#alpha-two-artisan-chat

1 messages Ā· Page 9 of 1

hybrid stirrup
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oh look its RARE(blue)

dire lily
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Yeah, the PVE journey felt really good ime

hybrid stirrup
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i want crafting to be great too

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šŸ™‚

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theres a reason i did it

inner gulch
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I believe Steven mentioned levels and gear will only end up being a little less than half of the equation each in terms of power so geared players shouldn't be overshadowing low geared players in the end when they get balance where they want

pliant crown
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i want crafting to feel good and be worth it without ruining designs lol

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i just feel it currently doesnt feel good and from recent discoveries it does emphasize rarity scaling issues

inner gulch
potent parcel
# pliant crown i just feel it currently doesnt feel good and from recent discoveries it does em...

https://youtu.be/W6dhCycYAJQ?t=1h01m04s
here is the bit where they talked about using different resources in place of others that changes the result, like using ash instead of oak in a copper sword

https://youtu.be/sNfwQILIasQ?t=1h06m32s
and here is where they were speaking about region specific materials

These 2 things might make it better or worse

We are extremely excited to give you an early preview of the Artisanship System in Ashes of Creation! This 4K video is just a taste of what's to come!

Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the v...

ā–¶ Play video

This month, we shared an early preview of the Caravan System in Ashes of Creation, and more!
šŸ‘‡ For Timestamps click "Show More"

Chapters
0:00 Intro
5:00 Reminders
18:40 Caravan Preview
1:22:31 Studio Update
1:25:09 Art Update
1:27:36 Outro and Q&A - Didn't hear your question in our Q&A? Check to see if it was answered over on our forums: htt...

ā–¶ Play video
glacial helm
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I think you need a shift in expectations. Most people are going to level in green gear, with probably a few common ones. That is going to be true nearly all the way to max level. Although, towards the end, it is going to perhaps creep up to blue, as it may be worth investing time in better gear due to the longer levelling time. You have a test environment here where not only are they testing mixing and matching different rarities in crafting, we are also frozen at 25 creating an artificial end game. By the real end-game, most of the armor/weapon-smithing economy will be repairing gear, not making new gear.

inner gulch
glacial helm
sweet elk
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Ì think the level cap is the part everyone is missing. Progressively high tier mats are progressively hard to get nevermind get good rarity for. Right now everyone is promoting and demoting artsian skills to and from apprentice because of that artificial cap. lvl 10 legendaries are by far the easiest to get. The question is what lvl white gear are they equivalent to, is it 40? is it 50? noone really knows right now.

Were looking at a snapshot of the whole system, and balance is questionably not even been implemented, otherwise things like mages doing so much damage etc would also be up for debate

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crafting shirts are probably broken/op though i will say that

dire lily
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the crafting shirts are allowing people to use all blue mats to create legendaries

sweet elk
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thats what im saying, if the crafting shirts were heavily nerfed/removed would we still be having the same conversation

dire lily
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we would yes

sweet elk
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because were swimming in legendary mats? not really

dire lily
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no because the scaling fundamentally breaks the game

sweet elk
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breaks the artificial lvl 25 end game yes

dire lily
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nothing about level 10 legendaries aligns with anything Steven has said lmao

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PVE or PVP

sweet elk
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crafting gear is best gear in the game, mobs should drop nothing but recipes thats the original vision

dire lily
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yeah, and that's going to feel terrible

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but that's a different topic

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Constantine said it best. With the way scaling currently works, you end up getting a level 60 WOW character with a level 10 health pool.

sweet elk
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I think the amount of legendaries is a large part of the issue, which part of it using unintended/potentially broken mechanics

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i dont think everone having legendary gear like wow is a good system either

vague mason
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I hope there's some kind of failure chance to crafting later and actual gear breakage. Right now there doesn't seem to be a gear sink so that there's a market for gear other than upgrading it.

potent parcel
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Also it’s a gold sink

potent parcel
# dire lily Constantine said it best. With the way scaling currently works, you end up gett...

I expect the vassal system in P2 to fix this
Cause nodes will block progress of other nodes

Less level 3 nodes means less stations, which locks out a lot of crafting options

Then you have to pick what crafting stations will be built

And then seiges will happen, which breaks all the benches if that node is destroyed

I don’t expect more than apprentice tools to be available from the first tier 3 node
The 2nd might be tailoring or animal husbandry, but will more than likely be the rest of the tools
After that, not a lot of building space remaining
We def won’t be getting journeyman until after a node hits t4, and even then, if it’s not the correct choice, the rest of the server will knock them down which breaks all vassal benches as well as the main node

dire lily
vague mason
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I haven't messed with enchanting yet. Gold sink isn't bad since there's so much money from caravan. It just feels very tedious for crafting right now because you can buy gear from the vendors so all these extra things of gear have no value.

potent parcel
vague mason
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I think getting away from vendors doing repairs would be cool. Have bonuses for a crafter repairing such as higher chance of fully repairing the gear versus repairing but lowers durability.

vast dune
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is anyone else having a bug with the apprentice hunting bag not giving increased stack sizes? mine only has 20 stacks

potent parcel
sweet elk
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Also relying on there only being 5 nodes is again only looking at a snapchat, not the real game

potent parcel
vast dune
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thats what i'm saying though

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mine doesn't

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i currently have 21 grem carcasses and i thought maybe it was a visual bug and it would allow me to stack 60 even though it said 20 but when i got the 21st one it started a new stack

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oh so maybe only for pets not for carcasses

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when i bank I will check, i have a stack of bears somewhere

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i feel like it should be both or if it is going to be one not the other it should be carcasses....... who is going to be walking around with 50 pets on them

real fractal
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Anyone have a compendium of all gear/different qualities? I was wondering if there was a crafted heavy Armor with intell/wisdom/mentality

vast dune
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i have mentality on my heavy helm

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and my belt actually

fading mist
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anyone have an idea how much i should sell a legendary copper for

vast dune
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i would suggest donating it to me for free for the karma points

vast dune
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worth a shot

neat salmon
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how do you price rubies when selling ?

urban anvil
raw mist
vast dune
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i feel like that is backwards but maybe i'm wrong

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🤣

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if someone is walking around with that many pets then good for them

safe bough
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With the current system there is no reason to do anything but gathering and crafting, please see the issue here. It makes mob grinding pointless other than exp, it makes big guilds exponentially stronger as well due to logistic funneling to a guild crafter.

vague mason
vast dune
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i think so too

inner gulch
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You know the end goal for the game is to be crafting nearly everything for the best stuff

vague mason
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How do you enchant gear?

potent parcel
lunar flower
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Where to fish when I have an apprentice certificate and fishing pole?

vague mason
potent parcel
vague mason
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Holy crap enchanting is expensive.

potent parcel
deep wolf
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Just saw this, same issue, its bugged for everyone

vocal plume
deep wolf
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no good crafter/harvester pants 😦

vocal plume
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no legendary medium gear šŸ˜„

inner gulch
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Dec 20 can't come soon enough for better gear balance and fixed spawn rates and rarity on hunting

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Seen less than 5 rare animal tames and nothing above that since upgrading to epic t2 and clothes

hybrid stirrup
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thoroughly enjoyed how hard gear is to come by while leveling up as well as a grindy, worthwhile crafting system. I realize it's alpha, but there will come a time where you will realize what we are talking about. I believe it will change, so it is what it is, i just hope it is changed before alpha 2 phase 2 so we can have a somewhat healthy endgame from early JAN -> MAY.

hybrid stirrup
hybrid stirrup
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I'm beating a horse I'm trying to get you people to see for a reason.

potent parcel
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Nodes that level up first block all adjacent nodes from leveling

So until we get the t4 node, we may be hard stuck with only 1-2 t3 nodes

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And maybe even then cap out at 3 t3 nodes

glacial helm
hybrid stirrup
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or is it basically how many apprentice crafts are in a zone is dependent ont he t <number>

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?

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if it's the latter i don't think the vassel system will help

potent parcel
hybrid stirrup
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got it

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so only 1 node will have how many buildings? 2?

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i guess that will solve it for the time being

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once there is 3 towns with 2 apprentice buildings in them, then you will have people soloing firebrand again

potent parcel
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You need at least 2 nodes to be able to make 1 weapon

hybrid stirrup
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yeah stone, metalcrafting, weaponcrafting

potent parcel
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So you need those too

hybrid stirrup
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you don't need hunting for any weapons

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need boards tho

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for the molds

potent parcel
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How do you get a bowstring?

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Tailor making for artisan shirts to boost quality

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Leather crafting for pants

hybrid stirrup
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except leathers broken

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bowstring is for carpentry

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leather artisan gear****

potent parcel
hybrid stirrup
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tru

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but why wear any leather at all

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when you can have legendary cloth

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or plate

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be a mage in leg plate and you will still 1 shot people

potent parcel
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Also do you want apprentice mounts, gonna need another 2 buildings

hybrid stirrup
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weapon and armor currently (apprentice) require the same 4 buildings

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weapons require:
stone
Lumber Mill
Metalworking
weaponcrafting/armorcrafting

armor requires:
Metalworking
Stone,
Lumber Mill
Weoponcrafting/armorcrafting

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do all buildings come in sets of 2?

potent parcel
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Are you including the support buildings in that

hybrid stirrup
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or do you have to build metalworking alongside weaponcrafting/armor? (two separate buildings) or are they considered 1?

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on our server they are next to each other

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same with stonecutting/jewelry

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but yeah wont be able to make those 4 buildings because the base case for everything to start going is having the following buildings:
Lumber Milling (bluebolt)
Weaving (bluebolt)
Hunting (raptors)
Skinning (raptor hides)
Tailoring (shirts)

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but still id rather run around as a tank in all cloth legendary gear than anything you can get from firebrand or carphin

safe bough
dire lily
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It's in the wiki

potent parcel
safe bough
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The wiki is literally just quotes from Steven over 4 years. I think judging that as fact or gospel is off base.

royal viperBOT
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Ashes of Creation Wiki

Mobs drop glint, items, and crafting materials in preference to gold.
Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.
The rarity of glint increases with the mob's level.
Loot tables are disabled for player controlled monsters.
Experience debt decreases the dr...

potent parcel
safe bough
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True lol

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He can change his mind or maybe our feedback could do the same .

safe bough
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I think forcing everyone into gathering and crafting is going to alienate a lot of diff playstyles.

potent parcel
grand mortar
hybrid stirrup
grand mortar
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I just participated in a caravan where we paid for a group of pvp-oriented players to protect us

safe bough
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I get that . But I think we should be open to mobs dropping gear that is 20 percent or so weaker than crafted.

potent parcel
hybrid stirrup
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when those powers combine with hunting/skinning raptors, you begin making gear that will allow you to basically 1 shot any person (as a mage/tank) in the game (wearing equally powerful, legendary gear or otherwise).

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forget about mounts for what I'm talking about

potent parcel
grand mortar
safe bough
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Uh

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Crafted gear is currently 20 to 50x better

hybrid stirrup
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correct

potent parcel
safe bough
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And the reason I'm bringing this up is someone said mob drop gear was temporary

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For tests etc

dire lily
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I honestly haven't been able to track down the source of that idea, but have heard others repeat it lol

potent parcel
hybrid stirrup
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the gear they drop is bad

royal viperBOT
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Ashes of Creation Wiki search results
1: <https://ashesofcreation.wiki/Item_rarities>

...gatherers may have the ability to "spoil" a boss' loot. Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans...

2: <https://ashesofcreation.wiki/Firebrand%2C_the_Devouring_Flame>

...Devouring Flame (5 star) (Firebrand) is a level 25 Dragon raid boss in Ashes of Creation. Firebrand is an end-game raid boss for Alpha-2 that will drop the highest...

3: <https://ashesofcreation.wiki/Loot>

...gatherers may have the ability to "spoil" a boss' loot. Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans...

grand mortar
hybrid stirrup
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comparitively

safe bough
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When compared to crafted mob dropped is toilet paper

grand mortar
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we'll see how things turn out in phases 2 and 3 of this alpha

safe bough
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Im.hoping they Tone it down fir phase 2 , not a lot of time.

potent parcel
safe bough
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Right but farm.those bosses u use crafted gear

dire lily
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Not compared to crafted

safe bough
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So no point

hard void
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Considering only two places really give good drops I’m happy crafting is good

hybrid stirrup
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not better than this

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which i made in 4 days of testing out crafting

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OKAY MUCH LOVE

safe bough
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The artisan sets are broken lol

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Also quality nodes are static

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Bunch of stuff needs changing imo

grand mortar
hard void
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Rather crafting be super relevant while simultaneously allowing world drops to be the same. But currently steelbloom hidden door and Carphin are only really places to reliably far gear

grand mortar
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it also force players to interact more to get the best gear

potent parcel
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Yeh it’s worse than I thought

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If we get journeyman benches, the next tier of gear we can craft is much stronger

hybrid stirrup
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The mace is 1 handed

potent parcel
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Best you can get from world bosses is the Epic wand of briarhome from tumoc

hybrid stirrup
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2 handed weapon I make is like 850 power (layer fleshripper)??

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Flayer

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Takes 10 blue bronze ingots, and 10 epic bronze ingots

hard void
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Early p2 we will be able to craft/mess with most likely will max at the rividium or whatever ore. I think numbers could be tuned down a bit because idk what the hell we will be hitting for at 50 at this rate but having legos gear (even lvl 10) makes the gameplay feel smooth as hell

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I don’t think a color tier should increase the damage on weapons by double or triple though

hybrid stirrup
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Agree

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I’m a tank

hard void
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Cause high lvl PvP in legos is just 1s or 0s. You die or you don’t really

hybrid stirrup
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And 2 shot a fighter also wearing legendary gear

potent parcel
hard void
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I figured we’d peak around the steel crafts till the system is figured out better but I haven’t truly looked at it much

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I’d rather gear go up in say 25% increases than near 100% + we are at right now. But if you nuke crafting then the already contested gear spots for ppl who don’t wanna craft will be way more insane

hybrid stirrup
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25% steps will still be way better than carphin/steel loom gear

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With far less time investment

hard void
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Biggest bottlenecks so far at least on Resna are 1a.) Animal fat/Otter or raptor hides and then good tin

hybrid stirrup
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Yeah think it’s pretty common

hard void
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Given, ppl prob aren’t prob being loud about if they get epic carcasses or not but dude I know did 250+ animals yesterday and only saw 1 epic and 2 heroics iirc

hybrid stirrup
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The beautiful thing is you only need common tanned hides

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But yes, if it were any different it would be a problem

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I should say the ā€œnot so beautiful thingā€

hard void
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Yeah with good prof shirts you can make legos with blue or less stuff lmao

hybrid stirrup
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Just has to average out around heroic maybe slightly under

hard void
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I have a gigga Lumbermilling shirt and I’ve seen only 1 extra proc or quality increase above blue

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Vs I’ve seen smelters crank out procs pretty reliably with similar quantity/qual numbers

hybrid stirrup
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Yeah the rarity / procs on those and gathering do not seem to be as impactful as the rarity on crafting šŸ™‚

hard void
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Been keeping a spreadsheet on my crafts and if you ever need blue or lower im your man but i prob did 50+ epic or lego stuff for a guildie and not one proc DIESOFCRINGE

latent plover
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OK dumb question. Why can I not make copper fragments at the metal working station. I have like 30 pieces of copper in my inventory. Wood in the fuel spots. But it still says I have no copper to start the job

fleet trail
timid acorn
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It seems there's no way to craft higher-than-common Magic Powder? Even with high level daffodil and snowdrop, the only Essence Crystals that exist are common.

mortal dawn
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the essence isnt a quality ingrediant

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so common is fine

timid acorn
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Then the "possible outcomes" window is bugged to only show Common

mortal dawn
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could be, i dont recall my legendary one i made the other day having issues but servers been very weird last 2 days

hybrid stirrup
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ive used higher tier magic powder for weaponcrafting but dont know what went in to it

olive pollen
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So hide doesnt really afect the crafting grade? lets say I use 2 leg copper frags, leg basalt armor mold and green grem hide it will still come out leg ?

cursive sphinx
north thistle
cursive sphinx
hybrid stirrup
real fractal
olive pollen
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@hybrid stirrup Ah i see thanks for insight

shy harbor
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Does anyone think there is a disparity between the amount of xp you get tanning compared to the xp given hunting for the hides and the xp generated from the 5 hides you produce each tan.

I made 4 lvls hunting 23-27 whilst gathering enough wolf / bear pelts to do 1.25 lvls of tanning. This have me more than enough hides to gain 3 Lvls In leather working.

Don’t even go there about the bear to bear pelt ratios.

inner gulch
tame mortar
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There was a picture of profession dependencies linked here some days ago, but I did not get it saved. Anyone got that?

inner gulch
deep wolf
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I really dont get why there are some double processes.....Like boards, turning into timber then boards. Nothing is added other than taking double the time and double the babysitting.

fast swan
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Is cooking worth it? Are there good recipes?

cunning bolt
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also, you have to get ready for this stuff

fast swan
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Wild where do you get Baby cow? šŸ˜„ this is only on tables right? The Main thing with Real cows at your freehold or other housing is not in yet? @cunning bolt

cunning bolt
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I just pray in phase 2 that there will be a way to get seeds and water without needing to buy it from the vendor since that shit gets expensive fast

fast swan
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I see thank you. I want Real farming at a field

cunning bolt
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frrr, I wanna get a free hold to do my maid cafe stuff but thats probably way out of my league

jade violet
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Quick question to apprentice crafters. Do the higher level crafts give more exp? I.e. if I level to 10 crafting novice shields would i then level to 20 crafting apprentice shields?

modest token
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How/where can i upgrade the caravan?

cunning bolt
modest token
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Oooooo thank you so much!

hybrid stirrup
olive pollen
tight cedar
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Perhaps this is putting the cart before the horse but I was thinking about Grand Master artisans:

There seems to be quite the advantage to artisans that do not require a 3rd step.

For example, an animal husbandry artisan can GM in hunting and animal husbandry and be self sufficient.

A carpenter can only GM in 1 other, either lumber jacking or lumber milling.

If they GM in lumberjacking they cannot process the highest wood, thus reliant on a gm lumbermiller.

Same for the opposite, they GM in lumber milling they cannot fell the highest wood, thua reliant on a gm lumberjacking.

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Think about the hassle it would be for something like a carpenter to have to find an AH with a GM lumberjack providing the highest rarity woods and then having to travel to your freehold to process it every time. Feels like a headache

spiral field
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I know that they intend for crafters to not truly be self sufficient, and overall I can appreciate that in an MMO. However, it would be nice if they allowed you to be self sufficient within your own profession. For example, the current system would work great if materials capped out at Master. Then you could have Gathering at Master and your Crafting and Processing at GM. The way it stands now, it feels a bit like wasted effort on any skills below GM. Any gains from a profession that isn't capable of bing GM will feel wasted at end game when you can't use it for anything useful. It might have been useful while levelling, but not so much at end game.

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Also, Hunting seems to be at a DRASTIC disadvantage on gather quality materials. I leaned heavily into gathering for this phase and I can get heroic + materials on a daily basis for wood, metal, stone, and herbs, but good luck on getting heroic + carcases or animals. They are once in a blue moon.

plain steppe
gusty oracle
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I think people's views are abit skewed at the moment with how easy it is to craft legendary stuff. The hardest thing at the moment is just leveling a crafting skill

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I can assume later on it will be much more difficult to craft higher rarity gear and they do plan to have resources sinks

plain steppe
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Well it sounds like they are expanding on the 1-10 levels of profession tiers in the next phase.

This was from their phase 2 goals on the wiki:

https://ashesofcreation.wiki/Artisan_skill_tree

Ashes of Creation Wiki

Progression to each "tier" within an artisan profession grants skill points that can be utilized in a character's artisan skill tree.

In all three of the branches you'll have skill trees for your profession. So, those skill trees you'll be able to find passives that'll give you stat bonuses, and predicates for extra functionality within whateve...

gusty oracle
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Unfortunately we don't know when in phase 2 they will address the crafting.

wintry goblet
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Deja is correct absolutely. It's a core principle of the game that cooperation and interdependence are built in. It'll be extremely difficult in the end to be self sufficient. Remember that this is very early and things will change...

spiral field
plain steppe
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Personally, i would like to see cooler options than what they are showing here.
Something like an ability with a 5 minute cooldown -"chop 5 of the same trees down within 20 seconds and get increased chance of rare" -> would incentivize the player to look for tree groupings that are close to use this ability. Creating a little more intrigue in what the player is scouting for while gathering.

spiral field
tame mortar
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There is no point in even trying to be self sufficient. You need 11 characters to get every profession to grand master. Even managing that you will be horribly ineffective with your time and will end up spending way more time managing things then actually playing

plain steppe
gusty oracle
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Trade is gonna be the name of the game. Currently its to difficult to Trade so everyone is trying to do everything and getting frustrated they can't.

plain steppe
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but they could have more ideas... one of the problems with gathering is that your player exp progress stalls, which i understand is the design intent. But you could have some ability which is "double the exp of the next monster killed for 30s after chopping down 3 trees in a row" or something

left parrot
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I think the general consensus among the player base is that the number of professions you’ll be allowed to cap out at each tier is a tiny bit too restrictive still

plain steppe
plain steppe
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Everyone is going to be a GM of carpentry if thats the only building that allows GM on your server

hybrid stirrup
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Currently you can just swap professions at apprentice so currently, you can be entirely self sufficient.

It’s a PITA though.

tight cedar
split relic
rocky cypress
wintry goblet
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Player stalls come online with a central NPC in the market at phase 2. This will be the start of addressing the trade issues. Give it all time...

gusty oracle
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I think the problem is some professions just seem more useful than others.

summer elk
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I did not exactly understand the player shops mentioned. Does anyone know if we can make both buy and sell orders? So for example we want to buy something in bulk like 200 pieces, and then anyone who comes can sell a few pieces at the time to our shop, or is it just for selling?

gusty oracle
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We will have to wait untill the 20th to find out how in depth the stalls are. It might just be sell orders.

rocky cypress
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Anyone around whose brain i can pick on some gear crafting advice?

gusty oracle
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All I know is caravans are gonna be more popular

tight cedar
summer elk
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they will have to make all metropolis perks lucrative at the same level so that people want them all and are split

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For example if you have academic metropolis only on 1 continent and they make it that you can make gm specific stuff only there, people will also want to go there

tight cedar
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I can imagine a scenario where someone wants to be a tailor but there's no GM herbalist within 45m ride.

vast dune
rocky cypress
tight cedar
vast dune
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Run your caravans to the big spot with the AH and big market rather than live there and have to run them to smaller markets. I may be wrong but I feel like you make more money that way

tight cedar
tight cedar
vast dune
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No pain no gain 🤣

tight cedar
# vast dune No pain no gain 🤣

Because a caravan is a target and a random player with stuffed bags isn't - I bet that probably puts a crazy high premium on the fast land mounts you can buy

rocky cypress
vast dune
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It's good to have bloodthirsty friends as a merchant šŸ¤·ā€ā™‚ļø

tight cedar
tight cedar
rocky cypress
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I think the dynamics these systems can create are really exciting even if they are inconvenient for crafting overall.

summer elk
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as long as you are on a healthy server with no huge guilds that can pk without consequences, people will be deterred to just attack a random target, especially when bounty hunting system comes to life

tight cedar
grand mortar
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is just the GM level that would need more players

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and remember that their plans for crafting is to have just a few GM per server

plain steppe
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i thought the plan was 2 GM per player

tight cedar
grand mortar
grand mortar
grand mortar
plain steppe
grand mortar
plain steppe
grand mortar
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you can reach GM without node structure rn, the problem is you can't craft anything with it

plain steppe
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it may be that one person becomes a GM weaponsmith on a server, makes the best legendaries for all their friends/guild, then destroys the node so that no one else can become a GM weaponsmith for a very long time

plain steppe
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and to get the mining tool

grand mortar
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the node structure is needed to make the tools only

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but you can get the titles rn

plain steppe
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could i get to level 11?

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without upgrading to apprentice first?

tight cedar
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which you can do without crafting higher tools

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You could do the whole thing with a crude pickaxe but it would be hell to do

grand mortar
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the certifications are being given independent from node structure

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but maybe this is just for alpha

plain steppe
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oh i see

rocky cypress
plain steppe
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combat is way more fun and fleshed out

tight cedar
grand mortar
plain steppe
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im glad to see they plan a professions skill tree at least

grand mortar
tight cedar
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lol

grand mortar
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damn

rocky cypress
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Good lord

tight cedar
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😭 šŸ˜…

plain steppe
#

i would rage

#

lol

tight cedar
#

I remember having the thought many times, 'I wish this bow would last a little longer...'

grand mortar
#

Did you never try to hunt a beast and have the game say "you need an apprentice tool to hunt this"?

rocky cypress
#

Uh yeah. My epic apprentice has 750 durability. Your crude bow has, like 55?

tight cedar
rocky cypress
#

Ohhhhhh pre nerf

tight cedar
#

Yea so I was dumb but it was significantly easier pre nerf

rocky cypress
#

OK. I was imagining post nerf

grand mortar
#

it amazes me how much we go through to level up bare bones professions that will be wiped in 2 weeks

tight cedar
#

Post nerf would be hell

rocky cypress
#

I was about to say, you need therapy lol

tight cedar
tight cedar
rocky cypress
grand mortar
#

i was happy that i would be free for the week, but now that i'm free i really want to play some more

#

I'm almost journeyman on alchemy, literally would get this morning

rocky cypress
#

We paid $120-$130 and are leveling things that are gonna be wiped in 2 weeks. Loss of progression is one of the worst things that can happen and yet we're all willingly going through it.

tight cedar
deep wolf
#

I mean if you do scribe you’ll max alchemy anyways

tight cedar
grand mortar
#

you can only make health/mana salves/potions, and they are barely useful when clerics and bards exist

grand mortar
#

besides this you can process things for other crafters

grand mortar
tight cedar
#

gotcha

grand mortar
#

lots of good elixirs that are possible but the alpha doesn't let you make

#

and the gameplay for crafting in general is a bit dull

#

every processing or crafting is just putting ingredients, pressing a button and leaving for some time

#

i'd like to have optional minigames that make the end product better

#

or make it end quicker

rocky cypress
plain steppe
#

or maybe a minigame that allows you to batch create 100 oak crates instead of 1 at a time

rocky cypress
#

Either a minigame or crafting skills. Not as in depth as FFXIV but just enough to make it more entertaining

grand mortar
#

the worst isn't waiting hours for a big batch order, it's putting 10 things to process and have to wait 10 minutes doing nothing

tight cedar
rocky cypress
tight cedar
rocky cypress
#

Yup. No one used them individually for the most part because there websites that created macros for you that would just use them all in the correct order but that's how the system was.

left parrot
tight cedar
left parrot
rocky cypress
#

@left parrot you're on castus?

left parrot
rocky cypress
#

You're the guy who asked me for zinc on my mining route haha

analog shard
#

Guys, where can i see the maximum of artisanships i can dive in?

left parrot
analog shard
#

Thanks

elder peak
#

2 gm + 1 m + 1 jm + 1 apprentice

left parrot
#

^ yeah that’s probably a better way to explain it although I really really hope that changes

analog shard
#

i got it both ways, thanks guys

left parrot
#

I like the idea of going up to Journeyman freeing up an apprentice slot

rocky cypress
analog shard
#

Isn't that a lot of professions tho

#

5 vs 14

left parrot
grand mortar
#

and you can only be apprentice in 5 yourself

analog shard
left parrot
#

I think it’ll be great once there’s a trade system that isn’t hot dogwater

analog shard
#

So apprentice 10-20 / journeyman 20-30 / master 30-40 / gm 40-50?

rocky cypress
#

You'd still need other people with 5/4/3/2 you just wouldn't be AS reliant as a 1/1/1/2

tight cedar
grand mortar
analog shard
elder peak
#

unlikely but possible

rocky cypress
#

What artisan skills is it for the shirts? Tailoring?

tight cedar
rocky cypress
#

How are people getting legendary raptor/bear hide? I haven't seen above a rare yet.

elder peak
#

are they getting it? or are they crafting leg stuff that you think needs leg raptor/bear hide? šŸ˜‰

#

give tailor good shirt and the rest is easy

#

the scaling is way wrong, but this is how it starts besides apprentice tools

elder peak
#

have you seen legendary raptor or bear hides? i have not and still crafting legendary stuff.
how it works right now...
for processing you need same quality mats, so that limits you on blue or green with the raptor hide.
for crafting you can mix qualities, so you take your green/ blue raptor with epic rest und craft something like that... sorry bad quality

#

then you take another green/blur raptorhide and with most blue mats you will get this...

tight cedar
#

But that wouldn't get you legendary - because to get legendary you need all the componets to average out to legendary. Anything less than legendary drops the average below legendary and yields an epic

elder peak
#

you wear the first shirt to craft the second, from there on ...

crude shoal
#

No it doesn't. Crafting quality rating is massively overpowered right now.

#

This is an excel sheet of what I used to craft full legendary bluebell gear.

#

All gear items are max stat

tight cedar
#

Oh.. so you can use the 'Tailoring Quality Rating' to backdoor the quality of the thing you are making? Aka, instead of needing legendary materials you just use the shit and get lucky?

crude shoal
#

It's never lucky. Crafting is completely deterministic.

elder peak
#

you craft max gear with low mats

left parrot
#

Yup, it’s a feedback loop of rarity increases being overpowered

elder peak
#

it is another snowballsystem that need adjustments

dire lily
#

It's what so many of us have been yelling over the weekend lol

tight cedar
elder peak
#

and yes it was a hard pain, because we also realised it way too late ^^

dire lily
#

It how there's so many leg items floating around

crude shoal
elder peak
tight cedar
#

The snowballing in this game is really something else lol

rocky cypress
elder peak
#

it is how we got here, that made him rich in the first afaik

elder peak
rocky cypress
elder peak
#

few common raptor are enough

tight cedar
elder peak
#

and i spent many hours for that 1 blue šŸ˜‚

tight cedar
elder peak
#

also the thing with the trees took us some time, but then lol

calm oyster
#

Lyneth saw a huge discussion on " Legendary Flooding" of the market. Where crafters are able to pump out legendaries with an almost guaranteed succesrate.

For me that feels unintentional, aside from lvl 10 legendaries out-performing lvl 20 rares (different issue) should we be re-evaluating the legendary/stat quality requirements for crafts?

For me a 100% (max-stat) legendary has to be made from the following elements:

  • 100% ingredients Legendary
  • Grand Master Crafter
  • Wearing Full Crafting Gear Maximisation (read legendary/epic+ quality shirt)

In general, it seems we are able to just make blue -> legendary happen now with current rating system and "quality rating" boosters. Should those numbers be adjusted down (alot) so that it is harder to make legendaries (and make them legendary once again rather then the new uncommon)?

tl;dr is likely just hard-nerfing the crafting rating boosters so that legendaries are once again legendary .

Maybe crafting Quality Rating should be capped to 1 rarety level (eg common -> uncommon; uncommon -> rare rare -> epic and epic -> legendary (i know its stats determining and then that falls into a range, but the idea is the same: limit the effect the rarity-booster can have in the unknown formulae)

#Discuss

tight cedar
calm oyster
tight cedar
#

Even with that being said - GM artisans with legendary shirts should NOT be able to craft legendary gear with common or uncommon items

calm oyster
#

yeah that. you need to ensure that legendaries can only be made using at least 75% legendary mats and at most 25% epic items. Cannot be under Epic?. or some other mehanic that gates the quality/final stats falling in the categories more harshly

tight cedar
#

Honestly, what is the point of epic gear on a level 10 character with apprentice tailoring - its silly and kinda fruitless.

calm oyster
#

as computation is " Calc the stats -> compute rarity" rather then other way around

calm oyster
#

but yes agreed. artisan level/qualification should matter heavily as well

tight cedar
#

AoC devs put themselves in a weird place having to balance this - quality rating kinda messes with everything. Imo it should just be gutted and replaced with 'reduced processing time' or something

deep wolf
#

You have to put quality somewhere. Everything just needs squished. All gear stats need squished including crafting gear and I would change the % drops for quality to be more normalized across resources and lower chances for heroic+ without harvesting gear

#

The fact I can get heroic+ trees pretty easily but barely get anything but white for skinning is crazy

calm oyster
#

maybe use it as disbonus?

Grandmaster -> Legendary (or material-rarity +1 rarity level)
Master -> Epic (or material rarity maximum)
Journeyman -> Rare (or material Rarity maximum -1)
Apprentice -> Uncommon (or material Rarity Maximum -2?)

Eg an apprentice could make rare if using legendary mats? but that would be hugely wastefull haha

tight cedar
calm oyster
#

might also work for non-crafting tiers as then you can just use that for quality of drops (gathering) or quality of goods (processing) ?

though gathering might be harsh?

deep wolf
#

Xp is about it

calm oyster
tight cedar
#

XP, reduce crafting time, % chance to recover some materials "efficienct crafting", % chance for higher durability, etc

deep wolf
#

You’re just against quality because it’s overturned. Which it is

#

Crafting time is like 3 seconds

calm oyster
#

i like the fact that top-level crafting would be competative with raid-level bosses (pve) content a bit, but at the same time, we might have to just balance this element out hard before launching, as this will hugely affect PvP in Node Conflicts, Guild Conflicts and cause insane disbalance in eg PVP if full legendary dudes just 1shot 10 levels higher šŸ˜‰

deep wolf
#

Stats just need squished. It’s pretty simple. Legendary 10 should not be as good as it is compared to a 20 item

tight cedar
calm oyster
#

im not against crafting. im against the rediculous ease at what the legendaries flood the market atm. its " too easy" to get " insanely unscaled" gear. the statsquish is a hard nessesity or rarity rating for crafters needs an adjust

deep wolf
#

I dislike rarity rating ceilings. I think that should be scaled by harvester.

calm oyster
#

but yeah, statsquish might even be a more simple solution, but that would make lvl10 legendarie-stats still supereasy to obtain. hence there is a double pew that needs to be done

deep wolf
#

Why would they be easy to obtain? You wouldn’t have the quality stat we’re seeing

#

400 is way too much on an item.

calm oyster
#

its not a rarity rating ceiling.
Game computes the final-item-stats from materials and then determines rarity from that.

issue is that we hit top-stats too easily with current +crafting quality ratings meaning that instead of getting 10 points we get 100 points, almost making the superop-ness a guarantee

#

hence i would start with nerfing the quality boosters, as they are the source of half the issues. the other half is the statsquish that is needed

deep wolf
#

Yep

#

Someone was mentioning putting caps on quality which I think is bad. I think it should be harder to get high quality and harvester gear should matter for that.

calm oyster
# deep wolf 400 is way too much on an item.

yeah this. its mostly the quality-booster being off the chart as issue #1, and then the stats for lvl 10 being >>> lvl 15+ is another issue that is gear-squishing and/or level-gating the lvl 10 and lvl 20 huge milestone gates

#

for me the quality would/should be capped via the inputs. you cannot make legendaries with 50% crap. not even a grand-maester would work with rare qualities and still get a legendary from it.

#

imagine lord of the rings-level dwarfs crafting shit with a bit of mud and be like " meh beats mithrill any day"

#

jsut makes no sens

deep wolf
#

I just see the quality nerf doing that for you.

tight cedar
# calm oyster for me the quality would/should be capped via the inputs. you cannot make legend...

Problem is even at legendary scaling with an immense stat squish - lets just say hypothetically the 393 legendary quality rating is tuned down all the way to 75 - that would STILL be too much and make gathering professions not worth spending the time to GM into.

Legendary crafter would never need legendary or epic materials to craft legendary gear - they would at max need heroic materials and then quality rating brings them higher.

So the knock-on effects hit the gathering professions. Those gathering professions have no incentive to get the recipes and tools that increase quality rating. Then theres another knockon effect where gatherers are just getting a massive amount of materials and the prices for gathering trend to 0. People stop gathering and then there is a shock to the system as not enough materials are being introduced to the game.

I could go on and on - and it all has to do with 'Quality Rating' being in the game

analog shard
calm oyster
tight cedar
#

very true but i dont see a way past quality rating
Delete it

deep wolf
#

I want a pay off to gearing up my crafter like a combat player gets for gearing up. The only thing worthwhile is quality. Speed is negligible and should definitely go for processors. Xp has no pay off late game. Return of materials or more materials I would put towards processors or harvesting. Any other payoff feels bad that they have in the game. Getting a crafter leveled and geared will be an accomplishment that should have a worthwhile payoff.

#

Without quality for crafters I don’t know that I would care to gear them. I’d just gear harvesters

calm oyster
calm oyster
deep wolf
#

We’re on the same page. Only aquinas wants it shot dead.

tight cedar
#

It's a poor system mechanic which is why nearly MMO I know of does not have it.

deep wolf
#

Most mmos don’t require crafter gear right? And can level by yourself or do everything?

#

Which is why I don’t play ā€œmost mmosā€

iron estuary
#

I agree with Aquinas that the knock-on implications for e.g. gathering are problematic. But I think tuning the quality rating can still be the way to go, leaving quality rating in the game. So long as legendaries are very rare, then a % increase chance in getting legendaries would still be worth gearing your crafting for. Could perhaps even tune to the extent that legendary mats = no automatic legendary output (but a % base chance, that raises with better gear). Appreciate putting RNG into the system is not everyone's cup of tea but... it works.

hybrid stirrup
#

Tried to follow this conversation some but the only way to temporarily fix the problem is remove artisan gear.

No reason you should be able to make legendary gear within a week of gameplay.

gusty oracle
#

I mean it's more than a week but it's an easy fix to change values so legendary is difficult to make.
The goal of phase 1 was to test this type of stuff with server stability

#

I'm sure the devs are aware of the discussion and the issues

#

Personally I think a good fix would be limited repair durability so the more an item is repaired the lower the stats get. Having a reforge / recycle system would also help with resource sinks later in the game

tribal lotus
#

I’ve notice that the longer the resources go ungathered the higher chance you get a rare drop. Though that could be just a coincidence.
Also I seem to get better drops in certain areas.

gusty oracle
#

It might be a coincidence since iv gotten legendary ore from a node that just spawned

hybrid stirrup
#

I know from experience

#

That it takes about a week

#

Of ā€œsolidā€ gameplay between less than a handful of players

#

We were all 25 so we didn’t need to worry about mobs killing us and we also had all apprentice buildings to work with

#

So those are the caveats

#

Durability ideas good

gusty oracle
#

Ye its just lvling the artisan skills that takes the time

hybrid stirrup
#

Yes but not as much as some people think

#

šŸ™‚

gusty oracle
#

Ye but it's not every day some rando gives you 600+ ore to help lvl armoursmith

hybrid stirrup
#

I bought most all the ore I needed

#

Except yeah

#

That was a good day

#

Even still

#

I way overshot zinc

#

It only takes ~500 to get armor crafting to apprentice

#

For copper, 1620 making 135 copper maces

#

Those take basalt molds but you get those from leveling up stone

#

I imagine it takes about the same amount of copper if you do shields, but you have to click a lot more

gusty oracle
#

Well its not like I was gonna use it. Ither way I hope they make crafting more complex since at the moment its all based off the gathered material level

hybrid stirrup
#

It’s not though

#

Because of artisan gear for rarity

#

I’d actually prefer it more if it was

#

Because rare materials are in fact rare

#

20 mining and I’ve only seen legendary copper once

gusty oracle
#

Really? Iv got about 20 I think. + a load of other rarity stuff apart from trees.... I dont bother chopping trees to much

hybrid stirrup
#

I mean could just be unlucky

#

Still

#

All you need is a mix of rare and heroic materials, bam legendary equipment

gusty oracle
#

When the servers come up on Friday I'll give you all my other rare stuff since I'm not gonna play much till the 20th

rocky cypress
swift crest
#

arcane eng was ~750 copper, 700 zinc, 350 sanctus emblems

#

not fun

low zinc
#

Hopped on to have this very discussion... glad it is already well underway. We are newish to the game, and just started making quality crafting gear yesterday... and now we can make legendary items with green/blue inputs regularly. That is quite broken, and hopefully will be addressed for Phase 2.

hybrid stirrup
# rocky cypress Only 500? That's not that bad

I didn’t necessarily count but I had an extra 600 zinc frags in my vault. I did count the copper for weaponcrafting though, and with both I sat with xp scroll on and the basic xp chest to go from 1-10, takes at least an hour, maybe two because you have to do the crafts one at a time, each one you have to click 5 buttons, huge annoyance

tight cedar
tight cedar
# low zinc Hopped on to have this very discussion... glad it is already well underway. We a...

Not sure how much the devs read discord- I posted it on the forums - would be beneficial if you corrected me where I am wrong and also have you 1st person perspective on it because I am just theorizing with what I understand.

https://forums.ashesofcreation.com/discussion/64315/artisan-quality-rating-and-unintended-snowballing/p1?new=1

vague coyote
#

nuke crafting ā¤ļø

pliant crown
# vague coyote nuke crafting ā¤ļø

was trying to get a few other opinions from different areas but would a change to rarity gear for crafting being changed to the quality of the item (how they have their stat ranges) so you can force the upper end of the stat range with crafting gear instead be a good alternative solution for current rarity outputs?

calm oyster
#

put my view in the forum too. essentially i think that by making the rarity matter across the board it will actually enhance the profession system as grand-maesters and specialists will thrive over "anyone with a shirt"

#

ideally you would need a profession-skill level and a material-quality grade to make the ratings work. and the shirt can at best overcome 1 rarity-level worth of "points" for me

#

but ill admit thats a hugely personal view on the system as a whole

vague coyote
#

It completely ruins the pvx aspect of the game currently

#

So essentially we are playing RuneScape
Hell even RuneScape forces you to go to difficult spots for the best shit

pliant crown
#

yes i agree with this feeling too on it

#

its a time sink system that is overcome with zerging atm

inner gulch
#

RuneScape makes you grind long hours and do crazy quests for gear at least

vague coyote
#

And once you break through with funneling one guy, boom, you can basically kit your entire guild, which means you control all the caravans, which means you control the gold, which means you can buy all the mats to funnel more crafting etc

calm oyster
#

crafting could be simple:
in order to obtain a rarity, ALL inputs (materials) MUST be that rarity (shirts can compensate for 1 at best)
AND crafter level should be matching (none = common, apprentice = uncommon, journeyman = rare, master = epic, grand-master = legendary)

would apply to ALL professions

Gatherers would get regular (common) grade items from trees/ores/whatever
processors would get X outputs for their inputs (same system)
crafters get X outputs for their inputs (same system)

this would put the gear-rarity and availability on-par with PvE and other systems in place whilst making the "specialisations" way more valuable, as a grand-master lumberjack would be the only one able to make legendary woods as input (as example)

dire lily
vague coyote
#

I mean it's not like fighting over external timers on world bosses is particularly awesome either but it's better than the current iteration of crafting lol. I think easy to farm mats should scale recipes to heroic tops. Maybe even rare

#

Considering...well drops themselves very very very rarely drop above rare.

calm oyster
vague coyote
#

And Im sure eventually that will be a goal

pliant crown
vague coyote
#

Reddit is maybe the worst place for nuanced discussion on the game

#

Not sure why

pliant crown
#

ikr KEKW

vague coyote
#

Requiring grandmaster crafting for legendary at least makes it obnoxious to obtain

pliant crown
#

oh that would be cool

north thistle
#

Check out my Novice-tier Legendary šŸ˜„

vague coyote
#

And I know it sounds like cope but I actually do think intrepid reads feedback from discord, especially in the focused channels

pliant crown
#

oh i woulda thought it was too much to read through on a daily basis

#

i was thinking well i usually have posted on the forums so i posted on the reddit guess i know not to for future looking for other peoples thoughts sort of things

vague coyote
#

I'm not positive but they have suspiciously almost always addressed common discussion points from discord in their streams/interviews

But it could just be coincidence

pliant crown
#

ohhh i see

#

makes sense i just was like we chat in here a lot that the only one i semi keep up with is this chat

vague coyote
#

The only thing is that they have said repeatedly is that offering solutions isn't typically as helpful as gamers think

calm oyster
#

posted this sugestion :

In my following suggestion Professions would all be treated in a simplified mechanic that would make all relevant in the "triangle of balance"

  • In order to obtain a rarity, ALL inputs (materials) MUST be that rarity (shirts can compensate for 1 at best)
    AND crafter level should be matching (shirts still have quality rating but quality rating is the sum of all inputs, and the rating-bridge of eg a legendary shirt+pants cannot bridge multiple rarity-gaps

Profession Levels explained
none = common quality max (or dampen stats to hit this range)
apprentice = uncommon quality max (or dampen stats to hit this range)
journeyman = rare quality max (or dampen stats to hit this range)
master = epic quality max (or dampen stats to hit this range)
grand-master = legendary quality max (or dampen = 0%)

would apply to ALL professions meaning (examples below)

  • Gatherers would get profession-level appropriate rarity items from trees/ores/herbs/fish etc
  • Processors would get profession-level appropriate rarity items from processing the raw gatherings
  • Crafters would get profession-level appropriate rarity items from processing the processed materials

This would put the gear-rarity and availability on-par with PvE and other systems in place whilst making the "specialisations" way more valuable. For example if a grand-master lumberjack would be the only one able to gather legendary logs and a grand-master Smelter would be the only one being able to smelt legendary ores, it would make economy scale more around skill-basis and less about whomever gets to wear the legendary shirt/pants the fastest to just dominate a market completely, as now a guild or subset of guilds would need to dominate ALL profession-chains in the triangle.

tl;dr: change the mechanics and make skills matter again!

vague coyote
#

Bc we don't fully understand how their systems are connected or what they're working on beyond the horizon

pliant crown
#

yeee thats why i was hoping they would give us more info on what they are working on

calm oyster
#

this way the systems would remain in place as-is but the quality of all professions is tuned so that skill-levels matter and full gear (legendary shirt+pants+whatever) dont mean you can just ignore quality or apprentice can make legendaries

#

it would also make crafted gear (rare) usable for market purposes and that is still on par or better then drops anyway

#

it fixes so many issues i cannot even start

#

upvote if you agree, thank you for taking the time to listen to my TED-Talk ā¤ļø

#

its mostly a suggestion to tone the inputs down without changing the whole system over or removing rarity aspects. just lock or dampen the systems so we dont get legendary floodings and all skills and interlockings as devs had it intended might actually work out again.

vague coyote
#

Yeah of course, crafting would still be good to make up for bad drops. And it would maybe give value to 'recipe rarity ' or something. Idk

pliant crown
#

oh i get what you are saying

calm oyster
#

atm there is no reason to craft anything anymore that isnt legendary

pliant crown
#

yea gear scaling is an exponential scaling increase too

calm oyster
#

and the above is aiming to correct that flaw by locking it to professions

#

i dont think the gear-scaling is the issue here

#

its the insane access to legendaries that skews it all

pliant crown
#

i mean a great sword [ignoring if it has strength on it] going from 202 - 770 base damage within the same level range is a little crazy

calm oyster
#

if you only have 1 guy in legendaries for being a grand-maester this issue is way way way less then when everyone has lvl 10 legendaries and skips the whole rare/heroic/epic phase in between due to a shirt magicly upgrading it all by some random dude in apprentice/journeyman skill-levels

pliant crown
#

since skills scale off that

calm oyster
#

its fine if the odds of hitting 770 are limited to literally the 0.01% of the server investing weeks into it?

#

the issue isnt scale of the item itself, its how easy it is to cheese the system into always getting 770 at this moment without any real gating or issues

gusty oracle
#

We still know there are systems missing from the game. Personally i would like the devs to implement a system were gear degrades and repairing downgrades the gear to an extent to creat a resource sink in the end game.

pliant crown
#

it falls into if you make it where zerg style guilds can brute force there way to it, what about the regular people

calm oyster
#

if that gets locked behind grand-maester inputs only, grand-maester processing only and grand-maester crafting only, suddenly that 770 max rating isnt a huge issue anymore, as you will need to pay exorbitantly more then for eg epic or rare quality

#

even then zerg-style guilds wont be able to just roflstomp it into legendary as you need to get skills to grand-maester and compete over resources that are scarce

#

so yes it will be possible (thats the current goal of the system if you ask me) but the obtainability should matter and not be as easy as today where you wont ever craft non-legendaries

pliant crown
#

i mean they funnel people so it wouldnt take that long

calm oyster
#

and any artisan miner can mine epic+ quality if they are luck

calm oyster
# pliant crown i mean they funnel people so it wouldnt take that long

again, proposal is whole chain needs to be grand-maester no exceptions

eg for armor-smithing legendary:

Grand-Maester Miner that mines ALL ores at Legendary
Grand-Maester Smelter that smelts all those ores to legendary fragments/ingots
Grand-Maester hunters to get legendary carcasses?
Grand-Maester tanner to get legendary hides from that?
Grand-Maester lumberjackers to get legendary woods
Grand-Maester lumbermillers to proces...

etc etc

#

the skills and zerg get reduced HUGELY

#

especially when masters can make epics, and when journeyman? can make rares

#

it makes the skils matter more and allow specialisations to thrive way more then "artisan with shirt/pants goes legendary printing"

pliant crown
#

i dont get how it effects zerg size guilda negatively at all, they are still regular people but they funnel resources to specific people, so i'd assume that system just benefits that style of play more

calm oyster
#

it means you need to dominate way more of a chain then just zerging a shirt and pants to 1 dude that just prints legendaries after it

gusty oracle
#

I think they just need to change the values on rarity ratings requiring food, potion and gear buffs.

calm oyster
#

you will always be able to funnel stuff to people, cant get rid of that

#

but an apprentice making legendaries out of blue shit is bs at best

#

why even level to grand-maester then

gusty oracle
#

Legendary should be a 1% chance even with maximum buffs. Legendary should mean legendary

calm oyster
#

crafting is deterministic. quality is determined by stats, not the other way around. hence the suggestion above is to dampen the quality-rating via the profession-level of the crafter a bit more and thereby ensure that rarity increases as you need more skill and better inputs. so yeah

granite quest
#

I think it should be a small, very small chance to upgrade as you craft, not making it a guaranteed thing to upgrade.

pliant crown
#

the wierd thing is that current crafting gear does not function like gathering and processing gear on the rarity side where its a chance to be higher, lot of ways to address it though curious what they will do

granite quest
#

But also, and I can't believe I am saying this. If you are a crafter, find a large group, work with them. I think the cycle of pve/pvp being gathering/processing, and crafters being... well crafters, is a really healthy cycle for the economy to keep going around. It also allows the adventurer's to keep making consistent money off of materials, while the crafters can keep making gear at a steady pace rather than time locked behind processing.

#

The more into the social aspects of the game you lean, the stronger you will be. Zergs are... another matter, but even if you have a grouping of small guilds, you can make a decent industrial complex.

pliant crown
#

i idealy want it to be where the node system works to balance out regular groups have time to catch up on crafting stuff between tiers but idk how you'd get that balance right the best

granite quest
#

There are so many systems, there eventually will be people who are low low level in crafting, but high level in say the religion system, or the thieve's guild, etc

calm oyster
#

the more reason to nerf the apprentice with a shirt printing legendaries. if you dont it breaks so many interlocking elements it cannot be expressed. align the sytems. lock rarity by inputs and profession level using either dampning or statsquishing

#

i suggested damping personally as i feel it aligns more with all the content released and talked about in shows. and would be least invasive in the other mexhanics as some professions/trees seem to have this already and others dont

vague coyote
#

I feel like the only way to give it good data is for people to use it, seems interesting

#

Way better than spamming global

north thistle
vague coyote
#

Oops

#

gg

#

Thanks

chilly cape
#

I don’t think that site will be needed once player stalls are introduced in Phase 2… cool in the interim though

prisma ravine
#

In fact that site might get shut down depending on how they want to see the economy and that circumvents that in some ways

real fractal
#

I want to open my own shop, not a stall. I want to open my restaurant KFC (Kiki’s fried Chicken)

Is that possible with Freeholds you think?

tight flame
#

I haven’t read much on item enchanting yet. How many enchants does it take to get a rare to the same power level as a non enchanted legendary? Maybe the concept is the risk of over enchanting and destroying a +15 legendary vs over enchanting a rare

hybrid stirrup
#

Haven’t played with it enough

wooden canyon
#

Can you even make green ink yet ?

real fractal
# tight flame I haven’t read much on item enchanting yet. How many enchants does it take to ge...

From what I’ve seen, enchanting +1 everything, Armor, magic resist, etc.

A legendary has 3-4 affixes and a rare would have 1-2

So it’s simply a bad match up to begin with.

A legendary shoulder pad lvl 10 gives 16 wisdom

A rare shoulder pad lvl 20 gave me 6 (there could be better, I got this one from citadel)

So theoretically, if you get to +10, certain stats will match up to a legendary but you’ll be missing out on other stats.

Weapons disparity is huge, rare lvl 20 is 300-something one handed wand whereas a legendary is 600-700 so you’d need +300/400 to get to be on par.

calm oyster
#

yeah disparity is huge but it shouldnt be an issue if the toprange (legendary) is locked behind a huge barrier and rare is printable by crafter's

glass blaze
#

I was thinking of a way to improve the life of gatherers and prevent the need for a flood of Cleric gatherers. Improve health regen of mount and player. I don't think the regen would be fast enough to make it overpowered in pvp but enough to keep you from having to sit down too much inbetween nodes. Maybe it's just me that thinks this is an issue worth thinking about but I remember on my Ranger my health was always a problem and on the Cleric obviously it's never a problem. Or add clothing with regen.

potent parcel
inner gulch
real fractal
surreal plank
#

Can any crafters explain to me how the crafting clothes and buffs work? Do they just increase quality without any rng right now?

regal rapids
#

Hi, a quick question. My friends and I wants to delve in crafting. But we can't find a recipe about legend items.. is this just a chance depending on the amount of resources you use or is it by the level of your crafting and will naturaly unlocked?

vagrant veldt
#

@surreal plank @regal rapids
Gathering : https://youtu.be/q-k5EAjq70w?si=XOKgiuOyeaG0YfPX
Processing : https://youtu.be/9LqvQudslM8?si=n7okpUN6_VMXUOKm
Watch this and if you have questions after, ping me

šŸ“ Discord: https://discord.gg/5EsQkMhBdU
šŸ“ Twitch: https://www.twitch.tv/FlankerUA
šŸ“ Join Ashes of Creation: https://ashesofcreation.com/r/5262ECNBZ3ACV1A6

If you want to support me, here are the links. Your name will appear in the next video and you will get a "Supporter" role in my Discord server.
šŸŽ Become a channel member: https://www.youtub...

ā–¶ Play video

šŸ“ Discord: https://discord.gg/5EsQkMhBdU
šŸ“ Twitch: https://www.twitch.tv/FlankerUA
šŸ“ Join Ashes of Creation: https://ashesofcreation.com/r/5262ECNBZ3ACV1A6

If you want to support me, here are the links. Your name will appear in the next video and you will get a "Supporter" role in my Discord server.
šŸŽ Become a channel member: https://www.youtub...

ā–¶ Play video
hard path
regal rapids
vagrant veldt
#

Rarity of the crafted items depends on the rarity of the ingredient you give

#

So any recipe can give common to legendary craft

#

Note that if you have for example : rarity weaving increase, you have a chance that processing common item gives you uncommon or rare items in addition that what you are supposed to get

regal rapids
#

That's the most well explained answer i'm looking for. I hope content makers add it on their explanation since most players in alpha are looking for the result than the most basic ones because a lot of videos now has the same information.

#

Thank you btw.. I appreciate it man

calm oyster
#

stats get boosted. quality is a derative of the stats, not the other way around. Crafting is deterministic. those are the 3 main ingredients and that is why market is flooding in legendaries atm (and shouldnt be) as it is too easy to force it into max-stats with current tuning of the system.

vagrant veldt
#

Wahch this screen : #alpha-two-artisan-chat message
You have basic ingredient -> rarity doesn't matter
Then you have quality ingredients -> the better rarirty, the better outcome

#

Note that two crafts can have the same rarity (for example rare), but doesn't have the same stats.
So if you put 10 rare items and a legendary one, rarity will be rare.
Same if you replace the legendary one by uncommon or common.
But the stats of the one with legendary will be a bit higher than the one with uncommon

calm oyster
#

again. its how it works

9 common give 10 points each
1 legendary gives 20 points

sum of 10 ingredients is 110
final quality is 1.1 thus common

but that is without modifications or shirts šŸ˜‰

if you add quality boosters, you can almost still get 110+400 rating = 510 points
so 10 common 1 legendary might then end up at 5.1 average thus maybe end up being epic or even legendary without any real inputs needed. thats what people figured out atm

#

the quality boost is insane

deep wolf
#

I know we’re all about nerfing quality boosters and rightly so. But can we talk about how horrible molds are to make requiring 3 different processors especially with being locked into same quality. I did flowcharts for the different crafts and weaponsmithing and armor smithing are insane due to molds. Then you compare to arcane engineering or carpentry or jewelry and the difference is crazy how much easier those three are due to no molds.

calm oyster
#

i dont really mind all professions interlocking. it gives that one legendary you might get even more pride, as all professions interlock and affect eachother

#

i think thats one of the strongpoints of the system in place. the tuning is the only thing todo imo for its current implementation phase

deep wolf
#

Sounds a bit strawman. I’m not saying to get away from interlocking I’m saying molds are taking it a step too far.

#

Two professions for a subcomponent is pretty standard. Molds take 3. Weaving stone and tanning.

#

For comparison some crafts most of their subcomponents don’t have any interlocking. Like jewelers carpentry and I think arcane

#

So I think they went overboard on some subcomps interlocking (and maybe not enough on others)

#

Excuse the formatting, editting and smooshing two flows together......but tell me which youd rather do

#

This is easiest craft to do versus hardest complexity wise.....need a middle ground

#

Also side note I hate double processing for no reason like having to make timber before boards, let me go straight to boards

spiral field
calm oyster
#

i feel those are more in line with how it should be. the heroic+ drops for lumber and mining feel exorbitantly high from my pov

deep wolf
#

I think hunting needs a buff on quality as well as others being nerfed. Some mix of white green blue with very rare heroic with no harvest gear or artisan tree

#

Right now hunting is like 95% white

deep wolf
hybrid stirrup
#

Can confirm molds are annoying

#

Wouldn’t be as bad if I could mix rarities like I can with wc/ac

#

Everything would be better if I could queue varying amounts not just 1/5/10/25/50

main river
#

Really need a craft x or craft all option.

spiral field
#

I also agree with the above comment that spider silk is way too hard to get and should really come from hunting or tanning rather than a normal drop.

abstract sierra
#

Anyone achieve apprentice cooking?

#

Or alchemy

flint sapphire
#

Letting us mix rarities would fix it

#

Also...fixing the hunting loot

#

Made my legendary slate worthless

vague coyote
#

put @calm oyster in charge of artisan design

#

gg

#

hes passionate about it, has some great brainstorms
even the crazy ideas have potential

#

honestly u should make a forum post if u havent. it will be contentious bc of the forum dweller mindset

#

but its good stuff

weak furnace
#

just to clarify, if processing a copper ore to a copper fragment while using say legendary shirt and pants for rarity, will that fragment potentially turn into uncommon/rare?
sort of same goes for other processing skills also, just wanting to verify if that currently is working as intended, or its still iffy on certain professions. e.g. it works fine for metalworking, but on lumbermilling it doesnt etc.

iron estuary
#

Agreed, don't suppose you have similar for the other crafts? I've been writing stuff down for myself but can't quite fit it together in a neat way šŸ˜‚

deep wolf
#

I made flowcharts for pretty much all the crafts

#

It shows the imbalance of how they are set up. Armor smith and weapon smith are by far the worst. Then leather and tailor. Then arcane jewelry and carpentry are pretty easy.

iron estuary
#

Awesome, grateful if you could share! I agree some professions I actively avoid because their supply chains are just hideous...

deep wolf
#

Mold is the biggest issue. That and my board annoyance

iron estuary
#

Feels like they strongly want us to trade, but without auction house in play it's a bit of a pain...

deep wolf
#

Like I said. I’m fine with interlocking but needing 4 processors for one SUB component is too much IMO

#

Especially tier 2 one at that

iron estuary
#

Yeah I guess for master/grandmaster that'd be fair

deep wolf
#

Yea I’d be much more lenient if I’m making BIS gear. Throw em all in

calm oyster
vague coyote
calm oyster
#

thanks. just upvote the suggestion and the topic linked šŸ˜‰

deep wolf
#

If they wanted to make it on par with tailor and leather. Molding would be two pieces of slate and a board. Get rid of fat and fibers.

vague coyote
#

i think you have ideas that dont 'ruin' crafting but make the progression in the game more reasonable

calm oyster
#

im just a dude, Devs have their own plans. all im trying to do is see what i feel is their larger plan, and try to scale or adjust elements to fit within that schema

#

and i feel the progressions should matter and time invested should matter, as do the devs from the posts and interviews we have seen. its just alpha, they have no idea how fast we would scale, but i recon hunting is good, and rest needs to be toned down, either by locking quality/ratings behind skill-levels or some other way, but i feel the profession-skills would make most sense in game-design and would reward players for investing in specialisation as i think we can all agree that is a "fair" system rewarding choices made

#

but yeah that is just my view. and i hate tagging Roshen or any of the devs. im pretty sure they follow these chats and or can scroll up if they want that input or consider it value-able

iron estuary
#

they probably just get chatgpt to summarise the discord channel on a daily basis, saves them having to read it and still gets them the gist šŸ˜‚

vague coyote
#

kinda interesting

calm oyster
#

as long as it kinda gets my point to them then im happy to contribute

nova remnant
deep wolf
calm oyster
#

or the rest needs to be nerfed to hunting levels

#

why do we all expect to have so much stuff instantly is the question i rise

nova remnant
#

Hunting having 0% chance is too low. Even .01 would be ok

calm oyster
#

we have artisans running around and we " expect" epics or rares to be the norm

#

you dont know its 0%

deep wolf
#

I expect more than one blue every 100 carcasses

#

Have you actually done hunting?

calm oyster
#

it might actually be that "correct" distribution, where a top-level-hunter can actually get rarity and all

calm oyster
#

common , uncommon, rare, heroic, epic, legendary

#

tell me what you expect to be the norm?

deep wolf
#

We really going to argue based on a name

#

I hope you also argue all drops should be white

calm oyster
#

yes as i feel we need to nerf the other professions down so an uncommon quality or rare quality actually already feels supergood

#

yes

calm oyster
#

normal mobs drops whites, * can drop uncommon, ** can drop rare, *** can crop heroic, etc

#

the stars on the mob should indicate the rarity or quality of drops

#

stop expecting to run full legendaries after a week

deep wolf
#

Even if it was nerfed down hunting is not the metric it is terrible. I’m not don’t strawman me

calm oyster
#

we already had insane ammounts of crocodile mounts on lyneth in 2 weeks time

deep wolf
#

Saying I expect legendaries is a complete strawman and does disservice to your argument

calm oyster
#

if you want this game to run for years, why have all the goodies in 2 weeks?

#

what is there todo the other 50 weeks of the first year?

nova remnant
#

Uncommon 20%, rare 8%, heroic 2%, epic .08% , legendary .03%
When gathering a node? (Made up numbers)

deep wolf
#

That would still be buffing hunting

calm oyster
#

what value would a grand-maester hunter have over your apprentice hunter if both can just find an epic or rare ?

deep wolf
#

Like I mentioned

#

Even if rare was 8% or whatever number. Hunting is fucking terrible quality wise and if you don’t know that you didn’t solo level tanning

calm oyster
#

for me the hunters might actually be good and the rest needs a hard nerf to their levels. journeymans and up should get rares maybe at increased ratings, but that is what their classification (journeyman) and their shirts/items should help them obtain that rarity or stats

calm oyster
deep wolf
#

Yea we just disagree and I don’t think you actually have done the profession. It is probably 1% os less chance for blue and maybe 3% green

#

I agree the others need nerfed down. Just think you want it so only white or less than 5% for a green.

versed verge
#

@deep wolf do you have the file for that crafting flowchart?

inner gulch
#

and had near max rarity chance on top of that

versed verge
hollow totem
#

Hunting was painful

deep wolf
#

Yea. I did 500 hides myself and maybe got 4 blues 1 heroic

inner gulch
#

reallllllly hoping they overhaul hunting for next phase. need to have more spawns, with a way to hunt hostile mobs as well with a trap or something

deep wolf
#

And yea raptor bottleneck is real

versed verge
#

Hunting is in a preliminary state

#

It’s not even an actual system yet, just placeholder

inner gulch
#

bc guild is still expecting hunted shit

deep wolf
#

I didn’t see much payoff for processing gear either. Was going to try harvesting gear and see. I honestly think crafter gear is bugged by a decimal or something.

inner gulch
#

and you dont have to take out a second mortgage to train husbandry 😿

deep wolf
#

@versed verge the flowcharts I did were on the basic leveling item. Obviously lots are different depending on specific item. Guild also put all recipes in the wiki in a spreadsheet to make it easier

versed verge
versed verge
deep wolf
#

I’m ā€œworkingā€ right now but can later.

calm oyster
#

i feel hunting might get a minor tweak up. but the system/consistency i argument for means that skills of the crafter/gatherer matters.

so the same bear in a world spawn could eg have a hidden rarity-rating of 1000 points.
lets assume the game classifies common as 0-200, uncommon as 200-400 rare as 400-600, heroic 600-800, epic 800-1000 and legendary as 1000+ rarity rating for the drop.

looting the bear as Grand Maester in my system (with "some" gear) would allow you to farm him at 1000 points (0%) dampening and you could get a > 100% buff if you equip top level hunting gear

looting that same bear as master would farm him at 20% dampening meaning you would at best get him as an epic. with top level hunting gear you could get upper-range epic (900-1000) but never legendary

looting that same bear as journeyman would apply a base 40% dampening meaning you would at best get him as heroic

looting that same bear as apprentice would apply a base 60% dampening meaning you would at best get him as rare

looting that same node as novice would apply a base 80% dampening and you would at best get the node as uncommon

if you have items (shirt/belt/pants) they would effectively overcome dampening (eg 10% from shirt, 10% pants, 10% belt) would be a +30% to your quality chance rolls

inner gulch
deep wolf
#

Raptor was a poor choice for those. But hunting changing big should hopefully adddress it.

inner gulch
#

maybe breeding will help alleviate the hunting bottleneck we will see. if raptors/bears/wolves/otters can be bred and slaughtered for high rarity carcasses that would be a huge relief

iron estuary
calm oyster
#

but breeding/husbandry might fix

narrow rose
#

Does anyone know if there is a list/screenshot somewhere out of game of what the node buildings need in order to build? I only found an old screenshot of the smithy on the wiki

spiral field
#

I get that it's a placeholder, but the placehold is broken.

deep wolf
#

@iron estuary @versed verge - I usually did two crafts per flowchart

iron estuary
#

Saving these down, thanks man!

minor falcon
deep wolf
#

Armorsmithing is harder than tailoring or leatherworking

hollow totem
deep wolf
#

ill post it all in a sec so you can see, go tto prettify and make sure arrows line up

hollow totem
#

Making a legendary bow was laughably easy

#

Basically anyone could do it

minor falcon
#

kinda forgot heavy armor wasnt the only gear lmao

hollow totem
#

I mean if we are being real medium armor will be the meta

#

Just because its balanced for both damage types

#

Unless your trying to hard counter a specific class

minor falcon
#

can you gear change in combat?

hollow totem
#

Dont believe so

#

Maybe actually

#

But doubt that would stay in if so

#

Archeage had the same armor system

#

And medium armor was used by everyone

#

I rolled plate personally but that was cus it was in less demand and easier to buy

deep wolf
#

@iron estuary @versed verge

hollow totem
#

And i used a off meta class that was geared towards fighting naval battles and hard countering burst dps physical damage classes

#

Basically a rogue style class that the majority of people ran

#

That was used to gank people

#

But medium armor just keeps you in general safer from both magic and physical damage

#

Instead of having a glaring weakness

deep wolf
#

@iron estuary @versed verge Tailoring & Leatherworking

granite quest
#

@deep wolf These rock btw

#

10/10 well made

deep wolf
#

They are obviously not valid for every craft (especially emblem ones) but hopefully help people get the general idea

granite quest
#

It gives a good outline of the crafting interworking, which is massively important and at times, hard to track

#

My one recommend is changes the color slighty for which product is made at which station. Although the blue is pleasing, so entirely up to you (And carpentry should be lumbermilling)

deep wolf
#

Yea, I actually need to fix leather and tailor, small mistake

#

Easy fixes, will redo.

versed verge
hard path
analog shard
deep wolf
#

Nah, haven't done scribing or carpentry yet but I can look into it. Scribe is very straightforward last I checked

violet siren
#

Some servers are going to head heavy into magic/light gear/whatever else with people going hard for some grandmasters in those fields

deep wolf
violet siren
#

and they'll have an easier time making specific gear, etc because of it. In those cases light may be easier to get and more prevalent because of it.

analog shard
#

It would be great Ussiah ahha i'll try to go for scribing next phase

#

so ngl it's just my lazy ass not trying to investigate and have someone else do it

#

But those charts are great

deep wolf
#

I need to update tailor again, forgot an arrow but i dont want to spam

#

If you want easy mode, go scribe or jewelry

#

or both tbh (both mainly mining)

analog shard
#

yeah i wanted to do something like that

#

jewelry/scribing and alchemy

main river
#

Anyone else notice since the "Dupeagedon" Either rarity for all gathering was broke, or reduced massively? Def a clear notice from my testing in WC & Mining from before and after. Also Hunting rarity doesnt seem to work at all.

deep wolf
#

yep, definitely doable to start, later will need help

analog shard
#

i read that you would be able to craft some treasure maps

analog shard
#

i'll sell some stuff and buy other stuff to progress

deep wolf
#

Yea, Alchemy takes a lot of random shit for different pots, like spider carapces for fortitude potions etc

analog shard
#

luckily those carapaces are novice shit so there shouldn't be any problem

granite quest
#

(But your stuff is actually super good and you rock)

real fractal
deep wolf
#

Would be circular, beasts go to caravan and money back

#

@analog shard I made a scribe one but the wiki/codex isn't being helpful, doesn't have recipes for green ink or if fine paper is vendor bought or crafted. I assume fine paper is vendor bought and green ink same process as red but i'd have to log and check this weekend

analog shard
analog shard
deep wolf
#

Well t3 paper is crafted

peak night
#

How do you even go about making weapons I hear people talk about making guaranteed blues or purples cause of using shirts to farm mats and process them I’m just now trying to learn about it so it’s a lil easier after the 20th

tribal rain
deep wolf
#

I was concentrating on T2, T1 is way easier

woeful bronze
deep wolf
#

Do you know if green ink is just emerald powder -> green ink? @woeful bronze

woeful bronze
deep wolf
#

Well that explains why its not in wiki

woeful bronze
#

i have reported it and im sure others have so hopefully its there for the weekend

deep wolf
#

@analog shard This is what I have, but obviously recipe could be different since not in.

analog shard
#

thanks

hard path
#

Gathering professions be like:

lapis shell
vast dune
#

hey whatever kind of clickbait gets those views

#

šŸ¤·ā€ā™‚ļø

neon magnet
#

For all those weaponsmith

hard path
neon magnet
# hard path THICC. <3

Wish it had some better info like- The trusted shield of a bandit captain, that assist in their raids

hard path
# neon magnet Wish it had some better info like- The trusted shield of a bandit captain, that ...

It'd be baller if with higher quality, the text description becomes more detailed. Like a Common quality just says, "A good shield befitting a bad bandit" where Legendary might have some actual lore attached, like, "Though a good shield befitting a bad bandit, twas this not always the case in regards to the Bandit Captain Samuel... for it is his choice to wield a shield than yet another sword to defend those he cares for, even if he is not the same knight errant of the 2nd Division he once was."

#

And Heroic being something like, "A good shield befitting a bad bandit... Bandit Captain Samuel... to defend those he cares for..."

#

So that, say you complete a full set of Legendary armor of the same name, it basically reads like a story and gives some in-depth story that might even allow a unique quest or something. I could see collectable cloaks or such as cosmetic rewards for such lore completionism.

dapper pecan
#

Now, how do the tiers work for legs? Do I NEED GM to cap a tailoring piece, or would 20 tailoring and legendary crafted tailor suit be enough...or possibly both?

fading stump
#

so whats everyones hot take on the quality stat, i feel like it should only affect stats on a weapon and should not push crafts into higher rarity outcomes

hard path
#

This is a pinch pertinent.

sly grove
#

They need the "crafted by player tags"

#

And let you write your own lore, that would be fun

#

Although I am not good at that so it would be something stupid lol

main river
hard path
sly grove
#

I recall some game having it

hard path
potent parcel
#

Wonder how the rarity change will affect crafting now

dire lily
#

I'm hoping this means the level 10 legs will be similar to the level 20 blues (comparable dmg numbers, but with some stat bonuses)

mystic nest
# sly grove They need the "crafted by player tags"

I always loved this is some older games. Having players walking around with your name in written on their undergarments. I can also imagine, that at some point, someone is going to kill a corrupted player, and loot gear they crafted.

weak thicket
#

Just started to play this game on the weekend, and I am really enjoying the crafting side of it. Currently i am harvesting mostly wood/stone , raw materials i an turning into timbers, molds, sand ect, slowly filling up my storage with these refined items, is there anything else i can do with them, or just sell them off when i get too many to keep hoarding them?

quaint wind
tight cedar
# calm oyster again, proposal is whole chain needs to be grand-maester no exceptions eg for a...

Sorry I am a bit behind on the chat - but this comment from @calm oyster

"eg for armor-smithing legendary:

Grand-Maester Miner that mines ALL ores at Legendary
Grand-Maester Smelter that smelts all those ores to legendary fragments/ingots
Grand-Maester hunters to get legendary carcasses?
Grand-Maester tanner to get legendary hides from that?
Grand-Maester lumberjackers to get legendary woods
Grand-Maester lumbermillers to proces..."

Would actually make legendaries feel like legendaries. Because right now - legendaries feel like...an obstacle - if you will. 'Well everyone else is snowballing Quality Rating so now I have to to' and that is not the feeling that a legendary should have. No one saw Hand of Ragnarnos as 'an obstacle' sto stay competitive - You knew who had a Hand of Ragnarnos on your server - THAT is a legendary. And if a legendary gear requires 6 people to be grandmaster

(that means they all have to have a freehold, level up to the highest level, use the finest materials, these materials need to travel distances and inquire risk to even get it to the point where it can be assembled into a legendary armor)

to even craft it - that would actually deserve the title 'legendary'

tight cedar
tight cedar
tight cedar
glass blaze
#

If I were to make a Forsaken Blades Spellbow, how many of the ingredients need to be of a certain quality to get the end result quality? Here's my sample recipe.
Materials:
Forsaken Blades Emblem10
Bee's Wax1
Weeping Willow Plank20
Bluebell Thread1
Bronze Ingot1
Magic Powder1

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As I understand it the variable might be with the stats that come with a shirt, toolbelt or pants to help but I'm not clear on that.

rigid path
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Considering they just posted about changing rarity scaling it’s possible that any info you receive won’t be accurate anymore come Friday.

abstract sierra
glass blaze
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If i start with whatever is current I could have something to go on

rigid path
abstract sierra
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Woah

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That's strong

tight cedar
# abstract sierra Really? Did you end up making any heroic or higher potions and how strong were t...

Alchemy just goes from a health and mana potion that will keep you going to a health and mana potion that almost tops you up. Thats... it. Theres no fancy potions in alchemy right now.

Cooking was good, you start to get nice buffs for leveling. Buffs would last 1hr and were rather easy to craft if you were farming. Some of the buffs would give accuracy, or power, or attack speed, etc. I didn't see anything that would affect artisans.

glass blaze
rigid path
tight cedar
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We have been playing AoC for... 5 weeks now? A lot of people are 'max level,' legendary items are flooding the market and guilds are starting to see what 'end game' sort of feels like.

If I had my way, for the duration of the leveling experience, armor would predominately be common, uncommon, and rare. Heroics would be seldom seen and epics would be 1 in 300. Of course as players begin to reach max level you start to see people more frequently in rare, heroic, and epic and then legendary being 1 in 300.

For the longevity of the game - I hope legendary items are truly legendary and not what they are right now. As it stands, legendary gear practically makes gathering fruitless. Which I know is not their intended desire.

The way I look at it, everything in AoC is immense - the scale of the world, the travel time, gathering the various components to craft, and the scope of the crafting system - it would make no sense that legendary gear could be created so easily. It would grind the flow of materials and the economy to a halt. I wonder how much itll be slowed down but I wouldn't be surprised if it was 1/10th of what it is now.

hollow totem
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you can reach level 25 in a week if you grind even easier if someone feeds that character equipment to grind faster

hybrid stirrup
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oh i needed to finish what you wrote

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If the items had no influence from rarity garbs then the pieces would be very hard to craft at what.,.. assume the armor mold can be heroic (I suppose heroic animal fat could exist, but i've never seen it), probably 18 legendary copper 36 legendary tin, the rest epic that's a pretty tall order

#

I'm pretty sure for the mining axe i made everything had to be legendary?

charred lily
real fractal
zenith zenith
# tight cedar We have been playing AoC for... 5 weeks now? A lot of people are 'max level,' le...

I'd prefer legendarys to be legendary but achievable for the mere above average player, less possible than now but still possible for more than an elite few, if you want legendarys to be exclusive and server famous id rather a new class of uniques/mythics from world bosses be limited in number or special material drops limited in number, or even node/guild weapons that would start pretty mid but with investment would grow to legendary and beyond and be limited to 1 per node/guild

brittle wraith
calm oyster
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i like the anouncement:
Glorious testers, we’ve discovered a few bugs relating to quality rating for crafted items resulting in higher than expected quality, rarity scaling for all items, and some opposed stat check failures, along with some NPC stat progression issues. We intend to fix some of these for Friday, which will result in stat adjustments for some of your gear across the board. This will have the highest adjustment impact for gear at higher rarity classes (such as legendary and heroic items).

You will see more detailed patch notes on these changes this Friday šŸ™šŸ’ŖšŸ‘

but i do hope this means that epic & legendary crafts get locked behind a skill-level of artisans. aka only masters and grand-maesters are reliably able to make top-level crafts. the lower your level, the lower the %chance you make something heroic+ (but might still happen if you get lucky and have good mats)

brittle wraith
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crafting itself should never have anything to do with Luck ... the only thing Luck related should be the Gathering part.

mystic zodiac
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with the Quality Rating vs Rarity Rating

calm oyster
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the changes most likely will fix a Quality Rating input that caused people to just make legendaries out of rares

brittle wraith
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I was responding to that part "(but might still happen if you get lucky and have good mats)" @mystic zodiac@calm oyster

calm oyster
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maybe i misworded myself. a novice shouldnt be able craft a legendary in my perfect approach, not even with full legendary inputs. an apprentice could, but needs everything to be 100% perfect inputs and all quality inputs need to be 100% quality, not 99% (legendary != legendary as you all know)
the higher skill you have, the less reliant you become on the quality. but maybe for crafting we do need a stochastic element that determines heroic/epic/legendary fractions only. up to heroic(and heroic itself?) can be deterministic. above that, you need some stocastic element to determine epic/legendary via fractions (eg 99% is epic, 1% is legendary) where the quality of the crafted gear still is >> drops or on par with epic drops if they happen at all

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anyway. its alpha-2 so its huge speculations

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but i compare this to EG wow testing of up to duskwood. you wouldnt expect epics or orange-legendaries there. they are supposed to be the legends and thus have that rarity. if everyone and their moms have legendaries, it devaluates the whole system and all steps up to it

brittle wraith
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I mean I havent got a single piece of leg wood and I'm a Journeyman, but of flowers and rocks I've got some. No copper though 😦 ... so in some cases the system works fine (copper and wood) in others not (flowers and rock)

vagrant veldt
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a novice shouldnt be able craft a legendary in my perfect approach
What if the novice is a genious ? šŸ˜ (joke)

pine wagon
calm oyster
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i made a post/contribution on it earlier. in my perfect world, legendaries are exclusively crafted by Grand-Maesters using top quality inputs

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but thats my take on it

tame mortar
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Main problem being that people come to expect legendary crafts and therefor put less value in upgrading to a rare/heroic item. Which in many cases is a big difference from the early mob drops/crafts

calm oyster
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obligatory viewer. imo the colors for these levels of skill should also represent your average outcome of gathering and your most likely outcome for crafting. yes it is deterministic, but that is what in my personal view is a realistic system that would promote specialisation and would encourage trading and progression for everyone. This is NOT the current system in place or what devs might seem as their preferred system. but in my personal view, having quality/rarity be tied to the progression system would actually add value to specialisations and allow people to leverage their progression into value in trades

edit: this for me would be max grade (eg dampen stats to hit those envelops) it doesnt mean a novice cannot craft stuff. it just means quality of those crafts will not match up to those of an apprentice or journeyman or master. we need the progression to matter more in crafting imo

autumn dirge
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Was hunting rarity increase rating bugged as well? it looked like having high rarity increase didn't effect getting rarer animals at all

calm oyster
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i think hunting had it correct, but thats my take on things

tame mortar
calm oyster
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mostly because other professions had a huge ammount of way to good quality drops but thats my personal take on it

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give feedback to the devs according to your views, they all matter

autumn dirge
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where, thought this was the place

calm oyster
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yes here or the forums

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so thats good inputs. try to structure your feedback and experiences a bit more when you are out of game, as the devs might not have your ingame-context

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if you think something is a bug ingame, that would be best to report using /bug as that gives them gamelogs and world-position etc as well. but for balance discussions etc it is less relevant if you ask me. though it might be related

autumn dirge
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Well it was more of a question, I didn't find more rare animals having higher rarity increase stats then with basic equipment. So i felt it was bugged but seeing as there is a fix coming with rarity drops I thought maybe this had to do with hunting as well

acoustic sandal
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Oops, dropped this

calm oyster
autumn dirge
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yeah my question was directed to the dev team but I don't know where to ask, I imagine my question getting overseen by all the other messages

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Maybe I should instead ask if others noticed a difference in getting rarer animals when using better rarity increase stats for hunter. I've got a feeling it doesn't do anything at the moment

potent parcel
autumn dirge
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like you get more mounts than carcasses or the mounts you get are from higher rarity?

calm oyster
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mounts with higher rarity. carcasses seem to be less affected, at least thats from guildies. discussion there is how many you get anyway, as there is some split between the two (get full dude or a carcass only)

potent parcel
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some things like Bears were giving a tonne of animals, and barely any carcasses, whereas otters were kinda opposite with more carcasses than animals

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but quality only seemed to apply to animals

torn fiber
inner gulch
# calm oyster but i compare this to EG wow testing of up to duskwood. you wouldnt expect epics...

i wouldnt compare wow to ashes. its crafting system is only supplementary to gear you would aim to get from end game dungeons/raids. a better comparison to what ashes is MEANT to be according to steven would be like SWG, where almost nothing in the world is made outside of the player input. Gear, towns, consumeables, etc. you just need to balance the acquisition of rarity to be proportional to the time investment.

shirt meta has been a terrible go at it, but it looks like steven is already self correcting for the oversight.

#

eventually, ashes will be on track where you need to get gear from crafting well before you hit max, they just need to tune the dials to get it right

real fractal
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Do we know if they intend to add higher rarity foods in the future or is the current situation of only white food regardless of materials the finale?

inner gulch
real fractal
granite quest
real fractal
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I cut down the entire larch population above hall of justiƧar and got not even a single green.

covert raven
granite quest
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I think the rarity for trees drops when they are adolescent, and over time that effects a busy server

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For hunting/animal husbandry, rarity is confirmed broken

real fractal
inner gulch
granite quest
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It wasn't said by intrepid, but it was tested with legendary gear.

inner gulch
granite quest
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It would be really, really weird to me that with legendary hunting gear, you would NEVER be able to find an epic or legendary pelt/animal

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I'm level 27 (or late 26 can't remember) hunting. In all of that time, I have found 2 heroics.

covert raven
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There’s multiple possibilities: What if the legendary gears gather stats weren’t applying correctly? What if the mobs base drop tables werent set correctly? Or an interaction of some skills.

inner gulch
granite quest
covert raven
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Not a big deal at this phase. It’s been reported and if it remains an issue we continue to report it. There are some pretty big things for em to deal with from a triage perspective.

inner gulch
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it could be they just messed up the drop table in an update and didnt realize it

granite quest
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Oh, not a big deal at all. We're going into a new wipe anyways, and it can always be addressed. It's an alpha after all. Just saying, no one should expect any epics or legendaries while hunting rn.

real fractal
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Maybe we have to sit in certain areas and die to mobs so they can level up and be higher rarity. nod

inner gulch
granite quest
real fractal
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I just want a frog mount man….

granite quest
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Have you ever found an epic or legendary animal/hide?

real fractal
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Nope, I never even found heroic

covert raven
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Oh, there was a new icon for basalt as well on the PTR. Big improvements. My mining wasn’t high enough to look for emerald/halcyonite etc

inner gulch
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i found a couple legendary before 2 weeks ago

granite quest
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You know, 2 weeks ago was also when they changed the respawn timers, right? (this sounded sarcastic but I was putting it together in my head 😦

inner gulch
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2 wolves 1 hide 1 tame, both lost to storage bug in node

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i do know that

granite quest
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They used to be 2 1/2 minutes, now they are more like 5

real fractal
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I definitely feel like something happened in that one update where they stopped poop drop different qualities

granite quest
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Oh, the storage bug, how it hurt me

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All that willow I was harvesting before other people had apprentice lumberjacking, oh my heart

inner gulch
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yuppp its how we lost our only blue raptor hides after the bug as well. lots of progress lost

granite quest
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I got a heroic raptor hide, I was so proud

inner gulch
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i should have been more proactive in killing my fellow raptor campers xD probably could have gleaned a few blue+ lmao

granite quest
calm oyster
inner gulch
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hopefully with the next few updates we get better ways to hunt, like being able to trap aggressive mobs

inner gulch
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sitting in a field of grems and not being able to get a carcass from them is pretty bad

granite quest
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The Geico Gecko? I'll take him anyday

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I'm torn on hunting

real fractal
granite quest
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On one hand, I'm not opposed to huntable animals that are differentiated from normal. But on the other hand, fighting something with the chance to hunt it at the end seems great.

real fractal
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I feel it’d be cool if we use the bow to ā€œHunter’s markā€ a mob and we kill it, we get material drops.

inner gulch