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The Repopulation Wiki
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==Tradeskills== ===Do I Need To Fight Monsters To Be A Crafter?=== You can exist without any combat in the Repopulation if you so choose. However, in some cases the natural resources you need are most easily collected through combat. It really depends on the trade skill. A trade skill that relies on hides would benefit from some combat to obtain those hides through Corpse Extraction, but they could also be bought from other players or obtained through missions. Other materials such as metals are far easier to obtain through harvesting than combat. ===Will Crafted Items Be Useful?=== Very much so. Not only will you be able to craft a variety of different items, but the highest quality crafted components will be the best gear in the game. ===Wonβt High Grade Craftables Limit the Function of Raids?=== Raid bosses will drop a mixture of very good items, and crafting components which can be used by crafters to create some amazing items. They will certainly still have a place. ===Will The Best Crafting Materials Only Come From Raids?=== No. They will also be available rarely from manual harvesting and epic missions. ===What Are the Differences Between Manual and Automated Harvesting?=== Automated Harvesting is a hands off approach that involves placing a harvester and letting it slowly harvest resources for you. Manual harvesting requires you to interact with randomly spawning resource nodes to extract resources from them. Manual harvesting is faster and gives you a chance at obtaining rare materials. ===How Does Corpse Extraction Work?=== Corpse Extraction is a harvesting skill used on a dead creature. This ability can improve your Species Mastery of that species, but also can result in harvests for that specific species type. The higher your Species Mastery with that species, the higher grade and quality your results will be. You have the choice of doing a Quick harvest here which will automate the extraction process. Or you can choose to manually tweak how you harvest, to look for specific grades or to attempt to reach a higher grade. ===Are Resources Unlimited?=== No they are not. If an area becomes overharvested it will produce resources less often. If an area has not been harvested in a while it will produce plenty of them. This system is meant to encourage players to harvest in more obscure locations, rather than in the safest possible areas. ===Will everyone be producing the same results?=== No, our system is setup to allow for a grade and sub-grade quality for each result. So you can produce anywhere from an F-A result along with a sub-grade of 0-9. A result with a grade of B5 is going to be better than a C5 and a good deal of all the components that go into a recipe are created from another recipe so you have the chance to create better quality ingredients to get a better quality result. The better you are at a certain recipe and the higher your skill the easier it will be to create the higher quality B and A grade results. Harvested materials make use of this system as well and the higher quality materials is what everyone will be after. ===Can a recipe create multiple results?=== It is possible, not every recipe will do this though, but it is possible that a grade A might produce a completely different result than a grade B. Each level of result also can produce a different result if designed to do so. In addition, we make use of what we call filter ingredients that can change the result as well. These can be used to produce an off balanced fitting as an example or an altogether different result. There could literally be 100s of different results from a single recipe based on all of these factors if we wanted the recipe to do it. ===Are there rare recipes?=== If you are asking are there recipes that are harder to earn the answer is right now they are all fairly common knowledge. Since a recipe is linked to many different results it is possible to have rare results linked to a recipe. Most "rarity" in the process is from producing high grade results that are more sought after than the lower grade counter parts. ===Is there any other randomness to the results?=== We make use of what we call the crafting Event system to provide random options to playing during the crafting process. Many times they will get 2 or more options that have a variety of risk/reward scenarios. You can take it safe not to waste the process or risk a higher reward at a high chance it will actually make it far worse. These events will also require an ingredient to function properly and each recipe can have a certain set of events and more can be added in during development.
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