10 MAJOR Issues with Professions in Ashes of Creation



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What is Ashes of Creation?

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.

Risk Vs Reward
All across Verra, you have the opportunity to experience massive warfare, participate in epic trade caravans, and gather valuable components to craft exquisite items. Not only will your fellow players be your adversaries; the creatures of the land and the very environment itself will pose a constant and fresh challenge. Will you siege castles to become royalty, defeat other guilds to showcase your prowess, shape the marketplace by being a successful trader, or earn renown by developing your artisan crafting skills? This is your story, you tell us!

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23 thoughts on “10 MAJOR Issues with Professions in Ashes of Creation”

  1. I can understand not having multiple tools will create a reason to go see a vendor to repair, vs infinity gathering with many tools at your disposal.

    But a Tin Ingot for an Apprentice Fishing rod (requiring 2 Apprentice professions to mine / forge) when all other tools requires copper until Journeyman.

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  2. To me I wish it was easier to tell your leveling Harvesting or Crafting instead of looking at the first place you go and there nothing but the Starting Harvesting or Crafting. You shouldn't need a Guild to do these things.

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  3. Hey Vlhadus, perhaps it is only me not being able to focus quite well.. but when building up such kind of video, would it be possible for you to slightly lower the music volume in the background? In the current state I find it a little too loud compared to your voice. Love your content btw!

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  4. Gonna write a novel, I apologize for this.

    1) I love the passive tree idea, and I hope Intrepid has something similar ideas.
    2) I'd be down to test with this system, could be a great change.
    3) Are you referring to the lower level crafts or just in general?
    4) YES! Granite/Basalt/Iron/Rividium/Wyrdstone/Limestone/Sapphire/Lumadon nodes need a much faster recycle timer. Cause that's what's happening, ppl are mining out the copper/zinc/tin/ruby/halcyon/emerald and its all getting replaced with either stuff we can't gather or stuff we don't really need.
    5) Idk, I think it just comes down to supply. I'd be interested in seeing how fast a person could level say stonemason vs lumber milling.
    6) I'm never against adding more resources (been trying to get Raptors for days and they are always camped)
    7) Animal husbandry is the biggest offender here. Buddy of mine did the math and he's looking at 300 gold for Journeyman AH. Actually wild.
    8) I'd be down for a drop down menu off of the artisan menu that shows what tools you have and you can select which tool you want to use. And yes, tools need another pass for costs.
    9) I'm willing to give this one a pass, just because like you said they have showed we'll have it. Just have to be patient.
    10) For me, its 100% the recycle rate on rocks. Just sucks seeing all these mats I can't harvest taking up possible copper or zinc spawns.
    Great vid man, banger as always. See you in Verra!

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  5. I would love to have an upgrade system for tools; where you can upgrade the handle or blade or whatever. Maybe have like 4 parts to a tool and each can be upgraded independently.

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  6. I haven't done much crafting yet mostly been grinding mobs but I'll gather when i see resources. There's a few things I've been concerned about which is how will gear be a profitable endeavor. Now im not an economist but from most games that have a player driven economy from crafting like Albion, EVE, Ultima Online, its because gear can and will be lost on death so theres always people willing to purchase gear and in this since you will only lose gear going red i dont see how selling gear will be very profitable unless those epic heroic legendary gear pieces are super rare and hard to come by which i think that at a certain point the wont be. Now wow will have a more similar economy minus the market place being region locked and during legion i was able to pay for my sub from standing in the auction house buting mats and crafting then selling for 4 months so maybe there might be something there economy wise that I'm missing maybe with wow its alts while ashes i dont see alts being incredibly common as its already hard to grind just to 25 bit hopefully im wrong.

    I do agree with most of what you aaid grinding out gathering feels like im just doing it to hit the next certificate and thats very much what i have been doing except keeping all my resources so when i do crafting im good to go. I think with the processing fees and fuel im very much on your side i do think that a craftable fuel source for each artisan skill would be very cool as ive definitely used more fuel than i needed like one log being 8 fuel but i only need 5 to make the thing etc and flavor wise it doesnt make sense so maybe if theres a craftable resource for animal husbandry for example where you make feed thats used as a fuel source than can be crafted from maybe wheat or corn or whatever resources they want could be very cool immersive and poyentially fix the idea of efficient fuel for crafting.

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  7. @Vlhadus Gaming yeah crafters are supposed to make the best stuff butttttt atm man its not possible to craft anything good. Your absolutely right they know how rare copper is and gear from grinding is wayyy fast to get so whats the point of crafting lol

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  8. Crafters do make the best shit. If you want BIS gear at lvl 10 and 20, it's crafting. The problem with drops atm is that they completely nullify common/green/blue crafting, so crafting is for all intents and purposes fairly useless until lategame heroic+ and/or BIS gearing, which is obviously not good. That being said, from what I understand atm, almost everything artisan is placeholder, so I guess we'll see down the line.

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  9. My number wish for all artisan is to fundamentally change the gathering experience. Gathering should be about gathering, not running around 99% of the time looking for that one node.

    Gathering should set you in front of a mountain or a forest, and then you start hitting rocks/trees without knowing what you'll get initially. As you level, you can then use surveying tools to detect what's in this area ("you are very likely to find copper here" or "you are not very likely to find iron here" or "you will not find any copper here"). Every rock you hit, every tree you hit, every plant you gather has the potential to be something interesting depending on skills/tools/season/locale, so you're actually GATHERING during your playtime.

    Let me survey and gather during my gameplay. For the love of god, no more 99% running around gameplay searching for these WoW-type nodes for 1% gathering playtime.

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  10. I agree that we should get some bonuses for grinding specific professions. Also legendary only for grand masters are good idea. Having legendary item as novice feels weird. Legendary items should be some kind of heirloom in WoW so you can get these (or buy from others) but only high level players can make them. So alt or new player that joined much later will see in the market some level 1 or level 10 items that are legendary or epic, but people who play from launch will work on uncommon/rare items MAX.

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  11. Lumbering and carpentry level faster because it’s needed more in the alpha phase. People want the caravans. Oak and Ash trees are everywhere. So, yes, it’s way easier. Copper and zinc are hard to find. Metal working is hard to lvl up right now.

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  12. The Artisan tree aside, what if you gained the ability to see the rarity/color potential of the node in the open world if you’re skilled enough? Then it takes your skill into account to determine your chances of extracting properly or getting a lower quality.

    The only way I’ve enjoyed this game thus far is focusing on the economy. By that I mean my “grind” of levels is always associated with finding ways to earn money.I run and farm mats that I can sell or run to one town and buy cheap to sell better elsewhere. That said I also do this because I’m not a fan of the caravan system. PVX and griefers aside, it’s not what I hoped. I thought caravans would be transporting actual goods to areas that they sell better. Instead it’s just glint.

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  13. I see iron and sapphires everywhere and I don’t know that anyone is a journeyman miner yet so those materials are just holding those nodes and no one can mine it.

    And I totally agree. The lawless zones need to have good resources so the gatherers have a reason to risk it. And maybe even have exclusive “lawless resources”

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  14. I think your Gathering Rarity suggestion is a REALLY bad take.

    I think that the impact to the economic incentive means that players will not be able to craft higher tier gear until they are at max level and thus means crafting will not matter until endgame thus reproducting the same issues across other MMOs.

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  15. Crafted gear is better itemized than most* dropped gear.

    I am worried you have a limited context for your economy takes and should chat with more knowledgeable players before you keep making suggestions that will do harm to the overall life of the game/servers.

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  16. I say this all the time, PLEASE Intrepid look at Albion online and take note of their “modern” takes on classic mmorpg gathering. There’s lots of fun profession events, dynamic nodes, creatures that turn into materials…

    Reply

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