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Difference between revisions of "Template:Gathering"

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m (Text replacement - "flanggler.png}}" to "flanggler.png|link=https://discordapp.com/channels/256164085366915072/256170881171193867/289898903417913355}}")
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* What can be gathered is discovered by trial and error and learning their visuals.{{livestream|3 September 2017|10m48|L30qJOqZUAg}}
 
* What can be gathered is discovered by trial and error and learning their visuals.{{livestream|3 September 2017|10m48|L30qJOqZUAg}}
 
* Gathering within a [[Nodes|node's]] [[Zone of influence]] (ZOI) will contribute to its [[wikipedia:Experience point|experience]] growth.{{livestream|3 September 2017|10m48|L30qJOqZUAg}}
 
* Gathering within a [[Nodes|node's]] [[Zone of influence]] (ZOI) will contribute to its [[wikipedia:Experience point|experience]] growth.{{livestream|3 September 2017|10m48|L30qJOqZUAg}}
* Certain low level gatherables will have a tiered progression into higher level crafting.{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}
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* Certain low level gatherables will have a tiered [[Progression|progression]] into higher level [[Crafting|crafting]].{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}
  
 
<blockquote>''Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.''{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.''{{podcast|11 May 2018|1h00m07|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}</blockquote>

Revision as of 09:49, 27 November 2018

Flanggler (Flower angler or Mimic flower).[1][2]

Gathering is one of the artisan classes in Ashes of Creation.[3][4]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[5]Steven Sharif