9 minutes ago, Jah said:

Is it?

I sure think sitting for hours and hours at your table hunting for that perfect blue print is not something you want to drag your "leader" friend through. (Hello leader ALT and multiboxing).

"The next screen is where we think people who are really serious about their gear are going to spend a lot of time."

Hotori Honzon didn't need no "leader" watching over his shoulder to be the best swords maker in Kill Bill. I actually can't think of a single master craftsman in fiction that had anything but a helper. Certainly not a "leader".

 

Edited by KrakkenSmacken

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5 minutes ago, KrakkenSmacken said:

I sure think sitting for hours and hours at your table hunting for that perfect blue print is not something you want to drag your "leader" friend through. (Hello leader ALT and multiboxing).

I expect crafters are going to want to craft in groups in campaign worlds. It makes guarding them more efficient, and plus crafting has built-in interdependence between the different crafting types. For example, having a woodworker and a leatherworker around while you do your blacksmithing will be useful.


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45 minutes ago, Jah said:

I expect crafters are going to want to craft in groups in campaign worlds. It makes guarding them more efficient, and plus crafting has built-in interdependence between the different crafting types. For example, having a woodworker and a leatherworker around while you do your blacksmithing will be useful.

I expect there is going to be a breed of dedicated crafters then never even enter a campaign world.  Run EK stores, and spend the most time possible simply going for the best gear. To me, those would be the true master craftsmen, and should be able to produce the best quality stuff.

I guess they could just default/add the crafting buff's to EK's that are normally on the leader line, with something like season of plenty, so that in EK crafters could get the same buff san's leader.

I supposed having a sword guarding your back in a hostile environment would make you more stable, but if build times end up in the hours/days, I don't see anyone standing around guarding the crafting station exclusively for that period of time.

Edited by KrakkenSmacken

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33 minutes ago, Frykka said:

The main leadership skills branches are still in basic combat, basic exploration and basic crafting...   There is no more racial basics and that branch had a leadership effectiveness branch which is gone... 

Yeah I kinda liked it the way it was already but I don't feel that strongly about it either.

40 minutes ago, Anhrez said:

thanks @blazzen for pointing out its location

It was in the patch notes.

Quote
  • Removed all Way of The Leader Passive skill nodes from Profession type Skill Trees.
  • Created new Command Skill Tree off of the Exploration Basics Tree and placed all Way of the Leader skill nodes in there.

 

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Exploration skills aren't just about harvesting, I have been calling it the gameplay track for a long time. It just so happened that harvesting was the first gameplay we built outside of combat. Expect when we add more gameplayesque skill trees for features like like Animal Husbandry (pets/mounts/pack animals) they will end up in Exploration.

Now that I have removed Leadership skill nodes from the Profession Basics skill trees, the trees are roughly balanced around 30 days of training time if you want to 5 pip every skill node.


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21 minutes ago, thomasblair said:

Exploration skills aren't just about harvesting, I have been calling it the gameplay track for a long time. It just so happened that harvesting was the first gameplay we built outside of combat. Expect when we add more gameplayesque skill trees for features like like Animal Husbandry (pets/mounts/pack animals) they will end up in Exploration.

Now that I have removed Leadership skill nodes from the Profession Basics skill trees, the trees are roughly balanced around 30 days of training time if you want to 5 pip every skill node.

Should almost start a general thread on "Let's name the exploration branch" or some such, and see all the crazy things people would call it. 

Probably end up finding just the right word in as brief as 20 or 30 pages of posts. :rolleyes:

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59 minutes ago, KrakkenSmacken said:

Should almost start a general thread on "Let's name the exploration branch" or some such, and see all the crazy things people would call it. 

Probably end up finding just the right word in as brief as 20 or 30 pages of posts. :rolleyes:

I nominate "Collection" to go with the other two "C"'s.  You collect people through leadership, collect single resources through harvesting, collect mounts/pack animals and use them to collect and groups of harvested resources.

 

2 hours ago, Anhrez said:

thanks @blazzen for pointing out its location , wil need to see a lot of point to test out the new location and the possible change in point impact. the 75% required in the Explore Basics tree is an interesting requirement. To 'Command' I guess you need to know a lot about a lot of Basic stuff. 

 

To a degree, that makes some sense.  It would be very hard to be a leader without at least some level of insight into the basics of the relevant subject matter (sometimes even more than that).  Leadership skills make sense to me as a branching of choice and the addition of other skills on top of the basics.

I would, however, concur that leadership in the crafting area makes little sense to me.  Crafting seems to be the application of expert and minute skill and the expert doesn't seem to require a superior or supervisor but may instead require logistical support which is provided by leadership in the harvesting area.  This would also avert the issue of a dedicated crafting character being unable to make the best stuff without someone else simply sitting in group providing a set of buffs and not providing any actual tangible support (unlike a group of harvesters who would all be presumably harvesting at once and might benefit from a leader pointing out how to coordinate their efforts).

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On 5/4/2018 at 1:18 PM, thomasblair said:

Expect when we add more gameplayesque skill trees for features like like Animal Husbandry (pets/mounts/pack animals) they will end up in Exploration.

Don't forget Treasure Hunting ;)  Oh, and something with advanced Field Camps and Cooking for an army would be awesome too!


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On 5/4/2018 at 1:18 PM, thomasblair said:

Exploration skills aren't just about harvesting, I have been calling it the gameplay track for a long time. It just so happened that harvesting was the first gameplay we built outside of combat. Expect when we add more gameplayesque skill trees for features like like Animal Husbandry (pets/mounts/pack animals) they will end up in Exploration.

Now that I have removed Leadership skill nodes from the Profession Basics skill trees, the trees are roughly balanced around 30 days of training time if you want to 5 pip every skill node.

Did this last mini patch just take it away? I just spent 75% of the pips in Exploration Basic and now there is not there ... dammit :) what am I to do with all this basic skill now 

this is what is on 5.6 compared to @Nakawe 's image from just Friday 

GXG0KmO.png


Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

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2 hours ago, Anhrez said:

Did this last mini patch just take it away? I just spent 75% of the pips in Exploration Basic and now there is not there ... dammit :) what am I to do with all this basic skill now 

this is what is on 5.6 compared to @Nakawe 's image from just Friday 

 

I noticed a lot of moving parts in skills this last patch.

A bunch of my tables that I had default recipes on, suddenly were empty of them.  Not that I mind, they should not have been there, but it did interrupt some testing I was planning.

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7 hours ago, Anhrez said:

Did this last mini patch just take it away? I just spent 75% of the pips in Exploration Basic and now there is not there ... dammit :) what am I to do with all this basic skill now 

this is what is on 5.6 compared to @Nakawe 's image from just Friday 

GXG0KmO.png

Glad I didn't spend points there!!  Figured with free mats I would go all crafting on this test.

Edited by Nakawe

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On 5/4/2018 at 2:42 PM, KrakkenSmacken said:

I sure think sitting for hours and hours at your table hunting for that perfect blue print is not something you want to drag your "leader" friend through. (Hello leader ALT and multiboxing).

"The next screen is where we think people who are really serious about their gear are going to spend a lot of time."

Hotori Honzon didn't need no "leader" watching over his shoulder to be the best swords maker in Kill Bill. I actually can't think of a single master craftsman in fiction that had anything but a helper. Certainly not a "leader".

 

SWG had a slicer mechanic where they improved an item. I think they should probably take a look at getting rid of crafting leadership and replace it with an interesting enchanting mechanic. You could use the same experimentation system they have for crafting and put that on top of enchanting. You could even go crazy if you wanted and enchant the specific sub components and then do it again with the finished product. 

If having people work together in the crafting game is a goal, I think this is a better way to go about it than having some afk person standing around.


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On 5/4/2018 at 4:41 PM, KrakkenSmacken said:

Should almost start a general thread on "Let's name the exploration branch" or some such, and see all the crazy things people would call it. 

Probably end up finding just the right word in as brief as 20 or 30 pages of posts. :rolleyes:

"Adventuring"


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