Difference between revisions of "Profession"

 
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{{quotation|The player can practice all kinds of gathering and crafting professions by gathering and crafting most of the items in the game, but players can only gather the rarest resources and craft the best items if they focus on one gathering profession and one crafting profession.|[https://www.youtube.com/watch?v{{=}}Pfpidpblj8s  Corepunk Gameplay Video #4: Professions]}}
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{{quotation|We want players to be able to freely collect or craft 95% of the items in the game using all professions.|website}}
In Corepunk, the [[profession]] system is used to keep track of a player's [[gathering]] and [[crafting]] skills. There are 8 professions in total, each one specializing in a different resource or item.
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In Corepunk, the [[profession]] system is used to keep track of a player's [[gathering]] and [[crafting]] skills. There are {{#ask:[[Category:Professions]]|format=count}} professions in total, with each specializing in a different resource or item.
  
 
==Gathering==
 
==Gathering==
{{see|text=Main Article:|[[Gathering]]}}
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{{see|Gathering|Main Article:}}
Gathering is the process of collecting materials from a [[Gathering#resource nodes|resource node]].
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Gathering is the process of collecting materials from a [[Gathering#Resource Nodes|resource node]].
There are 4 different gathering professions: [[Butchery]], [[Herbalism]], [[Logging]], and [[Mining]].<br>
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There are {{#ask:[[Category:Gathering Professions]]|format=count}} different gathering professions: {{serial|{{#ask:[[Category:Gathering Professions]]}}}}.<br>
 
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
 
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
 
To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
 
To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
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==Crafting==
 
==Crafting==
{{see|text=Main Article:|[[Crafting]]}}
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{{see|Crafting|Main Article:}}
There are 4 different gathering professions, all with very different mechanics:<br>
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There are {{#ask:[[Category:Crafting Professions]]|format=count}} different crafting professions: {{serial|{{#ask:[[Category:Crafting Professions]]}}}}. To craft an item, players must use the profession's respective [[Workbench]], or use the [[Synthesis Machine]]. Using a workbench, crafting requires a [[recipe]]. However, the synthesis machine doesn't require a recipe. As a result, items are crafted using it are more expensive to craft. The synthesis machine can also be used to upgrade skins you have by adding [[Upgrade Kit]]s and, optionally, some additional resources to increase the chances of acquiring rarer skins made with different materials.
{{arrow}}[[Alchemy]]<br>
 
{{arrow}}[[Construction]]<br>
 
{{arrow}}[[Mysticism]]<br>
 
{{arrow}}[[Weaponsmith]]
 
  
Most items must be crafted at their profession's respective [[workbench]], or at the [[synthesis machine]]. Using a workbench, crafting requires a recipe. However, the synthesis machine doesn't require a recipe. As a result, items are crafted using it are more expensive to craft. The synthesis machine can also be used to upgrade skins you have by adding [[upgrade kit]]s and, optionally, some additional resources to increase the chances of acquiring rarer skins made with different materials.
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Items have two main judgements of satus: [[Profession#Tier|tier]], and [[Profession#Quality|quality]]. They are very similar but have different implications on the crafted item depending on the profession. The [[Stat]]s of crafted items are determined by randomly choosing a value between an upper and lower bound.
 
 
Items have two main judgements of satus: [[Profession#Tier|tier]], and [[Profession#Quality|quality]]. They are very similar and have different implications on the crafted item depending on the profession.
 
 
===Tier===
 
===Tier===
{{see|text=Main Article:|[[Tier]]}}
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{{see|Tier|Main Article:}}
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An item's tier represents how it was crafted. It affects either how many or how good an item's stats are.<br>
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Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.
  
Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.<br>
 
In general, an item's tier represents how good its [[Stat#Primary Stats|primary stats]] are.
 
 
===Quality===
 
===Quality===
{{see|text=Main Article:|[[Quality]]}}
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{{see|Quality|Main Article:}}
 
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An item's quality represents its rarity. It is not specific to crafted items, therefore it shouldn't be compared with item tier and should instead be thought of as a completely separate metric.<br>
There are five possible qualities of a crafted item: Common, Uncommon, Rare, Epic, and Legendary.<br>
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Higher-quality items used in crafting affect the crafted item's secondary characteristics, such as a [[consumable]]'s quantity, a weapon's upgrade slots, or an artifact's secondary stats.<br>
In general, an item's quality represents how many [[Stat#Secondary Stats|secondary stats]] there are. Most crafted items are of common quality, but there is a small chance of an item being of a higher tier.
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There are five possible qualities of an item: Common, Uncommon, Rare, Epic, and Legendary.
  
 
==Progression==
 
==Progression==
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In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).  
 
In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).  
 
===Efficiency===
 
===Efficiency===
{{see|text=Main Article:|[[Efficiency]]}}{{blockquote|In terms of game design, we’re not always advocates of rigid distinctions. More often than not, we favor mechanics where there is a choice, and that choice has both positive and negative consequences.|source=[https://www.youtube.com/watch?v=Pfpidpblj8s Corepunk Gameplay Video #4: Professions]}}
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{{see|Efficiency|Main Article:}}{{blockquote|We favor mechanics where there is a choice, and that choice has both positive and negative consequences.|Corepunk Gameplay Video #4: Professions|https://www.youtube.com/watch?v{{=}}Pfpidpblj8s&t{{=}}316s}}
 
[[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.<br>
 
[[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.<br>
 
100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Upon increasing the efficiency of one profession, the efficiency of the '''least-used''' profession of the '''same type''' decreases in tandem.
 
100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Upon increasing the efficiency of one profession, the efficiency of the '''least-used''' profession of the '''same type''' decreases in tandem.
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{{arrow}}A higher chance of gathering rarer resources.<br>
 
{{arrow}}A higher chance of gathering rarer resources.<br>
 
{{arrow}}A lower chance of failing the collection of a resource.<br>
 
{{arrow}}A lower chance of failing the collection of a resource.<br>
{{arrow}}A higher chance of crafting items with higher [[gear score]]. 100% efficiency on the corresponding profession is required for this to take effect.<br>
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{{arrow}}A higher chance of crafting items with higher [[Gear Score]]. 100% efficiency on the corresponding profession is required for this to take effect.<br>
 
{{arrow}}Access to a profession-unique bonus which affects gameplay. Upon reaching [[Level#Max Level|level 40]], 100% efficiency on the corresponding profession is required.
 
{{arrow}}Access to a profession-unique bonus which affects gameplay. Upon reaching [[Level#Max Level|level 40]], 100% efficiency on the corresponding profession is required.
  
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===Mastery Level===
 
===Mastery Level===
{{see|text=Main Article:|[[Mastery Level]]}}
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{{see|Mastery Level|Main Article:}}
Mastery Level measures a profession's experience level. There are three distinct mastery levels: Beginner, Advanced, and Master.
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Mastery Level measures a profession's experience level. There are five distinct mastery levels: Newbie, Journeyman, Craftsman, Expert, and Master.
  
 
A higher mastery level unlocks:<br>
 
A higher mastery level unlocks:<br>

Latest revision as of 12:10, 5 January 2024

We want players to be able to freely collect or craft 95% of the items in the game using all professions.

In Corepunk, the profession system is used to keep track of a player's Gathering and Crafting skills. There are 9 professions in total, with each specializing in a different resource or item.

Gathering[edit]

Main Article: Gathering

Gathering is the process of collecting materials from a resource node. There are 4 different gathering professions: Butchering, Herbalism, Logging, and Mining.

Progress bar for Herbalism. The item has not yet been identified.

To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:
Arrow.pngThe progress bar must reach the end.
Arrow.pngThe item must be idenfitied.
Arrow.pngThe gathering attempt must not fail.

This process repeats until no more gathering attempts can occur at a resource.

Crafting[edit]

Main Article: Crafting

There are 4 different crafting professions: Alchemy, Constructor, Mysticism, and Weaponsmithing. To craft an item, players must use the profession's respective Workbench, or use the Synthesis Machine. Using a workbench, crafting requires a Recipe. However, the synthesis machine doesn't require a recipe. As a result, items are crafted using it are more expensive to craft. The synthesis machine can also be used to upgrade skins you have by adding Upgrade Kits and, optionally, some additional resources to increase the chances of acquiring rarer skins made with different materials.

Items have two main judgements of satus: tier, and quality. They are very similar but have different implications on the crafted item depending on the profession. The Stats of crafted items are determined by randomly choosing a value between an upper and lower bound.

Tier[edit]

Main Article: Tier

An item's tier represents how it was crafted. It affects either how many or how good an item's stats are.
Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.

Quality[edit]

Main Article: Quality

An item's quality represents its rarity. It is not specific to crafted items, therefore it shouldn't be compared with item tier and should instead be thought of as a completely separate metric.
Higher-quality items used in crafting affect the crafted item's secondary characteristics, such as a Consumable's quantity, a weapon's upgrade slots, or an artifact's secondary stats.
There are five possible qualities of an item: Common, Uncommon, Rare, Epic, and Legendary.

Progression[edit]

Players can progress their professions by doing activities related to the profession. By doing this, players gain Experience for both their Character and the related profession. Upon gaining profession experience, 2 metrics change: Efficiency, and Mastery Level (not to be confused with Weapon Mastery).

In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).

Efficiency[edit]

Main Article: Efficiency

"We favor mechanics where there is a choice, and that choice has both positive and negative consequences."

Artificial Core's design philosophy includes the idea that in-game decisions are not clear-cut. Efficiency is an example of this.
100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Upon increasing the efficiency of one profession, the efficiency of the least-used profession of the same type decreases in tandem.

A higher efficiency means:
Arrow.pngA higher chance of gathering rarer resources.
Arrow.pngA lower chance of failing the collection of a resource.
Arrow.pngA higher chance of crafting items with higher Gear Score. 100% efficiency on the corresponding profession is required for this to take effect.
Arrow.pngAccess to a profession-unique bonus which affects gameplay. Upon reaching level 40, 100% efficiency on the corresponding profession is required.

To increase efficiency in gathering professions, players must gather resources corresponding to the gathering profession they want to increase.
To increase efficiency in crafting professions, players must craft items with a gear score high enough for the current mastery level of the corresponding crafting profession.

Mastery Level[edit]

Main Article: Mastery Level

Mastery Level measures a profession's experience level. There are five distinct mastery levels: Newbie, Journeyman, Craftsman, Expert, and Master.

A higher mastery level unlocks:
Arrow.pngThe ability to gather higher tier resource nodes.
Arrow.pngAdditional gathering chances.
Arrow.pngA higher chance of finding a resource.
Arrow.pngA profession-specific bonus to crafted items.

Unlike efficiency, mastery level can never decrease.