When I read this I thought there was no way that was the actual recipe. I had to look it up.
Bad news, everyone! I was right! ... It's worse.
You need another bear in the middle step too.
There's no way this isn't AI though. No human could possibly think "let's see, to make leather, I need to get a hide from a bear, combine that hide with another bear to tan it, and then combine that tanned hide with another bear to get leather." Someone definitely told the AI "it should be three steps" and "no the last step can't JUST be tanned hide -> leather you need to add something". Either that or "include gatherables in each step". I could see an AI going "oh okay, more bear then."
This.
Bears repeating.
(I also considered a 'Splinter Topic: Bear With Me Here')
While I realize it is the height of arrogance to write/respond to this as if it is somehow related to things I personally have said, never let it be said that I don't aim for the stratosphere, so I'll go further and
apologize for letting things turn out this way, if AI is involved.
So, despite it being Tuesday, let's address some
Knowledge Paths. After all, I said I would give a giant pile of examples in the last post but actually tried to keep it small. Now I won't. The focus of this post will now be 'explanations of why the way FF11/MineCraft/Throne and Liberty do certain things makes sense' (or occasionally doesn't).
Leather
FF11 Leather recipes consist of 1x Hide, 1x of EITHER Willow Log or Windurstian Tea Leaves, 1 Distilled Water, and one Dark Crystal. The ArtP1-Leather (Sheep Leather) is level 2. This means you can attempt it from level 0, and in the early form of the game it would stop giving exp at level 2.
Windurstian Tea Leaves are ArtC1-Reagent and CuC1-Reagent, as well. But they are for some people technically ArtP1-Gardening_Produce.
In FF11, Gathering has no associated Artisan skill, but Tea Leaves can be gathered rarely in areas in the Windurst Region. Willow Logs are obtainable near San d'Oria where the Leatherworking guild is. In a game such as Ashes or TL where Gathering has such levels, these would therefore be ArtP1-Herbalism or ArtP1-Foraging.
Once the player has learned that ArtC1-Reagent (Herbalism) + ArtC(N)-Hide + Water is how one makes Leather, this continues for
the entire rest of the game. If this was enjoyable or at least acceptable to the player, they do not need to change their behaviour or understanding. They are comfortable, their
Knowledge Path for this was set very early.
Players in Bastok do not 'learn this' as easily despite having Sheep around that they can defeat. They do not have easy access to Tea Leaves without growing them, nor access to a Leatherworking Guild, and minimal Willow Logs. This is fine because Bastokans 'don't wear Leather Armor' (the Jobs/Classes/Archetypes they commonly use are not Leather wearers). This is less acceptable to some player types in games where any class can wear any gear. In Ashes, it loops back, because the distinction is made by mayoral choices, even if those would be influenced by Ecology.
Therefore, if Bastok were a Settlement in Ashes of Creation, the Mayor might still build a Leatherworking Guild station because of the Sheep that live in the hills nearby, but the Climate would still make obtaining both Willow Logs and Tea Leaves more difficult, requiring more Farmers to grow it. The other choice would ofc be to export the Sheepskin to an area with more access to these.
The nearby region Altepa Desert would probably be entirely devoid of both Tea Leaves and Willow Logs, but this would be fine because it is also devoid of Sheep. It does, however, have Dhalmels, so the same 'issue' would appear. The choice of if to import/grow Tea Leaves and have Leatherworking in the region, or just Export the Dhalmel Hide.
When using Sheep Leather, to make for example Leather Gloves, it requires 1x Grass Cloth (ArtC1-Fabric and ArtP1-Weaving_Product) to go with 2x Sheep Leather, and 1 Earth Crystal. For those of us who came into this 'idea of a game with a good economy' this was the obvious starting bias expectation.
Throne and Liberty is currently using the placeholder(?)/stub/simplified version of the above. Their ArtC1-Hide drops from multiple different things 'unfortunately', and the aforementioned 'Mobile Game' style of processing means that Leatherwork ends up being quite 'flat' at this time in comparison to FF11. At some point in a different Dev Discussion thread or similar I've noted that they would need to do something more like:
Soft Leather (they do have this but it's a random drop from any other spoiled thing in this list) from Deer and possibly Terrorbirds
Tough Leather from Boars/Basilisks
Flexible Leather from Sandworms (maybe also Sharks)
Scale-Leather from Snakes (maybe also Lizardmen)
Light Leather from Goats/similar
To be similar to Ashes' imagined intent.
Players would then follow the
Knowledge Path of controlling traits on Leather Gear using the above with something
like:
Soft Leather giving Ranged Evasion trait.
Tough Leather giving Ranged Endurance trait (or Max Health if somehow otherwise processed and/or put into certain specific gear that is allowed to have this Trait)
Flexible Leather giving Magic Evasion trait
Scale-Leather giving Magic Endurance trait
Light-Leather giving traits like Movement Speed, Max Mana, etc depending on either how it was processed, or to retain most simplicity, 'which gear piece it was used to make' (but without the Processing step this would somewhat limit consistency if a specific set of Leather Boots were allowed to have both Movement Speed and Max Mana traits).
If Ashes were to attempt to avoid the Trait system but at least retain Stat Lines, depending on the system complexity the way I consider obvious would be:
- Rare Grade Leather Armor made using Flexible Leather gives some equivalent stat-line or bonus.
- When that gear drops to some Durability level (perfectly fine if it's just 0, if it's difficult) one stat line randomly gets deactivated.
- The gear can be repaired with any Flexible Leather, but repairing it with Common Flexible Leather would leave the stat line inactive.
If it became necessary to have certain gear pieces phase out permanently, then just deactivate 2 Stat Lines and make it so that the player can only easily restore 1x. For RNG lovers, maybe 'whether or not the leather is good enough to restore both' can be random in some way. I'd hate this, but there's usually some way to make it at least palatable. Can even do 'if you repair this with Epic Flexible Leather there is a tiny chance that the gear improves outright, and better Artisans increase the chance of this (like, 1% every ten levels maybe?)
Games are full of complexity like this, and players accept it for all sorts of things as long as you
hide it from most of them. Someone out there is going to love 'that moment when their Leatherworker friend, by hunch, whim, or request, repairs their Uncommon Leather Pants with Rare Leather and suddenly they have Rare Leather Pants'.
I don't think they're as likely to accept/not see through the obfuscation of putting the '20 Bear Asses' quest into the Crafting System.
This is just
Leather, but I'm all in at this point, so...
The berating will continue until morale improves, I guess?