#alpha-two-artisan-chat
1 messages · Page 5 of 1
Copper is rare but you can find it more in my experience around rivers and rocky areas on the western side of the map
Where do I find recipes to increase caravan height and caravan width ?
No such thing atm. Higher quality will do that for now
the reason why copper & zinc are so rare is because 2/3 of the maps node spawns are being filled by ores that require journeyman & apprentice tier mining to be gathered.
this needs to be fixed before phase 2, the types of gatherables should be somewhat related to the level of enemies in the area or just mode all the level 20+ nodes outside of the riverlands
this seems like a easy fix to me
Node and mob level have no reference to each other. Most MMOs will keep things the same lvl in an area, but Ashes's has said that's not the intention. Some nodes will be randomized.
maybe i didn't explain this well or you're misundertanding. for example: the area around citadel of steel bloom should have more level ~10-20 gathering nodes spawn possibilities compared to the area around lionshold. does that make more sense?
Higher quality didn’t increase the height. Just the health. And no chassis recipe so I can’t test that.
I was told they are selling in a node with the different types so they might just not have the recipes yet
It’s just that everyone needs copper so highly farmed. I’d rather higher respawn rates on the lower quality nodes
Running around this morning was much better but that’s because wasn’t picked clean
Respawn rates would hopefully be a quicker fix than having to add or remove resource nodes assuming they don’t want to rebalance them currently.
Approximately how many animals do you need to train to get level 10 in animal husbandry?
hey just quickly asking, does rarity of fuel matter?
Nope.
ok, thats good to hear
I have trained 1 animal (no buffs, clothes, etc...) You can probably estimate based on that a bit.
Wood is usually the best (most economical). Ash is 8. Oak is 10. Western larch is 25. Flowers are 1 for the quick recipes.
mhm, its quick and easy to just chop a little wood
Yeah....just point and laugh 🤣
?
hey so is it you can only increase your artisan profession in one thing or is it one per gather, processing, crafting?
Out of all the proffesions (22 of them) you can advance 5 to apprentice, 3 to Journeyman and 2 to master 🙂
oh! nice ty ty
No distinction between gathering, processing or crafting in those limits
sorry for all these newbie questions, I am just rly interested in the artisan part of the game
Feel free to ask as many questions as you like. I will answer all I can
About 8% per train as you get higher
With or without gear boosts?
With
Cool
For my farmers out there. Confirm that we can't make T2 textiles like moonbell and bluebell?
Or is that a recipe drop.
Shouldn't be a drop, cause then we would need seeds too from a vendor... nvm. We just don't get t2 textiles from farming unlike cotton and flax.
midnight mares arent spawning at night anymore at deregal?
the issue is that you will just get spawns filled quicker with things you can't gather until apprentive and journeyman
every weekend i have seen more and more ore nodes filled with apprentice/journeyman required mining that just sit there and accumulat because nobody can get it yet... just another silly choke for a starting server
anyone been able to make legendary tier apprentice tools yet?
got some legenary pieces to try for one
Missing a few. Its 5 apprentice. 4 journeyman. 3 master. 2 GM.
Idk if you can have 3 master and 2 GM at the same time. Or if it means only 1 master and 2 GM. Since technically it's 3 masters+
Good point. You'd have to make one a GM before being able to promote a different master if this was the case. I'm thinking you're probably right and that 2 of your masters can go to GM
So in the end. You're left with 1 Apprentice, 1 Journeymen, 1 Master, 2 Grand Master artisans of the 22.
I think on the wiki it confirms it also with a source.
Makes sense
I'm an alt-oholic, so I'll make a few extra here and there.
That's gonna be some time brother. I pray for you. I can't even make alts on OSRS.
Has anyone seen the crafting item “Cairns tombstone” in game yet?
I stated increasing the spawns of lower level nodes. Not every node. Even if it was every node more spawns would still be better than current. My ideas was a simple solution with minimal dev time. I’m not saying it’s the best solution.
the issue is that the spawns are shared, every possible ore node can spawn as anything so you end up inevitably with higher tier that can't begathered regardless
you need nodes that simply CAN'T be spawned as tier 2-3
im a little confused on how to make money. I could make like a hundred mana salves but I don't really know why I should outside of personal use or spamming for hours that I have them to sell. Am I missin something?
the economy aspect and lot of artisan things are incomplete
Ahhh fair. I was like, so far this is just a huge gold sink lol
well or helping the node
While I do agree that the T2 nodes replacing the T1 nodes is painful, it should self correct eventually. Now that people are hitting T2 mining, they will mine those nodes and then give them a chance at respawning Copper/Zinc
i believe they said player stalls will come with phase 2 right? that means your mana salves can be bought by other players from your stall while you afk watching the new narc upload
I think the bigger issue is no one mining the Granite/Basalt because they don't want it for anything or need it in small amounts other than for town building.
will using a common "Essence Crystal" (something you can buy from a vendor) mean the thing I craft will be common, even if everything else is rare?
A lot of the money for crafters atm is tied to the caravan system
Are they shared? I have a copper spawns I always check
To me it seems like they are set but I’m newer
Most are randomized
Though I believe there is a weighted system in place for spawn rates based on location
Ok. Anecdotally seemed pretty set to me because I have spots I always check and have been same.
it is some what set based on region/area it seems. like copper more often near water and trees
but i've also seen copper in other spots where i usually only see basalt
so its worthwhile to mine those basalts to open the spawns, but for some reason its almost always basalt that will respawn there. and sometimes the T3 mats which nobody can gather
where do you find Zinc? need me some of that
Eh I hit basalt and granite to level mining anyways.
Can just toss it or leave it on ground.
it is just time consuming to do that and then you may not even be getting the respawn
perhaps adding a "rare proc" gather on basalt/granite that provides copper or zinc
and similar things for higher tiers
incentivizes gathering those even if you don't need them and opens spawns
my mining is almost 20 already, its not worth my time to hit those trash ores at the moment
meanwhile, i still am nowhere close to having copper to get the crafting level i want
A better solution that I just thought of would also be to drastically decrease xp requirements on artisan professions to hit 10 and scale it more from then on.
Would be nice to focus some testing this weekend on crafting, but due to the super scarcity of zinc and copper it's been dead slow.
Could make some of those higher tier mats that nobody farms and even stone nodes respawn after a few hours of nobody farming. And let them respawn randomly.
Might be a good temp fix.
they give more gathering xp based on the rarity. should do the same for processing/crafting, but they don't
Are there any websites that list all of the crafting options? I want to click 'Arcane Engineering' and see everything it can craft at what levels for example. Or is Ashes Codex our only option currently?
We finally got a wood shop on our server 10mins before server shutdown. Now time to figure out where all that willow at
caravans
Do you just always make money by doing caravans? Is it only certain things that you transport or can it be anything?
does anyone know where to get recipes for Caravan parts? chassis, wheels, etc.
aprentice level carpentry station in a node that built it, you have them automatically unlocked there. Novice level only has chassis
is there a way to get cotton thread or cotton seeds so I can make the thread ??
i was able to get quite a bit more zinc than copper. i think probably between 600-700 zinc and 300-400 copper
which is still nowhere near enough as a single player for 4 weekends. it takes roughly ~2000 copper to get any crafting profession that uses copper (weapon, arcane engineering, etc) to level 10
when player stalls or auction houses come into play this may change things significantly but given the current game loop, it takes way too long to hit 10 for crafting.
by the time any things can be crafted the average players gear will far outpace the level 10 craftables, especially given that you require the node buildings to craft
you can lower it to 1700 with an epic novice artisan shirt +3
You can buy cotton seeds, then you need to make a sort of compost which I believe is water and animal poop, maybe something like daffodil also and there you go cotton
i thought about that as well, but its difficult to even gather enough materials before i can craft that epic shirt and enchant it
that is also still delaying your ability to level
the pace is just not in line with the leveling speed from grinding mobs and gearing from mob drops
yeah definitely
Everything is going to be group or guild effort and take a lot longer than conventional quick fix and bored mmo's
Doesn't help that scrolls seem to be not functioning
And school of construction building xp bonus to crafting isn't working either
i get that, and i agree with it from a design perspective. but level 10 is not even close to anything mid or end game, it should get exponentially harder as you go not start off incredibly difficult
by the time people are crafting decent level 10 weapons it will only be used for alts
which seems really silly
same with level 20 crafts
maybe by 30 and on it will be used by casual players
there are some artisan focused guilds, they are focusing gather/craft over level
some are focusing caravans for gold., to buy crafted gear
others push ahead with lvl
once you get level cap for phase1-3 (25) a guild focused on leveling will be able to outpace any guild that started with crafting
and they will have better gear to start with for doing caravans safer etc
it is just not balanced well in any regard for artisan vs grinding
yes but then the crafting guild should not mind that too much they are doing what they enjoy
of course, i'm not saying people shouldn't enjoy the way they play
and will get there eventually
i'm saying there should be greater balance and reward for life skillers given how bad it is for them
my suggestions were: drastically decreasing the XP required to hit level 10 (apprentice tier) or increasing some of the spawn rates for things like copper vs the t2/t3 mats that can't be gathered by majority of people
reducing the xp req seems like a better idea given that you can fine tune the quantity of mats afterwards
regarding copper it is definately in game, mined 11 one after the other yesterday,
seems maybe they have a basalt, ruby, granite and copper shared spawn
yes, it is in game. i mined hundreds and i was able to get to level 23 in a shorter period of time than i mined to get all of that copper and zinc lol
I've collected 600 copper 1000 zinc alone. it's there.
hit 20 on cleric, apprentice mining, novice 9 lumber, 7 hunter, 6 herbs, and a 9 ranger and 8 mage
i'm 23 cleric, 17 mining, 10 lumber, 10 herb, hunting
they just need to give more xp for crafting rare+ items
yes, this would help so much
but if its guild effort with multiple gathering then crafting should be easier
and then everyone who contributes benefits from crafters
also remember it takes copper/zinc to build node stations
there just simply isn't enough copper and zinc, the majority of people testing aren't evne trying to push their crafting to 10
imagine when more players are
there is just not enough of the resources for the number of players
given the xp requirements
so don't you have a guild that is feeding you mats to lvl crafting
no one is going to be able to lvl char, gathering and crafting all at once solo
that should def be updated
yeah, you really ramp up after 10 on gathering, especially mining. i noticed the same thing getting hundreds per gather
Can you trade raw ore ?
my guild has abunch fo copper as well, but between 7 of us not enough for 1 person to hit 10 on a crafting profession lol
yes
they also need to allow crafting quantity to be set, having to spam click adding materials for each 1 craft is a carpal tunnel simulator
for WS/AE, 50xp rating shirt increased XP by 25. was getting 185 per craft. if scrolls were working you could get 33 more per. makes the total under 1500. then split between copper/zinc recipes 750 each is.... maybe doable.
that is still too much for level 10 imo, would make sense for it to take that long for level 20
I will look again next weekend -- but no vender I saw had cotton - only flax seeds. Thanks reply
I have seen them, but I was focusing on flax at the time. Try the actual farming vendor maybe, the one where you level up to apprentice. Maybe there
Cotton seeds are only sold on independent vendors - not in the nodes’ town
Heyo everyone, I can see there two different versions of hunting bows on wiki with two different recipes...ingame i saw available Apprentice Hunting bow 2 recipe, but not version 1. Do we know what is the difference between them?
I did a some quick arithmatic, and because there are 5 crafting professions 9 processing professions and 8 crafting professions, you end up needing an awful lot of gatherers to support many processors and 1 crafter, particularly with the fuel concept, and that crafter is going to have to turn out about 30 of whatever they produce to supply the people contributing to the production line let alone anyone else. So many different gatherables, and processes involved in the final product.
Do crafters also have a queue system to creating items? I only got to do some sawmilling last I was on, but i'm wondering what the end goal is on the designing side to make it more satisfying. or if this is the intended way for crafting?
I honestly don't know, but right now artisanship needs to be a lot more efficient before an individual can test any processing or crafting. I would imagine that when they want people to test it, they will make it more intuitive and more rewarding.
Anyone have bad luck finding apprentice animals this weekend? Seems like 75% of the spawns were just not spawning, even during the right time of day
Im not sure what you mean by queue system but crafting items is instant as opposed to the 1 minute per stack processing takes
Depends what you were looking for.
I have discovered not all animals have the same spawn time. So while frogs have the same 2.5min spawn time as pallas cats and wolves. Raptors have a longer time
My testing isnt exact on this.
I found turtles, deer, otters, frogs and the mares np
I did notice Sunday there were areas were no mobs were spawning but I think they also tweaked some timings for taming
I've left one of my characters at level 9 for testing artisanship. it is pointless testing at level 20 to craft gear for level 10.
I just mean like having to wait a couple seconds and then getting your result of whatever you're crafting or processing. I don't have a ton of experience with it yet, gonna do more of the artisan stuff next time servers go up but was just curious what the plan forward was going to be if there were any vids of the dev team talking about it or something. I've just been away for a bit so I was curious 🙂 personally really interested in the cooking
Thank you very much -- now know I am not krazy !!!
A lot of people are saying this is not until phase2, but I don't know what "progression" in A2P1 includes.
Although I did check independants also -- guess there are some I am not aware of.
So from my experience. Any processing skill like weaving, tanning, lumber milling, animal husbandry etc. It takes 1 minute to complete 1 conversion with the exception of animal husbandry which is 30 min.
Crafting like armorsmithing, leathwrworks, carpentry etc all appears to be instant upon hitting the submit button
i really cant wait for phase 2 as i want to see the crafting skill tree and hopefully see crafting abit more flushed out
I see I see It'd be cool if later on we at least get an animation of us messing around with whatever profession in the background of the menus, maybe akin to ESO or New World like for instance you messing around with a frying pan for cooking or something. can't wait for servers to go back online friday so i can delve more into it so i can give better feedback 😅.
Yeah right now its far from ready. I did really appreciate the new window they added for adding fuel. It used to be a nightmare trying to optimize resources for fuel
I do think that some of the issue players are having is just unfamiliarity with all of the different items. Whether by design or not every craft is a spiderweb of resources needed. So perhaps once people can recognize oh x item comes from y resources itll smooth over a bit
indeed auto correct changed it for some reason
There is no need for optimization just chuck oak in and let it cook. It's not like it's hard to gather
are caravans slower in water than on roads?
Can anyone, please, let me know the cost (without taxes) of training apprentice level animals?
I couldn't get any midnight mares the entire weekend. I only saw 1 spawn and that was bugged and was uninteractible and stuck around during the day
Good question- if other processing is any indication, the very same
On my server the streamers apparently running several towns with themself and their alt characters duped glint and made tons of those horses
Lol the Resna server managed to get Apprentice tools about 8 hours before the servers went down. Streamers spent too much time spamming global and not building anything.
Where got apprentice tools on Resna?
I think New Aela got the mining tool and shortly after the Brazilian town to the east finished or nearly finished the building for the same
I mean.... I hit 10 metal working and 10 armorsmithing this last weekend. I traded about 80 copper for zinc (1:1) with @olive bobcat and he let me smelt about 60 of his zinc. Other than that i did all of it myself, and i'm not a god-tier gatherer. Now, weapon smithing is absolutely a significant grind. But the real question is: Do you want to max out everything in 6 months and get bored of the game? I didn't play the first weekend, so i'm under a month of gametime of only weekends (yes lots of time dedicated to the game on the weekends) but still.....
Thank you sir. I know where Im heading when tehy come up this weekend!
It's what I'd read in global, someone from the south was talking about mining all the nodes that had been sitting there since the servers came up
Joeva is very near Fishing/Hunting/Cooking building
zinc is a bit more common than copper in my experience, but that would still be about 1920 zinc gathered.
metalworking to 10 isn't as difficult since copper and zinc can both be done for leveling. also can be done semi afk while you gahter more
Funily enough, i hit 10 armor smithing before metalworking lol
if you read a bit more about what i had mentioned, i said 1-10 should be faster and scale more from there. not that 1-50 should be easier overall.
it should take a long time to get master crafter. although i'd say that 6 months to get there is long enough
And yeah, i'd agree. From my experience it's been roughly 60% zinc 40% copper for what i've found
I dunno, i want to enjoy this game for years
and if you hit master in 6 months, i feel like you'd be getting bored in a year
i'm sure you can, people play mmos for years but if you require it to take 1 year + to get to master of any profession, i think there will be a large amount of push back
the game play loop of ashes is going to be based on pvp and politics
that is the replayability for a large portion of the people interested.
for me crafting is 2ndary to that, for those who are more interested in crafting as a 1st interest then you will be able to make alts and make money based on politics going on
I was trying everything in crafting at once and only got lumber/herbalism to 10 and managed to make a heroic Santus mace. I can see trying to get something specific high and just focusing on that when there's an actual gameplay loop out.
I didn't really pay attention to it until I crafted a fishing pole and notice the durability tripled compared to the free one, that must be true for all crafting tools?
What is the reason to get master (50) if you can craft lvl 20 req weapons on (20)
the end game level is 50. 25 is just the temporary cap during these alpha stages
Resna is honestly the most pathetic server. I migrated off to a fresh start server and already using their apprentice tool benches
I think it should be relatively easy and quick to make all your own level 10 gear and consumables. It should at least double in time and effort every 10 levels. Flood people with endorphins early, get 'em hooked! 🤪
im very very certain armorsmtihing is actually okay, someone had said it was like 600ish zinc to level it to 10, but all the professions that use copper as the main resource need 2k copper minimum to get to level 10, i specifically tested the exp on crafting for scribe and arcane engineering, scribe needs 2k ruby no matter what you make to get to 10, and arcane engineering needs minimum 2k copper to get to 10, the other recipes use more copper or in the case of pylons, give no exp
i'd still say from lvl 1-10 for a crafter should be around the 500 of main resource mark anyway because that is a huge investment for a single person already
and guilds gathering for a person will be able to keep their profession up with the adventuring level, at least to 10 easily enough
there is also the node progression as a throttle on professions anyway
i was given the number of 3400 copper for 10
hmm it could be that much, i was just basing it off the ashescodex saying it needs 40k exp to get to lvl 10
Was that with the artisan(s) crafting enough gear and consumables to supply the whole node?
its 2k copper/zinc for WS and AE assuming you don't have xp bonuses
epic/legendary artisan shirt and scrolls lower it to <1500. if the school of construction bonus actually worked... would be lower than that
still crazy, but doable
and novice scripe crafting exp scroll doesnt work, someone told me the apprentice xp scrolls were working though
i thought they weren't working, because i wasn't getting +65 xp stat, however someone said you have to keep trying, relog then use it, etc and eventually you'll see the bonus
hmm i mean relogging removes the buffs atm so you'd just use another one
but i assumed because the novice scroll says all crafting and apprentice says specific profession exp
cause the all crafting exp doesnt show in stat page when you use it
i don't know the conditions for it working, i only had it not working, but i've seen screenshots of someone getting 200+ xp on a 160xp craft which can't be done unless that bonus is working so..
and its some sort of % increase cause the arcane engineering shirt i got [blue] says 5 exp bonus but that raised it from 100 to 101 per craft
its xp rating / 2 usually
apprentice scrolls can be bought through npcs as far as i was told
my +50 xp rating shirt increased crafting xp by 25
i did see it from the one apprentice station resna had when i checked if they were telling the truth
i would assume a 5 would then be 2 or 3 but it was only 1 bonus
i bought some, and used them, but never saw the +65 they promised, but it was right before server went down so i couldn't test
i did one without my shirt and one with
but even then needing more than a nodes buiding material is a little crazy
lol yes
this community project? ok i can get it, but yeaaa lol
at the very least ideally since lvl 1-10 gear is short term it shouldnt take forever to match lvl 10 stuff
i posted a ss earlier if you scroll up, they just need to increase xp for higher rarity processing/crafting
like they do in gathering
wouldnt fix scribe since all rare mats = common scroll
maybe its just enchanting scroll then, i think i tried a regular exp scroll
but it needs work cause i'd say its harder [in time] to get to lvl 10 in some of the crafting than it is to get to 20
i'm sure they'll address it. just phase 1 issues.
can this game address this issue, I crafted and gathered all the time I could at first day, two days in, when I apprenticed in everything, there was nothing new I could get for weeks on end, I'm two weeks in and I can't get my apprentice tools yet, am I really being punished for not liking combat and wanting to craft? This game was pressing that it was also a crafting game as much as it was a combat game, much like runescape, and I was brought here because of this reason, why can I not progress any of my crafts months beyond reasonable gameplay? Let me gather more than novice skills on the first week of gameplay. Sure, I can
Sure, I can't make the apprentice tools, but let at least the novice tools of blue color gather the apprentice nodes, otheriwse crafting is completely pointless, and we might as well team up with 4 people and grind mobs for an entire month like what is expected now.
gathering is dead in this game.
Your tool upgrades are dictated by the buildings the nodes have built
If no one helps build them, then no one progresses thier tools
It’s entirely progressed by gathering and crafting
I sort of did the same thing. I have a feeling we are a little ahead of scheduling testing the artisan system, but there have been a few of us posting on the forum with ideas and suggestions. I would leave it until you see some pre-weekend news indicating that they are ready for us to take another look. Try not to get burned out or frustrated, there is a long test ahead of us. Take a week-end off if you are not having fun and things haven't changed much. There are going to be wipes, so just get involved in the next pass. I completely agree that artisan processes are not efficient enough to meet player demand right now, and far too time consuming to compete with drops as a source of gear for an individual.
The artisan systems exist, but it's not part of this test as stated. The December 20th release mentions artisanship as part of testing though.
I got my gathering on several things to Apprentice but no one on my server had built anything for the tools and then read the testing notes so now I'm planning on just trying out different ability combos and maybe rolling a class I never play (melee
) to see how it feels.
Anyone else feel like the resource nodes were littered like confetti this weekend?
They seemed to be the same as before to me and unfortunately my server hadn't made apprentice tools so were all the higher tier things at least for mining. I did see copper and rubies when it was laaate at night and less people running around.
Anyone have an answer here? My server is almost done building the Cookhouse + Aggrigultural Supply and I want to make sure I have enough gold to train a first batch of apprentice animals. Thank you!
Was told I could post my artisan idea, here is a link to a indepth long post I made about my suggestion for the animal husbandry skill.
https://forums.ashesofcreation.com/discussion/63823/suggestion-for-animal-husbandry/p1?new=1
Please give it a read, and suggest any feedback you might have
Can't remember exactly but i've been told 1gold60 something per, plan for 2 gold each and you will be fine
Hi !
Do we know what kind of ressources there are in lawless zone atm ?
Copper ore probably
haven´t been really looking, but i did not see any
can someone make connection
so i can assume mining T4 (master) ----> Metalworking T4(master) -----> Weapon Smithing & Armor Smithing T5 ( grandmaster)
to make best armor and weapon ?
cause we only can grandmaster only 2 prof
you can only have 3 mastered
Of course node need high level metropolis to serve with
- Metalworking stations (processing)
- Weapon Smithing (crafting)
- Armor Smithing (crafting)
there a lot question if three of those can build on single town/node
mining OR metalworking T4 + weapon smithing & armor smithing T5
the two grandmaster skills take up 2/3 of the skills you can have at master
i think its work bothway like archeage, max T5 is 2 prof, and T4 is 3 prof.
lets say i T5 (grandmaster) armorsmith and weaponsmith is already 2. and i can have 3 prof T4 (master)
no.
oh its like ladder then
of the 5 apprentice skills, you can promote 4 to journeyman
etc.
otherwise you'd have 12 skills that are apprentice or above
damn if you correct then, either i should make alt specific for farming/processing, trading or buy from auction/marketplace (economic node)
alts and guilds are big needed for crafters
he is correct. i have already confirmed it on my account in game.
the he in this situation is very ambiguous
fair. asteras is correct.
for a second there i thought i was lied to about the system.
i remember in archeage i need 4 char to get max/best Tier. yeah in AOC its like ladder as you said. damn in this game leveling 4 max level char seems imposiblle
its not impossible, but that is intended. you are not supposed to be able to solo everything. the system requires you to interact with other people to get what you need and is what creates a healthy in-game economy. when everyone is at novice it isnt very apparent, but apprentice recipe requirements make it very clear you cant do it on your own.
yeah i think i need dependence from others (either guild or someone) to gather/process/craft, cant really solo making my own stuff (example: making best jewelry)
I never understood why there is so much focus on being able to do everything yourself (with alt) in mmorpgs
easier to craft higher rarity items when a dozen gatherers are out there, instead of just you doing it
independence
well other game design like that, idk either. but i can see where is AOC going
you are playing a game with other people, try interacting with them 🙂
hey, i never said i was like that
cause life skill / proficiency in game is one that you can solo for most mmorpg title, AOC is different of course for social & economic reason
in ff14, you need every gathering job leveled to level the crafting ones, or just... go broke buying bits
that is a game where i can accept the omni-crafter grind
here, however, way different
i think this the best route if someone want make big gold, cause "whale" (ill call that, althou buying gold is ban-able) will find his way to spam enchanting their gear
cause sweaty mega guild will not have enough mats and gold for their scriber grandmaster to supply their mega members
i think there will be oversaturation of crafting grandmasters
at the start at least
i wonder how traderunning impact snowball the sweaty mega guild monetary, could impact entire server economy with inflation
maybe with time the economy will balance it out
at current rates, it would take node progression forever to allow grandmaster crafting. i dont think it will be an issue for a few months, at least.
true
and besides who knows when the level cap will even allow someone to reach grandmaster
i would argue that it would be processing grandmasters
processing is the longest part of the crafting process, which would bottleneck the crafters
indeed. it will also be dependent on having enough grandmaster gatherers and processors to provide mats for the crafters. processing can be fed fairly easily by a large guild, but gathering is entirely time gated to an individual.
Does anyone have a handy TLDR for scribing? Looking to do some reading / watching before this weekend
yeah i agree not for alpha phase, maybe later when reaching end of beta
i disagree, somewhat, here. from an individual perspective, processing is only longer in the sense that you have to queue and wait. gathering the materials needed to process has seemed to be the more time consuming of the two profession branches, especially when it comes to the rarer resources and higher quality resources.
on an individual level, yes, gathering is the slowest part
but the guild will have an army of gatherers
yeah, the math is slightly different when you factor in guilds feeding people😅
processors will be feasting on the raw resources
rarity and quality are inevitable with enough bodies
Gold maximum capacity is now set to 200
So forget about your ideas of being super mega trader
and one minute per processed item when you might need like 6-10 for one crafted item will add up quick
lets say example Guild XYZ is hardcore sweaty mega guild, 1000 member funnel one or two crafter in their guild (gold, mats, town crafting bench), they have node and metropolis with max tier crafting bench.
my question how normal player whose not hardcore can reach that point, althou everyone can use their town crafting bench. is time wise make sense? that all i want ask, cause the last time i reach lvl6 wood cutting that a lot time to grind, i cant imagine to reach lvl 40-50 (grandmaster)
that being said, im pretty much the only independent supplier of tin and apprentice ingots in vyra right now, and i have both large and small guilds coming to me for it despite having their own crafting branches. its anecdotal, obviously, but it shows that one) solo players still have a place in the game if they focus a fairly singular path, and two) its not strictly necessary or more efficient for a guild to feed, and therefore build short and long term reliance, on a single artisan.
i see so much tin that i simply cannot mine
it takes a long time to reach those levels of mining
not as long as people think. ive hit 38 in mining and would be well into the 40s if i hadnt been glitched down to lv20 when testing demotion from Master for rarity gathering purposes.
It didnt feel that bad to me, this past weekend, my first weekend, got to lvl 12 and 10 in mining and didn't even play that hard.
yes i heard one of dupe exploit. its 200g is the max.
well if people smart they can put money anywhere, just as our imagination (alt/guild/storage bank/ item/etc)
most of the ores i encounter are above my level, and granite just isnt doing it anymore
How you can put gold in storage 😆
buy materials to store money as goods
What do you mean "isn't doing it anymore"? you still get exp from it dont ya
i dont know a lot about the game, probably guild storage/bank or something . or convert to valuable item in market so you dont cap the gold limit in inverntory
there arent banks atm. i dont remember them being planned, either.
i mean, i can also get exp from level 1 mobs
I mean if you're being picky about what you mine then im not surprised you're having trouble leveling
yeah sorry, i just talking to hypothetical theory
i mine literally everything i can i have no choice
leveling with the lowest exp option is just unfun when i see half a dozen emerald nodes to my left
Just so you can understand what is 200g. I have 6gold at level 14 and you will make way more at level 25 ( I think )
i think they not covering/balance ores distribution for now, maybe later stage. cause we dont know yet for other races spawn point, and biome
i dont think ore distribution is that bad. it just looks bad because people cant clear higher nodes yet. before anyone had apprentice pickaxes, i saw tin everywhere. once everyone got those pickaxes it is more rare. still more findable than copper/zinc for the most part, but that is because not everyone can grab tin like they can copper/zinc. the same thing will eventually happen with iron/sapphire. the only resource that really needs to be balanced around atm is copper. it is just in too high demand by too many professions and node buildings for a t1 mat. the easiest way to fix that is through increased copper spawns, but it could also be done through recipe adjustments.
Its also primarily a problem just at the start whenever is grinding it, could be fine later
It could also be that on the fresh start servers that got started after they had some of those early fixes with gatherables that copper isn't nearly as terrible as what we have seen on vyra
are any nodes looking like theyr gona hit t3 stations on any of yalls servers before the wipe? vyra just hit t2 this week so im not sure it can be done in a few weeks
aeterna will hit the first t3 station this weekend, even though it's a new server only since Nov 8th
so it should be possible for other servers as well, especially longer running ones
sorry not t3 node, t3 station
which profession you guys going for journeyman?
miraleth has a chance if they build a factory for a 4th slot this weekend
it wont be useful since it would upgrade armor/weaponsmithing without access to any t3 mats, but they would have it nonetheless.
ouch
joeva is building animal husbandry t3
oo im jelly
also who the hell is affording journeyman husbandry at this point. im 100g in the hole for 11 husbandry atm 20 must be like 300 or more?
I don't know if anyone will have it before wipe
hopefully someone gets it. i wanna see what the tameable dragons and other journeyman flying creatures turn into
ive had multiple professional lv25 caravaners tell me that max runs are 75g right now. for an hour of your time. 300g isnt that much in comparison.
max runs as in the 12 slot van with all greens?
iv just been doing the 3/4 slotters for lower risk but i gotta try the bigger one
idk details and cant personally confirm as i gave up caravaning after i dc'd on my first one and logged back in to a borked, white husk. 
i trust the info, though. it came from 3 disconnected sources who publically dont like each other very much.
current scribe is kinda whatever, its novice stuff can make it so you can +1 stat lvl 1 gear or have a 1% exp boost while leveling assuming you dont relog, general crafting xp scroll doesnt work (someone said it has for them but never seen it effect stats or outcomes), enchanting is just a rich persons money pit atm
also you need 2k rubies to level it to 10 rn you end up processing the rubies in alchemy twice to be able to make stuff
thanks, this is helpful info.
oh also it can make gathering pylons but im unsure if they even work, they dont give crafting exp either
is there a place to sell raw materials? i got so much ore as a miner and high quality stuff too but i was only level 6 and worried people would just kill me for it instead of trading me for it
i know you can sell to npcs but i mean sell to other players
theres no marketboard related stuff or players shops in this phase, you'd have to advertise in global
ah cool. thank you
does anyone know offhand the materials for an apprentice lumberjacking axe?
ashescodex doesn’t have it
I just hit apprentice wood cutting this weekend, how do I make an apperentice axe? I didn’t see an apprentice woodcutting tool station at any of the nodes I went to
Miraleth has one
Nwm, I thought I was posting in the server specific channel
You can zoom in on the map to check before you go there
yea we also did timed runs and ran it multiple times with different caravan setups, it was super surprising to generate that much gold within 61 minutes of caravan travel time. Really enjoyed it - also most of the time we had fresh starter players escorting the caravans cause of the quests, we always gave them some old gear, a mount, few gold or something else even tho they never asked for it - was a fun testing experience this weekend
A question about Tami g mounts,do you need to use the same rarity of fuel as the mount when attempting to tame? Tried to tame a bear and it said insufficient fuel... I was using a mix of common and uncommon fuels
is this a feature? i tried doing that but it would only show vendors and artisan stations if i was in the vicinity
yes, you can check on the map what every town has build, before going there
ooo ok. maybe i was messing something up. ill try on friday. thank you
kerrai - the recipe for apprentice ax is 10 Western Larch Timber + 10 Copper fragments + 1 Basalt weapon mold
Is max runs with high quality caravans? Or just the base 4 slots. I know you can increase cargo space.
this is what the minimap does. you have to open the standalone map (hotkey M) and then zoom into the town.
yes, they said legendary caravans, so i assume more space and higher level commodities.
Jeah, me neither. I was looking for apprentice herbalism to make a better sickle, but couldn't see it on map, and no-one replied in global chat.
im pretty sure i tried that, maybe i did it wrong though? if i wasnt near the location icons for quests, vendors, and artisan stations wouldnt show up
I did try taht, but zooming in jut shows what shops there are, not the level?
it wont show individual stations. it will show the t2 building(s) that have been built in that node. their symbol is usually a different color than the others.
you have to know what building belongs to what station
or rather, what stations belong to what building, i suppose
ex: mining, stonemason, jewelcrafting at the stoneworks building
You can cheat it and look at the node menu. In the empty slots it tells you what each building does for those that are not made lol
There's a lot of information in the menus if you can manipulate it a bit.
ok interesting. ill have to mess around with it once the game is back up. thanks for the advice
No right now you can't use a mix or it says insufficient. Just have to use all same type
@inner gulch ok thanks alot
Is mining the most lucrative artisan atm?
Hard to tell rn but copper rubies zinc are usually sought/bought out by crafters in server discords don’t really see that with other gathering professions
i can tell you hunting is probably the least lucrative, husbandrists have nothing better to do between trainings than to go out and farm hunts
The others may become lucrative at different tiers but the resources for t1 for the other gathering professions aren’t bad to get.
i'd say mine while playing because the balance on what is needed of copper and ruby is crazy high amounts of those, and if you want to earn something while afk/away just plop yourself at a fishing spot since that is currently an afk only activity
What is the current street price of
- Copper
- zink
- rubies
- flax?
Also - any relaxed crafting guilds in EU servers looking for members?😄
I wouldnt be surprised if it's server specific
also gold not being very useful currently, I'd rather compare these items to each other.
I'd say 1 copper = 3 zinc = 6 rubies = 4 flax roughly if I had to rank them myself based on my experience so far
lol they were offering 10g for copper on my server but that was the infinite gold hack server
yeah money even more worthless then
Cant you just make flax with poop?
And 1 minute per flax, with low rarity likely though I've not tested to see how the poop rarity affected it - as far as I'd read artisan skills weren't in a state reflective of the intended endpoint but just existed so we could see them and then the December 20th phase would have them iterated on
Just saying in the current iteration, I wouldnt value flax as high due to the other method to get it
I agree with you all! Even though I know P2 might change everything, I'm trying to balance what to focus on vs. what will be super expensive/competitive
you think they'll make professions a bit less grindy?
🤔 although if they fixed spawns, I would complain less about the grind tbh
As it seems that everything mining-related is super expensive, I'm thinking about selling everything I mine and then focusing on crafting and processing that relies on wood.
Is it really that grindy? We have played 10 game days total so far
I see those comments more and more.
Like why it not useful ? AoC have paxdei level economy?
You mean people can mine copper sell it and buy gear from other people?
I actually really liked gathering and processing grinds, the crafting one is just terrible atm
I think we've experienced maybe a sped up rate here 😅
for me, it's only been 3. wood related isn't difficult and once I figured out herbalism, it was okay'ish...but mining. mining's a chore 'n a half
Mining was really bloody fast
I hope to god that's not the case
Got lvl 10 very quickly
where at?
All around, just murder all the granite and basalt you find
Near mountains, mostly

I think in play time it was maybe 8 hours-ish to get there
tbf, I was being carted around as a healer for a friend who hates professions or at least the gathering grind so....
I found out late the beginner item is less good than the first crafted gathering item, could have saved so many trips to repair
but when I had a couple of hours, it was rough for the mining
hard to do when you can't find a damn copper node
tbf, I'm like 80% certain they accidentally swapped spawn rates+locations for copper vs iron
North-west of Lionhold had the most copper in my experience. The place with a lot of lakes
Nah, no one can just mine iron yet
ah gotcha. I've mainly been on the east side of the map
ik that. I'm just saying there was a shitton of iron and barely any copper. kinda flipped
The copper rates aren't bad, it is just that all the players need them at this stage of game and the map size is currently really small
you would expect iron to be more rare, yes?
It may just be, but it never goes away as no one mines it 😄
It'll get more balanced as people progress a bit
So about a month in P2, I guess
Crafting gathering tools gave that skill's xp, right? And you can trade gathering tools?
I have a big brain plan for P2 >:)
So one thing that stood out to me is that none of the gear currently binds on equip. Is this just an alpha thing or the move forward intention? I ask because the lack of binding is a sure artisan killer. In order for there to be a healthy crafting market there needs to be a consumption mechanism so a demand is generated. With no binding, that means every player that gets a new piece of gear can just put their old in the market, essentially stealing a crafter opportunity.
is there a difference in durability based on the rarity of the tool?
they said it s intended to be like this but also i think when you enchant it becomes soulbind. Also there should be a weapon deconstruct in game that will take some of these pieces out of the game
with more uptime and the experience of nodes not building the T2 gathering tools early it'll probably be much faster, I think some servers have stated they're going to coordinate each node building a different gathering tool building early so they can clear the T2 mining nodes to make more room for copper/zinc to spawn
Interesting. I forget which one, but another MMO tried this many, many years ago and quickly had to reverse course. I certainly hope that whatever consumption mechanism they are planning is robust enough.
In that Piratesoftware interview they talked about why they don't like soulbinding and how it doesn't solve problems a lot of developers had stated it would and creates more
Dark Age didn't use bound weapons and armor but they did slowly degrade over time with use and eventually broke and had to be replaced
i saw that there are different types of gear for extra yeld or xp when refining materials. in my opinion that makes it just more tedious rather than exciting, having to have so many crafting sets and no quick change methods
probably not, its not supposed to be a skill you can grind up in just a couple days like wow is.
i dont think i got any exp for making the t2 hunting bow and no you cant trade them
this is what I liked so much about FFXIV's gear sets. it made it so much easier to switch between the profession gear sets along with the class gear set
i might have ptsd from new world whre you had a set for everything but no easy way to swap, ended up with storages full of items
would prefer something like an enchant for the tools or even the tools itself to have the stats that cloting are giving right now
lvl20 crafting not possible yet in phase 1 so no one to buy gear from except the grinders
and the people that grinded prolly have tons of items
so they dont need the money
money will be more useful in phase 2
You cant craft journeyman in phase 1 ?
It’s node building reliant
Without the buildings being that tier you can’t craft
Buildings are expensive to build
unless you can upgrade the buildings to journeyman no
Many saying you dont need gold and at the same time many says building expensive to build
each building can only be upgraded to 1 of the 3 specs
Expensive resource costs not gold
example, woodworks can only allow for journeyman carpentry or lumberjacking or lumbermilling
without journeyman caprpentry building, you cant craft journeyman bows and stuff
Cookhouse required 4k droppings to turn into berries,lettuce and beer
And that’s just 1 building
without journeyman lumbermilling building, you cant make journeyman timber
extend it to the others
so you need tons of nodes, or T4 nodes or freeholds to be able to craft journeyman
When the vassal system is implemented it gets worse
Limited number of level 3 nodes
yeah, so they havent scaled down the buildings for a world with 5 nodes we have now, the system is designed for the full map later on
having 2 more nodes in phase 2 will maybe make some journeyman items craftable if nothing is reworked
Vassal system is being implemented in phase 2, nodes will lock out adjacent nodes from leveling
Winstead hitting 1 first will block halcyon, joeva, miraleth from getting 1
Then when winstead hits 3, only 2 will reach 2 while the 3rd is hardstuck 1
You need level 3 nodes to start doing buildings
yeah in P2 tho we have lvl 4 nodes
and we have node wars to delevel nodes
we also have freeholds for processing and such, so depeending on the limitations of those, some parts of the supply chain might be offloaded to freeholds maybe
hey thats only x2 the required items to level some of the crafting professions to 10 lol
does green ink just not exist yet
Can we assume that the abundance of trees and flowers and the scarcity of metals in Alpha 2 is because of the Riverlands Biome? Maybe another Biome such as the mountains or desert may have an abundance of metals, but very light on flowers and trees?
This would be GREAT news for caravan runners and crafters alike. So as a weaponsmith for example, I would probably choose to live near the abundance of metals, but as a carpenter, I would probably choose to live neat the forests.
I would assume that the Riverlands is to be the material neutral biome with an average amount of everything. Or at least for testing purposes. I think at this point quantities don't mean much, we have everybody crowded for Performance testing.
makes sense
I think we also have a design issue that means the supply side of professions are very inefficient. I think that if a plyer is holding materials that input into professions starting with the gatherer, they need to be the one initiating the job. That job then sits there until the processor/crafter fuels it and processes the job. The processor then gets paid and the gatherer comes back to pick up the processed good. Right now it isn't set up for anyone to specialize, and therefore there are a lot of gatherables being vended, or sitting in storage. Stuff needs to move through the economy far faster.
i didn't really understood what you said about the gatherer needing to be the one initiating the job
Right now if the gatherer of copper ore want copper fragments, he has to process the job themself. He cant easily hire a metalworker to process the ore for him, and retain control of the transaction. He has to sell the ore to a processor, wait for the processor to process it, then buy the output from the processor. Those 3 steps can be locked together as far as the economy is concerned, particularly if the processor is paid in (extra) ore for his work.
and what would make this faster (and better) for you exactly?
The gatherer is the one taking the risk... the processor is the one investing the time, and the producer is the one investing the $ to buy the processed goods
most gatherers will be selling their stuff in player shops / auction house or giving it to a processor they know if they want the items processed, we just dont have the selling part of things implemented other than player to player trading by chat
In all reality... the gatherer holds the most risk
Perhaps a desin flaw was harsh. All I am saying is that process you wrote out just needs automated. Also I just think a secure way to retain control of your material through the crafting process is going to be required.
so like a system where gatherers input the ores and the processors receive the ore to process? automating the parts of the interaction?
The processor will hold inventory and process to order. If they do not hold inventory of raw gatherables, it'll be hard for them to make money, because they take a risk on what processed goods will be needed. For eg... they turn too much ore into shards and miss out on a large ingot sale
OR!!! they process for their guild and get a cut of the processing
Yeah but with my system the sale is already made because the gatherer commissioned the process.
got it, so like the current artisan commissions, but they would be player made
Why would a gatherer need the processed goods?
Because he gathered a super awesome ore that goes into a super awesome sword?
But he can't craft the sword
there is supposed to be some order system thing so you cant steal from people eventually but its more like a commission system, otherwise its all based on trust and reputation which will play a large part on release
wait for it - he then does the same thing for the crafter.
I get that ... but that goes for everyone. Not just the gatherer. The processor would have the same issue
i honestly don't know which one i'd prefer, having a system in place makes things easier, but leaving the process totally in the open can make it more chaotic and fun
Yes - all the way up the line.
That's why it is super advantageous to have a guild
It's completely social experiment lol
Yeah, that doesn't change, I'm just making it more efficient. And enforcing trust a little.
NOW I get it haha
I'm a bit slow lol
That UI would be extremely helpful
I came from the old school mmo Ultima Online and I can see they days of bank sitting coming back for crafters spamming to sale their services
Yeah that is work not fun.
I found it enjoyable to sit around the bank and make people clothes from my rare colored cloth haha
And charging for repairs to Grandmaster crafted equipment
Well I think that is why processors and crafters should get paid in (extra) material, they will have enough after a few commissions to process or make extra items that they can then sell on.
you are gonna like the plan for repairing unique recipes and gear then
Yeah - that is why I'm not certain that this isn't where Intrepid are going anyway.
They might just not have implemented it yet.
I think what we have now is honestly just a placeholder
I mean, it's kinda ridiculous that you can't process 3 items or 4 items at a time
so that was a very long way of me saying - don't worry about it 😂 .
Yeah ... what we have now, I'm sure is a LONG way from what we'll get by the time Beta hits
Yeah - I think that is where we will end up too. I don't consider myself super smart or uniquely smart. If I thought of it, there is a good chance 1 of the 200 developers at Intrepid did too. I hadn't noticed that escrow comment before now.
Hey is there anyone that reached farming level 20 and can tell me if you can get Tomatoes, Onions and Corn and if so how hard it is?
thats not tied to the lvl ... we need a building build that gives that like agricultural supply but for the Journeyman.@late lantern
btw I'm lvl 23 Miner
Alright thanks
does anybody here knows if the most high level gear will be achievable through looting, crafting or both?
both
So far most weapon drops also have recipe drops too, so anything you can get from a named mob can also be crafted
question for you then does the mining lvl increases rarity?
You mean when yo can mine other stuff than basalt and copper? At lvl 10 you "upgrade" your profession and can craft recipe to craft an apprentice harvesting tool. Then you can mine other stuff. What next level is, I dont know.
that was more like if even for basalt you got more rare procs with higher lvl
but ig it'll come with artisanship trees
no, mining level itself doesnt increase rarity
But the level on tools does?
it can if you build a tool with a rarity stat
No it doesnt.
most gathering professions have 3 different recipes for their tools, but only 2 are in game right now. not all of the professions have access to a rarity stat tool.
the apprentice mining tool recipe with apprentice mats has rarity as a stat.
the higher rarity Pickaxe has an increase in rarity on it
you can buy the recipe for it at a stoneworks building from the mining vendor
guess im bugged i only had mining speed + quantity and xp+speed
and the speed + quantity i had to buy the recipe
and it needs apprentice mats
speed+quantity gets rarity as a 3rd stat when you craft with higher level mats
id recommend checking out ashescodex.com
can see what gear has what stats at different rarities
indeed indeed
not a Pickaxe but the stats are the same
found this but seems it isnt yet in the game
It is, they hadn't made any stations in my server (Resna) but others apparently had that tool already
it is in game ... but brass ingot and slate mold are apprentice crafts
i'll have to check when im back in game but i only had the other two
Lol I was hoping they'd wipe my server and we could coordinate between nodes now that their mayors had abandoned everything after trolling for a month and get apprentice level tools to try before the 20th december
and the apprentice stonemason vendor solf me the speed/quantity only
i'm kinda sad that they made tools "bound"
yeah, the 3rd recipe is missing for now
it'd have been a good thing to sell
tbf the slate mortar is the bigger thing
brass ingots are copper+zinc so quite easy
but the slate mortar needs apprentice wood and fiber 😦
sure but it is still an apprentice craft
You'd need each node in the server to specialize into one material for that?
not each i think you need 3
one woodworking one stonemason and one for fiber the name i forgot
That recipe isn't correct btw, the comment below on the codex site has the right materials, 1 basalt weapon mold, 10 copper fragments, 10 western larch timber
ah so even easier to do then ig
textile mill is for the fiber
maaaybe it's a drop recipe like the Sanctus Mace with a bonus for rarity 🙂
slate molds are slat+animal fat+bluebell fiber. so you need an item from 3 processing apprentice professions to make the molds.
and this does need apprentice thing
Yup, I crafted one last weekend on Vyra 🙂
and a Weeping Willow Board
wait so you have that recipe
you right. forgot about that
where'd you get it
so 4 professions
you can, but for higher rarities you need apprentice tanner
Once you get access to the stonemason upgrade in a node, the apprentice level tool stations will have the recipe available for you, just like the novice station has the novice recipe already included
then i guess its a me probably
cuz the guy didnt have it
😭
you need to find the station to craft it
its embedded in the station already
mmh i'll have to check back
i seem to remember only having the xp/speed one
sure hope i have the rarity one to
I think the speed is the worst one, even xp can be a huge help, but speed is bearly noticable
i do agree
yeah, speed is useless
quantity honestly doesnt help much either. crafted a legendary apprentice pickaxe at the beginning of last weekend and it barely ever proc'd the +1.
I dont think alot of that stuff is implemented properly yet
I only got heroic, put all legendary materials but had only rare copper, where did you get legendary copper 😮
yeah i'm not sure the gathering speed stat is doing much if anything currently, I made a heroic rarity apprentice lumberjacking axe and hacking down adult sized trees i didn't notice it being any faster lol
this is the recipe you should use and in the higher raritys you get the "Rarity Increase Rating"
ah yeah i had this one
im level 38 mining and thats only because i had to redo 20-30 last weekend due to a demotion bug that sent me back down 10 levels from master to peak apprentice. ive pulled 35+ legendary copper so far.
was talking about the rarity/quantity one
damn thats high, nice job. Do you have higher rarity shirt/pants as well?
nope, just novice from vendor
should have bought apprentice at least 😉
sorry, i did buy apprentice from vendor
whatever vendor sells at stoneworks is what i have
well 2 or 3 pieces? maybe you got a journeyman stoneworks?
- its only apprentice stoneworks. vyra wont be upgrading stoneworks to journey in p1.
I'm waiting for someone with tailoring/weaving from guild to get apprentice so that we can craft something, but it's hard to buy materials in profession you are not skilled in at the moment without shops and auctions
theres a few apprentice tailors running around now. hit up someone from starlight foundry.
I'm on a new server, from Nov 8th, haven't found any yet
ah, mb,thought you were on vyra
my server might have a journeyman woodwork until the end of phase 1
I'm still trying to decide what professions I want to focus on in phase 2
problem with journeyman is that if you have carpentry, you can't do anything without woodmill, and if you have that, you can't do anything without lumberjacking, so you need to have all 3 and start from lumberjacking. Journeyman buildings will offer only 1 of 3 stations as oppsed to appretnice that offers all 3
All this artisan chat, Resna didn't have mayors that built anything and we've had novice tools since launch 
There was a video saying you'd need different nodes to do individual journeyman stations with our level 3 limit, but level 4 would allow a single node to do more in the next phase?
yeah, currently we are very limited, we might get gathering to journeyman as the other paths make no sense to get
this isnt quite true. its complex, but you can have all 3 stations be journeyman. you just need space/slots to build the appropriate upgrade buildings.
like, you get all 3 journeyman stoneworks stations if you also have a farm and factory.
it isn't? that's what I've been told regarding the space we have in phase 1
right, you cant have everything p1 due to slot limitations. i read your statement as just not being able to do so period, my apologies.
Ye games designed for cooperation so nodes can't do everything
I have no idea how it will work, but I think it will show the outcome so in late phases we know more how to build nodes the proper way.
Do we have an idea of how much XP rating , quality or quanity raiting has impact in the game? Such as 1 point has X value
Not really. I suspect we will have a better idea in phase 2 when professions get an update
Hopefully we will also find out more next week on the livestream.
I was able to test xp rating for mining, 360 xp rating was x2.11 exp, so 0.308% per rating. Not sure if other stuff follow the same rules
did you test other values besides 360? it's possible the effects aren't linear
Hey peeps, I have put together a discord server to act as kind of a think tank for economy and crafting if anyone is interested.
I've always been a solo player due to a number of reasons but primarily my slow typing. I feel like there's a lot of people playing solo for similar reasons. So I've set up some party voice channels that we can hop in to while we're playing so that we can break out into small groups and start learning to work together.
This is not a guild and there will be no requirements.
If you are interested here is the link
https://discord.gg/r99hx9se
I didn't. Yes, that could also be possible
still a good starting point, thank you for testing it!
i can tell you the bonus stat of 5 exp rating on a rare novice scribe shirt made recipees go from 100 -> 101 exp
Please can we expedite the the escrow system at processors, so we can better test the artisanship system. It would also be helpful if XP for gathering and processing was split between doing the gathering and processing, and inputting it into the next crafting step up the chain, so that you get incentivized to supply the chain, instead of just vending it, or doing it yourself.
now that you point it out i agree it definitely incentives npc'ing most of the gatherables atm
Not sure if we need to NPC it, we just have to make specializing into crafting and processing possible without a whole lot of manual trading back and forth. Right now I have to gather/process everything I process/craft. It would be much easier if a processor or crafter could rollup to a facility with his fuel and just completed escrow commissions.
yeee idk if it was you talking about it or someone else but i read in the forums the detailed verison of kinda having a work order system would help, i just wish they would try more crazy things while we still in this phase before doing whatever the plan is for phase 2
Yeah that was me, but someone pointed out it was in the wiki as something Intrepid already thought of. They used the term escrow, so that is what I am using, and just asking them to move it up the priority list. 🙏 So much faster, if a miner drops off his copper ore and gets more mining experience for safely delivering it to the processor.
ayyy lol
so far ive found that xp rating provides 1:1 XP at a 320xp activity
so crafting something that gives 160 xp with a 24 rating (ie WS shirt) gives 172xp
base xp + (base xp/320)*xp rating = total xp
maybe scales past lv 10, not sure
all i know is that +5 gave 1 exp bonus on a 100 exp craft so 
that calculation would give 1 or 2 xp on 100xp craft (depending on how rounding is handled)
it should be possible to math, how much XP to give in order to level up whilst providing adequate levelling material to a maximum population node say 300. So if you need x medium copper chest armor, you need y copper fragments, and you need z copper ore. Then all you do is work out how many copper nodes that is and give experience to miners for delivering that ore, every 5 levels or how long that leveling gear will last for. And so on up the chain. Or you balance it on the 22 crafts supplying each other.
Is there any way currently to get milk and eggs in the game?
or: and I know it may be wild, but what if the miners got the experience when they mined
not sure, they sound like something a vendor would sell though (might need a specific vendor through a node building, so the answer might vary based on server)
They get the experience mining, it is just working out how much XP to give them per gather, based on what is demanded from the artisan system while levelling. So that artisanship keeps pace with adventuring.
imagine if they made korean mmo level of character level grinding to match the current artisian speed 
If they make a totally player driven economy they would match, because players would eventually fail gear tests. I can almost hear the cries of protest coming from the FFA zones now.
I think the current artisan speed is ok. People just don't know what they are doing yet, gear, potions, food and scrolls will all be a way to min max professions. I'd say the main thing slowing crafters down are just a lack of player stalls to buy/sell stuff.
Also remember because we know there will be a wipe people aren't really pushing for node upgrades and professions.
I was just theorizing. Come live everything will be different one way or another. There are a lot of systems not in place.
Do you guys think it's possible to reach max novice in all artisan classes before the wipe in dec 20th? I would like to explore them before the wipe
In all classes? I'd say not. You are not going to get your hands on enough raw material, with the duping bug destroyed. Nor generate the silver to pay for processing.
it makes sense that the crafting ones would be too hard, I think I'll try to get all gathering ones and try my hand at getting the process ones
enough of the right raw materials at least, you can probably get most of them, armor and weapon crafting will be rough though
yeah, all gathering and processing you could get there pretty easily
Animal husbandry?
will be rough, but easier than all the crafting combined for sure, lol
Or are we saying that is crafting?
that said I really count it as crafting mentally, yeah
same with cooking, it's a craft with a timer (and relies on a processing skill for it's ingredients)
Anyway - still say "All of them" - NO. Or if you manage it you are a far better player than I am, not difficult that mind you!
idk what the exp gain per craft there is, still looks easier than all the crafts combined by a long shot
as a solo player gold will be too big of an issue, but if you can get caravans running, it certainly looks do-able in 4 weekends
i'll check out how the caravans work too, i'm very interested in them
So if I followed this recipe base xp is 120 + (120/320) * xp rating say 1500 would be 562. Then plus 120 which means that it would be 562% gain in xp?
468% gain
562 xp point gain
Well it would be 562+ 120 by the math no ?
562 is (120/320)*1500
Then add the 120 in for base xp if his math formula holds right
its 468% gain
yes, which is 562 more points than you would've gotten, or 682 points total
Okay fair minus the 120 but that seems really high for a value are we sure ?
1500 xp rating is crazy high
That means high quality shirts that have high xp rating has huge value
the highest novice shirt goes to 70
Very possible though though as that are legendary values for crafting tailor shirts , pants and etc
Look at Journaayman
yeah, utilizing gear is going to be important for levelling efficiently for sure, but I wouldn't be surprised if the numbers get adjusted
its getting to 10 that is rough
So you have legendary journamany gear for crafting your 860k xp curve to 50 gets reduce by 460% roughly
That is huge especially for larger guilds as that saves massive rewards
also I don't really know if this holds up at higher levels. that equation is one of the only ones i could make work with the numbers i had
sort of, it's still an unrealistic number to look at for now
because to get an craft journeyman gear, you have to be basically current max level, so it wont help you level
and it wont help your guildies level either, because you need to be journeyman to wear it too
Sure but journamany to master
It gives you an idea of how to suppress the xp curve
and by the time they introduce master, the whole system will look different
Regardless knowing that XP rating adds a high value to suppressing the curve needed is very important
they also could just make master and grandmaster exp rates super crazy where you need those xp gear
which I know they want GM to be an achievement
wish i could hit anything other than novice nodes, i think on dec20 when all servers are reset and nodes level 8x slower everyone else will be feeling it too not just the new server pop, when it takes 2 months just for people to get apprentice tools
I mean 8X a few hours is still only a day or two, node construction isn't going to be significantly harder, so I don't see it taking any longer than it did the first time to get apprentice tools
I’ve seen a few people say this now. Where was it announced that nodes will be leveling 8x slower?
thats stupidly slow
making things extremely slow doesnt make the game more hardcore
it seems they have this in mind a lot
In one of the streams they said that only a few people will be grandmaster on the server and they will be known. If that is still what they are planning, they will have to make leveling professions much slower or more difficult in some other ways, or at least in higher level. Since some people are already master in some professions (gathering) while it may seem slow, it actually speeds up with xp boosting stuff and if you can get to master by playing a few weekends only, that's definitely not what they initially said they want
I wanna be vicar of some swamp. Not sure if that relates to artisanship but
Quick question, can you make artisan tools with differing rarities ? Like a rare or epic pickaxe
I tried mixing some mats when making my apprentice tools and it didnt make any difference
Yes
There's a weighted system. If you use all the same rarity, you'll get that rarity. Mix and match and it'll be based on luck and lowest rarity
Gear has bonuses that can increase the outcome too
Good to know, thanks 😛
I've asked this here a few times and people have said no, but...
can you trade gathering equipment? The Wiki says "yes", but people have disagreed😄
Also - does the xp bonuses of equipment and skilling clothes also increase your characters xp received from the said gathering activity or just the skill XP?
I've got a mad plan cookin' for P2.
Currently it not possible to trade the gathering tools
As of right now, no. But come P2, when they implement the actual TS setup, yes.
Okay, good to know! If it is there from the get go in P2 that'd be golden
But the artisan clothes are already tradeable, right?
You get both exp for your character and for the activity you are doing. Like mining a rock will give you mining exp and character exp
What if I have items that multiply xp, like the crafting outfits? I know they increase crafting xp but do they also increase character xp from mining.
That I don't know, but the item will say what type of exp you are getting a bonus to. So likely it will only be that type
Also expecting artisan clothing to be tradeable, but I have not seen any of those pieces in game yet (outside of the ones you can get at the npc vendors)
The artisan shirts are definitely traitable I've done it multiple times
when wearing an artisan outfit. Its under your armor. I helps with that profession . also you get for example mining exp plus normal. when mining. I wear a hunting because im hoping for a better chance at a rare drop. It increases your chances a small bit. Hunt a horse and maybe a blue drop. this is buy able on day one.
Nothing seems bound to your character. so hand me downs are possible. But when you process items it cost money so pick what you wwant to work on and trade your stuff you dont want to process. sell raw items are really cheap processing you sell for more. BUT.. It cost money and time to do...
I have spent the past weekend learning all this crap! and it was fun so..
artisan gear does not increase class xp, only profession xp
Damnit! Half of my plan got foiled
Actually - no it didn't really. They still increase your speed of gathering/processing/whatnot, and that then technically leads to more xp. Plan is still goin' hard.
Does anyone know how much the rarity of the materials put into the t2 gathering tools affects outcome? Trying to make the t2 hunting bow legendary, we have legendary copper frag and the linen thread, but don't know if we need to get the 20 western larch to all legendary or can we use blue and still get it?
if youre only using a 1 tier disparity, its fairly easy to figure out. once you start mixing in 2+ tier disparity, it gets hard. so, for something like a pickaxe that has 21 total mats needed you would need at least 11 legendary mats and 10 epic mats to make a legendary pickaxe. id need to test it, but id assume youd need to add one more legendary for every tier you went down from epic. so something like 17 legendary, 4 rare.
theres also variability within each tier, so you wont get a max legendary unless you only use legendary mats. of course, this only applies to gathering gear as gear made in a crafting profession can have its quality boosted through scroll or equipment modifiers.
I've just been lurking and digesting these chats after I've seen how broken crafting is
Crafting guilds are the captains now
Iv got the basics of crafting but I don't see any reason to put alot of time Into it at the moment as it has loads of missing systems.
I'm on the other side, have legendary larch but not copper. I am not sure which rarity should affect crafting a tool. For crafting in general there is quality mechanic, but for crafting a tool, I don't know if anything affects it because there are no quality ratings for gathering professions
I'm still trying to decide what I want to focus on in phase 2. I can get 4 to journeyman I'm thinking. Mining, smelting, stonemasonry and ither weapon or armour smith.
Or do I just got mining, smelting herbalism, hunting and just feed a crafting alt
I just don't have enough info. How is furniture going to work, are potions and food going to be worth it? What are the prices going to be like? What about enchanting? I just need more info
Keep your legendary stuff for an armor, a weapon, but not for artisan tool. Look at the differences between rare apprentice pickaxe and heroic ...
Mining speed rating and Mining quantity rating doesn't work, or I don't understand how it works. But it isn't worth imo
Don't think too much, it's an alpha, a lot of things are going to change. Just look for something you want to do and try to do it. It's a game, have fun ^^
quantity works, it just doesnt work well. i agree with it not being worth it, though. just upgrade to a rarity that has high enough durability you can finish a run without the tool breaking.
like uncommon is enough I think, but as you can get a lot of rare loot, if you have enough, you can go rare
How does it works ? Instead of 5 basalt or can get 7 or something like this ?
its a +1. so, small nodes will go from 2 to 3 and large nodes will go from 5 to 6.
ok, I will try to check it this week end, Didn't see this last we
the reason is very simple
its broken
but the bottlenecks are very real
Well its not the focus of phase 1 and they still have alot of stuff to add like skill trees, repair, recipies, alternative ingredients and so on.
Hopefully we will get an idea next week on what they plan to add for phase 2
it depends on the quantity, if the quantity is low, then you will get +1 on every n-th gather, if it's higher, you will get on every gather, sometimes even +2 or more
i havent seen a 7, yet, even with a max legendary pickaxe. has someone else seen this?
Haven't seen it yet, I think we need much more of quantity rating for it, high rarity pylons, shirts, pants
one thing to add here, is that higher tier mats carry more weight, especially legendary. so for example with the pickaxe, if you had all epic materials and swapped in a legendary mold, you could probably use ~4-5 heroic copper and still get an epic tool.
where as if you had all uncommon and changed something to rare, it would be closer to a 1:1 trade off
you can see that with the range of the main stat, ie the blue pickaxe has a range of 66 XP rating
where legendary has 137
lol mt
interesting. i havent done as much testing with higher rarity mats yet, but when i was swapping common-rares in and out i just didnt see any kind of weighting. every combo pretty much looked like a 1:1 avg of mats.
wasn't really noticible until i added legendary mats in the mix
i did make a heroic pickaxe with 1 epic, 17 heroic, 3 rare mats
helpful to know for some recipes where you are stuck using an uncommon grem skin. that shit is so hard to find rare+
Yeah, definitely want to use the legendary materials when possible for crafting gathering tools. The extra XP and Rarity is a must.
any ideea if they fixed the storage? lost a full storage worth of stuff and then i was afraid to do more farming
They said something about addressing the duping which I think was linked to storage bugs but nothing specific about storage eating things (I never experienced that but never had money to upgrade storage either)
Was it in Lionhold?
Is there a storage vendor in Lionhold or was it Samia's Hope?
Have I been looking in the wrong place to find copper or are the spawn rates too low?
I've found about 3 times as much zinc as I have copper
yeah
copper is rare and with so many people farming it is super rare
reason why people find more zinc as well is i guess some people cant differentiate tin and zinc as easy as copper and iron and just walk past the zinc so others find more of it
I saw some cave openings northeast of Johva.
you might be onto something, i kept finding zinc last weekend but not copper or rubies
they are really easy for me to identify now 💀 staring at them too long
Has anyone been down there to see what's up with it?
do you mean the bear cave?
its got named npcs but not ores
unless that was changed recently (ptr specifically) was there on sunday
theres the ursine caves and the wolf cave next to it which is just filled with wolves and a glint chest
oh that wolf cave had mushrooms in it with the text calling it a type of mushroom
it was kinda funny
I was out killing minotaurs North East of Johva and saw 2 large sinkholes going deep into the ground.
i assume it was an unimplemented herbalism gatherable
ahh yea it is that alpha wolf cave, i think there was a couple of ores in it [jumped in there a few weeks ago] and a chest i couldnt open i think
and those mushrooms i thought it was funny
it said the name of whatever was sopposed to be there instead of the object itself
dont know if that changed havent been back
Does the copper have its own spawning locations or does it share spawns with the stone?
How do you get higher rarity thread? Can you increase the rarity on Droppings somehow? Or, just get lucky and kill lots of animals?
both, some static spawns that change every 24 hrs then theres dynamic nodes that can respawn as anything and share spots with stones.
So there's really no practical way to set up a mining route
you can have your routes but you wont always find the ores in the same spots, its also why you should be mining out granite and basalt you see as other ores can spawn there
so find a route thats got lots of ores / stones on it and mine it out and then at the end go in reverse to find fresh spawned stuff
Or make a loop🤔
that too
the route i use i just reverse / change the start point slightly and with how long the route is stuff is usually back
I also made heroic, used legendary wood, legendary mold and rare fragments. Hoped for epic but rare was just too low
pretty sure the main material has a higher weight / effect on the final tier, im doing tests to figure out weights of everything this weekend
Does the rarity of fuel have any effect?
in the crafting window it will say which items effect item rarity
Here are the best locations I found for mining, I usually find 1 to 5 copper / zinc rocks in every zone, unless someone got there a few time ago.
Do you have other spots ?
which servers that as the winstead goblin basalt pond on my server always only has basalt, no matter how much its mined out
Problem with sharing spots is they become harder for you to mine.
These spots are already known from the ones who are farming ores ^^
honestly copper /zinc are all over the place. if you open the codex map and turn on all mining nodes, pretty much any place where there are overlapping squares is good. no shortage of those places.
Also the trick is not to just mine copper but mine everything since alot of them share spawns. There is sn area I usually mine then on my 2nd sweep is usually when I get copper...
If it can help the ones that are starting the game and doesn't want to do like, walking for3 hours in each and every spot of the spot, hopping to find some rocks by luck
Copper is really rare here, I find some at night when there is nobody on the server ^^, a lot of people is passing by, coming back from highway men hills
i think when the gathering speed tools work in a noticable way this will happen more
One of the main reasons I'm playing on the US server despite living in the UK is to gather during low pop
Oh I didn't know there was a map like that. I will try to check locations this week end thanks
im hopeful recipe drop rates are increased during phase 2
its a bit of a mess with all the zones that are marked but still pretty useful
for example
I'm sad they nerfed my bugged out wolf respawn point to train my hunting... alas I was a good tester and reported the instantly respawning wolf
cause although it cant be easily used right now it'd be fun to have my storage full of them again
i have a bunch of recipees rn from solo leveling though
I think there will be other ways to get them rather than just drops. Dismantle and experiments will probably be a thing in phase 2
What's everyone's plans on what professions they are going to get to journeyman?
mining, metalworking, weapon smithing, stonemason
Same. Though I might swap weapon Smith with armour
Well, phase 2 is 5 days a week for 5 months so I'll try for all of them. lol
Depending on the storage sharing situation Is depending on what I decide to do.
SOmeone in my guild made a gdoc containing the jobs to master in order to be able to make all the stuff needed (it's in french)
it depends on what they do for crafting, if its still 2k+ main item for novice tier on some of the professions with same gathering/spawn rates i may not really try
i like grinding but i dont enjoy grinding when sometimes you make almost no progress in an hour vs you always make progress but need a lottt
I hope they keep it hard to level. But with a bigger map and more spread out players gathering should balance itself abit better
i think the way wood stuff works where you need thousands is good cause there is a lot of trees to work with so its just about spending the time doing it
i dont currently like how they have ores balanced vs professions for example
I feel there won't be a shortage of wood cutters
I'm not sure how effective potions and food will be though. They seem to require alot for minimal benefits
there is a number of ways for them to approach how to go about the balance they just havent tried anything so im unsure of what the plan is
yea its not a lot for how... annoying it could be to get but like gathering is nice, fishing obviously will get an active mode at some point but the way you go about it i like
processing is monetarily unbalanced but overall its alright to me (although cooking needs to get moved to crafting since it has recipees)
How many nodes did tehey planned to implement ? I remembered something like 70 ?
i dont remember tbh i want to say it was between 50-70 range but not too many level 5 ones
Yeah but imagine there is currently 5 nodes, imagine this map * 35. I think don't think we will lack of resources ^^
85 nodes + 15 castle nodes, 5 end up being metros
i cant base it off future speculation since there isnt anything to base it on, in theory an area being lush with just rocks and ores but minimal everything else can work for that but we arent at that staage of the game, i just want proof of concepts
Also with player shops and auction houses trading should be easy in theory
yea since i gathered 2 random nodes, may as well put it up for sale kind of things
Finally figured out why AOC crafting seemed strange. There's no granularity within the levels. A Novice can make any thing in the Novice class. In most games, there is a progression of items. The more you advance, the more items that you can make. I would have expected that, say a Carpenter Novice+0% would be able to make any Oak Copper bow, but you need to get to Novice+20% to make an Ash Copper bow and maybe Novice+40% for a Western Larch bow, etc. Same with crates. A one slot Oak Crate at 0%, 3 slot Ash Crate at 20%, etc. This would give you some incentive to advance though Novice or at least some feeling of accomplishment while grinding away. Just mt 2cp.
they haven't added in the artisan skill trees yet, which will definitely add that level to level feeling of progression
They don't really have the functional artisan system in game we should see that next phase is my understanding
It's just there for now to have something to do and imagine have basic systems that needed testing to see how we could break them that they hadn't done already
When you did that, did it tell you what rarity it was going to make before hand?
yes, it normally does
Once you've slotted all the items it will display what stats it will be crafted at. You're not pressing craft and praying to RNGesus unless you've got quality boosting gear on, but you'll at least see what the minimum you'll make is
Alchemy, Herbalism, Cooking focused right now. Right now the cooking recipes are very easy to make and are kinda busted. Increased 20 physical for 60 minutes. Very easy basic recipe to make. So if things get better than that as I level up - I will be walking around with significant buffs at all times.
Gotcha, because this is my second character I am testing out - my first one did animal husbandry and that was just 'chuck it in and hope for the best' sort of artisan
ugh, animal husbandry is painful
They did tell me the xp gains from crafting a mount is not their intended amount but who knows when they'll adjust it
every other craft gets like 2500xp per 30min craft vs 500 for animal husbandry...on top of the 55s+ cost
Thinking Alchemy, Scribing, and I'm really curious about Arcane Engineering. Need to level up mining though as I need Rubies for several recipes lol
Mining would go well with all 3 of those, tbh
You'll be able to take those 4 to journeyman together, at least
Yeah, I think by the time the game launches you are going to need a freehold to process animals into mounts. At this point they need it to be painful or everyone will have an epic mount, and no one will be testing anything else.
I would like to be able to craft them in multiples at least
queue up 5-10 so I don't need to drop everything every 30 min to start the next one
You can't always get what you want...🎶
it's why I switched to carpentry so I can make caravans
and if I do make a new cleric this weekend, they'll likely be arcane engineering
I need the artisan system to get a little easier, I'm too easily distracted.
I'm off to sleep, good luck out there tomorrow
Have a good one!
You too
December 20th it'll be more of the intended system I think, I wanna do scribing but not sure I'd make much progress in this build
Yea really its so out of tune that I just gave up on it. Clearly not meant to actually progress on it in P1
I'm gonna try it out so I at least have an idea of how it works
rn you need 2k rubies and process them x2 in alchemy to level scribe unless your server has the npc that sells apprentice scribe exp scroll and you got rare or better novice scribe shirt
I'm off work starting monday for surgery and then the extended uptime Thanksgiving Weekend (thanks Fuppo!) and then it's ruby time
Oh dang
Hope the surgery goes well!
Me too, they're doing ulnar and carpal release on my dominant hand as a trial before my other hand and it'll maybe restore some of my hand sensation and coordination and make typing involve less backspacing 😄
Probably a dumb question, but is there a certain mining level you have to be for harvesting gems like ruby, sapphire, etc.?
SO my pickaxe was broken and I thought ruby came up as unharvestable and ignored them from the first weekend on - turns out they're level 1 basic gatherable. The other ones are beyond novice tools and will say when you attempt to grab them.
Ohh interesting! Maybe mine was broken at the time too and I just didn't notice. Thanks!
I walked past literaly hundreds and hundreds of rubies because I didn't check them again assuming they were next tier
Yes it did
I saw someone posted heroic pickaxe with 305 xp rating, mine has 350, so it probably at the edge to being epic
is that xp raiting a flat increase? if i would get 160 xp with the common pickaxe now i get 350 or 160+350?
It isn't, we are not sure of the exact formula, but there are assumptions. I had total 360 exp rating, that gave me 2.11x base exp
But all xp rating is additive, you just add everything equipped
got a question since i have been doing much gathering. how hard is it to get 20 legendary logs? like impossible hard or grindy hard?
I would say that depends on your luck
if you have my luck... never lol.
like 8k wood harvested, most western larch and I have yet to pull up 20 epic larch.
picking flowers or whacking minerals.. well that is a totally diff story
get a high rarity return on those quite often
but I know others who have gotten plenty of legendary wood so ymmv
just don't be cursed lol
holy fuck then. i do consider myself lucky but i dont know
this is such a true statement. when i played archeage, one character i had was definitely cursed. insanely cursed
Cut western larch wood next to the spawn point (south, south east), there is legendary wood every 5 - 10 minutes, the rest is rare, epic or heroic
The rarity of a resource can depend on the location you are gathering it I think from what I understand from the wiki
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource
Hmm wonder if that is the case. I tend to hang out on the edge of the world looking for adult trees since our server is pretty much always deforested and the trees grow so slow.
I mean I am not sure all of that listed in the wiki for resources is even up and running at this point. Much of it is barebones atm
and where would i find weeping willows, does anyone know? :>
I got 10 legendary larch on my first day of gathering them, and then got another 5 legendary and 5 epic next week, it's all luck
they are everywhere but you will mostly find 1 at a time, sometimes 2 but rarely
Gotcha! Will definitely try and be on the lookout this weekend, thanks for the reply
So are master skills simply not available or do we just not know how they work yet? And be we I mean I.
Specifically the fact that I can upgrade to master fishing but that I get no experience or fish from it.
I'm under the impression that the cap is journeyman rn because of the level cap of 25
could be wrong tho
would master require a t4 node building then?
Sorry i have not been following this channel but have they talked about the fact that there is no wool pickable in the wild for makeing wool thread unlike flax for linen thread and only one vendor sold the wool seeds to be crafted on a farming table for leatherworking not sure if tailoring need wool thread or not. but for a starting crafting blueprint kinda sucks for leatherworking
imo i feel like woold should be getting from sheep no?
@cobalt dawnpicked or sheared one of the two i was thinking cotten tho : )
I was going to test artisanship and node building this week end but given the PvP stuff they have added this weekend and the huge rewards/penalties they have given for PvP, testing PvE seems a little futile. Trying to conduct commerce in the midst of a all out 24/7 war isn't sensible or rewarding. The lack of activity in this channel should concern Intrepid.
Has anyone gotten any blueprints for better than novice tailoring gear? just wondering what the material usage is like later on. As of now, it seems farming flax/linen is how you level it to 10. Wondering if I should be looking for anything else
you will get new recipes from the textille mill.
I ran into several in one place towards the level 20+ mobs when I got lost exploring at level 12
Again, just reading the testing outline the crafting isn't really implemented or part of the test.
We are going to do our best to move forward with crafting and economy anyway despite all of the hardship. You are very welcome to join. We are on Resna
https://discord.gg/r99hx9se
Does anyone know if the 2 grand master professions that we can have are included in the 3 master professions or if we can have a total of 5 master and above professions
You can have a total of 5 jobs above novice (2 GM, 1 M, 1 J, 1 A)
Thank you very much that's exactly what I needed to know
If you scroll up you'll see that my response comes out of someone's mouth about thrice a day:
Artisanship is not the focus of A2P1. In P1 artisanship is basically just a barebones placeholder. Artisanship will be given much more attention in P2. This is not an oversight, this is not a mistake, this is a deliberate choice to let them focus on critical stuff in P1. Let Interpid cook 🥧
Well I don't know how you think progression is going to work without artisanship. As an extreme view, I don't see the purpose or the point of artisanship at all in the game at this point. Right now the only point of the PvE content in the game is so that something exists for PvP players to steal and destroy. This is the mistake New World and Archeage made. Testing progression (which is in phase1) by testing regression, seems backwards to me.
artisans still make the best gear at end game right now iirc. the firebrand sword recipe is DISGUSTING
its just not really filled in for the rest of the game up to max
Right, but if all the PvE content is locked behind PvP, what is the point in making the sword? Is a mainly PvP player going to invest the amount of time required to make the sword? Does that PvP player care about that?
its a pvx game, you gotta be willing to do both pvp and pve
100% agree, but right now there is no incentive to PvE, it contains all the time investment risk and none of the reward.
im not so sure what you mean. PVE gives glint, equipment, materials and recipes. have you not seen what drops in the end game spots currrently?
carphin max lvl shit is crazy
pvp death is only gona drop part of your glint and materials, so its still worth doing
Currently artisanship doesn't even have skill trees so it would be equivalent to not having class skills or passives just a couple spells autoassigned at different levels. I see in Phase 1 those things are just there, I see in the next phase Artisanship skill trees and more of the artisan-adjacent systems to modify player equipment and abilities introduced.
Right, but to succeed in PvE content, you have to (as an individual) go through PvP. I don't see the same need in order to succeed in PvP content (as an individual). I think the planned artifact system, and the planned repair system, show that (as a team) PvP players will be dependent on PvE players as vice versa, but I do think testing how that works progression-wise 1-50 , is important, because if you don't (as a node) progress artisans with adventuring, either levelling adventuring will become impossible, or adventurers will have a 3 month wait at level 50 waiting for the artisans to catch up, or none will ever catch up.
to succeed in pvp you need gear. when the game rolls out there wont be as many static gear drops so you will have to support both sides of the coin to get ahead in the actual game
I saw the snippet in the wiki that you might be referencing whether to allow artisans to level to 50 without having to pve but it seems to have been decided to stop it at 30 was that for the duration of the alpha/beta phase I don't recall which article or interview it was referencing.
Yep, I realize that is the intent, but you don't think testing that is important?
oh i never said it wasn't but we just arent in that part of the alpha yet
thats p2 and p3
the biggest part of p1 is just to make sure we can get a bunch of people to do the barebones systems in place before adding a bunch of extra stuff
You don't think gear progression falls under progression?
@glacial helm why do you bother so much on the point of doing something ? It is a game, have fun. If you don't like craft, just don't craft, but stop crying of something that is not implemented for a specific reason
im not sure why you are hammering so hard on pedantics. we have less than a month before they actually impliment it. you want them to drop everything to fit in too much things ahead of time?
just be patient its coming
Well, I predict we will have to wipe many times to get progression right if we don't test it now. maybe we will have a few weeks at the end of P2 where we wipe a lot, who knows?
remember they also have PTR rolling during the week to test things out with the Alpha 1 testers, so intrepid is getting really good data from that too
Yeah, I respect that answer. So maybe just enjoy the PvP and don't sweat it! I'll leave artisanship alone.
I hope they get a viable market system in the Alpha soon, crafting is a pain right now because finding buyers and sellers of materials is futile at the moment. Getting this in game sooner than later will up the testing and gear output of the crafting system.
Phase two is suppose to bring in player stall type market I think.... will see
I would hope they test it prior to that but maybe its something that hasn't even been developed yet, if that is the case it is concerning.
im excited for the bazaars to pop off. runescape back in the day selling stuff on world 1 or 2 was iconic. little nooks and crannies in cities had specialty items and you some under ground areas for lesser known stuff
steven did say the market stalls are a priority in progress, prob wont see it till start of P2 tho
I am a SWG and Eve crafting nut job so I want to dive into it head first, it is just very sluggish right now due to the lack of trade
check if your server has an unofficial discord. we have one for vyra and you can trade on there for specific stuff
How does one currently level up tailoring? What is the best items to craft for levelling and how to efficiently get their materials?
And same for leatherworking
basically tailor uses mostly flax threads, so you can wander around some of the flower fields and find flax now and then or kill animal mobs for poop and farm flax to turn into thread with a minor amount of hunting grem -> leather
and leatherworking is kinda reverse in resources
i havent specifically tested them but thinking on it i have like 300ish flax atm i doubt that would get me to level 10 in tailoring but something i can always test sometime this weekend
see if it is as bad as the arcane enginerring/scribe needing 2k minimum of their primary resource
has anyone made a farming calculator yet that gives u the raw gatherables needed to craft ur stuff?
its not really a "calculator" as much as trusting the ashes codex site is matching up with what im seeing, and from my in game item comparisons to what it has it seems to line up every time https://ashescodex.com/db/tables
yeah i didnt mean this i meant like putting in a bronze spellbow
and it spits out all the resources u need without having to go down the chain and add it all up
stuff like that probably wouldnt get made until they have a more complete artisan system
i mean they were saying something like how much exp left till said level and can it list me what i need to get together kind of thing
at least i assumed thats what they meant
Whats that from?
my own thingie, it's not online
does anyone know if down the line we'll have "artisan" bank bags?
where or what building is needed to craft apprentice hunting bow?
cookhouse
So I am guess us Apprentice Jewelcrafters are SOL trying to craft anything apprentice?
why?
has anyone been able to find oathbeared at his spawn caves?
gotta find where the t2 building is on your server
thank you
do you guys have the apprentice mining pikcaxe doing rarity quantity?
those are the only two i have
(i bought the second from the mining vendor next to the stonemasonery)
whats warp used for? as a tailor do I want to craft warp at all or focus on fibers?
also this whole stash situation is kinda annoying. Lionhold is holding everything for me because thats where the crafting vendors are near. None of the nodes have crafting vendors
what a good time to get the +1 from quantity rating
where do you get apprentice gathering tools?