01-31-2022, 10:30 AM
I think this is neat, as it stands I think admins already take into account how experienced your artificer is and their past projects in applications (I've gotten cases where they recommended beginner artificers work with a more experienced one to ensure their uniques come out how they want em to).
I like the idea! I think it's already somewhat applied in practice, because you likely can't produce world altering items or incredible uniques without experience under your belt.
My issue is that "artifice" and "alchemy" are and should be pretty vague categories, so specific rewards for progression sorta pigeonhole em. My artificer for example is good at making/altering metaphysical stuff with runes, but I like to flavor them so that they're not very good with producing intricate technology since even master artificers shouldn't somehow know how to produce every type of thing that could exist, so if we create a progression tree that gives you golemcraft after runecasting it might either require heavy fluff or it will just be something I'm not too interested in since machinery isn't my artificer's schtick.
I think the better way to think about it is to expect artificers to produce and develop schools of artifice kind of, creating noncombat hidden professions other players can pursue like fleshcrafting and white magic/medics.
Currently I've got an app up to make "Contract Binding" a non combat hidden, and though I can't be sure it'll be accepted, I think it's neater to try and create crafting systems and items people have to specifically dev towards to obtain rather than a solid and linear progression for alchemists and artificers, I think you gain non combat value from having a variety of skills that are rare, because if everyone will receive the same progression rewards they'll just continue to be replaceable crafting bots y'know?
Also there's an incredible lack of alchemy dev items/general alchemy development that goes on and it makes me sad. I think I'm gonna make a noncombat guide after all because I think we've got a lot of potential that currently goes untapped.
I like the idea! I think it's already somewhat applied in practice, because you likely can't produce world altering items or incredible uniques without experience under your belt.
My issue is that "artifice" and "alchemy" are and should be pretty vague categories, so specific rewards for progression sorta pigeonhole em. My artificer for example is good at making/altering metaphysical stuff with runes, but I like to flavor them so that they're not very good with producing intricate technology since even master artificers shouldn't somehow know how to produce every type of thing that could exist, so if we create a progression tree that gives you golemcraft after runecasting it might either require heavy fluff or it will just be something I'm not too interested in since machinery isn't my artificer's schtick.
I think the better way to think about it is to expect artificers to produce and develop schools of artifice kind of, creating noncombat hidden professions other players can pursue like fleshcrafting and white magic/medics.
Currently I've got an app up to make "Contract Binding" a non combat hidden, and though I can't be sure it'll be accepted, I think it's neater to try and create crafting systems and items people have to specifically dev towards to obtain rather than a solid and linear progression for alchemists and artificers, I think you gain non combat value from having a variety of skills that are rare, because if everyone will receive the same progression rewards they'll just continue to be replaceable crafting bots y'know?
Also there's an incredible lack of alchemy dev items/general alchemy development that goes on and it makes me sad. I think I'm gonna make a noncombat guide after all because I think we've got a lot of potential that currently goes untapped.