#alpha-two-artisan-chat
1 messages Ā· Page 9 of 1
Yeah, the PVE journey felt really good ime
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
i want crafting to feel good and be worth it without ruining designs lol
i just feel it currently doesnt feel good and from recent discoveries it does emphasize rarity scaling issues
It will feel good when gear isn't dropping as often as it does now
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!
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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.
Wdym shift expectations? I know exactly how Steven has said what he wants it to be. The game won't be giga busted in legendary gear by the time we get full release unless we get some big changes from Stevens expectations
Sorry - I think I thought I was replying to the person you replied to - can't be bothered to go back and fix it. Having a few Sunday afternoon beers!
Ć 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
crafting shirts are probably broken/op though i will say that
the crafting shirts are allowing people to use all blue mats to create legendaries
thats what im saying, if the crafting shirts were heavily nerfed/removed would we still be having the same conversation
we would yes
because were swimming in legendary mats? not really
no because the scaling fundamentally breaks the game
breaks the artificial lvl 25 end game yes
nothing about level 10 legendaries aligns with anything Steven has said lmao
PVE or PVP
crafting gear is best gear in the game, mobs should drop nothing but recipes thats the original vision
yeah, and that's going to feel terrible
but that's a different topic
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.
I think the amount of legendaries is a large part of the issue, which part of it using unintended/potentially broken mechanics
i dont think everone having legendary gear like wow is a good system either
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.
Enchanting can destroy gear
Also itās a gold sink
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 donāt 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 wonāt be getting journeyman until after a node hits t4, and even then, if itās not the correct choice, the rest of the server will knock them down which breaks all vassal benches as well as the main node
I hope so, it doesn't fix things so much as delay it, but it would be nice to not have gank squads after the first week with full leg kits
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.
That wonāt be possible, cause we wonāt have 5 nodes all at tier 3
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.
is anyone else having a bug with the apprentice hunting bag not giving increased stack sizes? mine only has 20 stacks
It was said we would have to use processed materials used in crafting the item to repair the item, which is probably expensive and annoying š
Also relying on there only being 5 nodes is again only looking at a snapchat, not the real game
It has high stacks for animals or carcasses, and not the other
thats what i'm saying though
mine doesn't
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
oh so maybe only for pets not for carcasses
when i bank I will check, i have a stack of bears somewhere
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
Anyone have a compendium of all gear/different qualities? I was wondering if there was a crafted heavy Armor with intell/wisdom/mentality
anyone have an idea how much i should sell a legendary copper for
worth a shot
how do you price rubies when selling ?
Look up the ashes codex. But enchanted Bronze heavy armor has those stats.
Yeah, hunting bags have higher stack size for tameable creatures, but carcasses are stuck at 20
i feel like that is backwards but maybe i'm wrong
š¤£
if someone is walking around with that many pets then good for them
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.
It should definitely work for all hunting items. none of the others differentiate between item subtype
i think so too
Ashescodex
Guilds are stronger because they can put more resources to a particular job. What's the problem here?
You know the end goal for the game is to be crafting nearly everything for the best stuff
How do you enchant gear?
Buy enchant scrolls for gold
Use them
Where to fish when I have an apprentice certificate and fishing pole?
Where does one get enchant scroll?
Magic vendor, think in alchemy building
Holy crap enchanting is expensive.
And chance to destroy item too
Just saw this, same issue, its bugged for everyone
thank you! verified it with some other people on my server as well
no good crafter/harvester pants š¦
no legendary medium gear š
Dec 20 can't come soon enough for better gear balance and fixed spawn rates and rarity on hunting
Seen less than 5 rare animal tames and nothing above that since upgrading to epic t2 and clothes
thoroughly disagree until artisan gear is changed
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.
This isn't a bad thing, but currently if I saw you running running around in your green/blue gear at level 25 i'd be able to 1 shot you and I'm a tank.
you do not need anything above uncommon hides to craft legendary gear. (outside of leatherworking that is) also, I agree it needs to be fixed. However currently, it doesn't matter.
I'm beating a horse I'm trying to get you people to see for a reason.
Crafted gear will be harder to get, as the vassal system is being implemented, and it may end up being we have less t3 nodes than we do now
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
And maybe even then cap out at 3 t3 nodes
I think this is a realistic hope in May, but you may have to wait until live. They are going to experiment with artisan systems and a few legendary items are going to slip through. You are not supposed to be enjoying yourself! GET BACK TO WORK! š¤£
is apprentice t2 or t3?
or is it basically how many apprentice crafts are in a zone is dependent ont he t <number>
?
if it's the latter i don't think the vassel system will help
T3 and above is the only nodes you can build buildings in
got it
so only 1 node will have how many buildings? 2?
i guess that will solve it for the time being
once there is 3 towns with 2 apprentice buildings in them, then you will have people soloing firebrand again
Current t3 have 4 building slots, which give apprentice for everything with the 5 nodes
You need at least 2 nodes to be able to make 1 weapon
yeah stone, metalcrafting, weaponcrafting
Cause you need tools for mining, hunting, woodcutting, herb gathering
So you need those too
How do you get a bowstring?
Tailor making for artisan shirts to boost quality
Leather crafting for pants
Green or blue pants is better than no pants
tru
but why wear any leather at all
when you can have legendary cloth
or plate
be a mage in leg plate and you will still 1 shot people
At that point you are looking at 3-4 nodes for just armour, weapons
Also do you want apprentice mounts, gonna need another 2 buildings
weapon and armor currently (apprentice) require the same 4 buildings
weapons require:
stone
Lumber Mill
Metalworking
weaponcrafting/armorcrafting
armor requires:
Metalworking
Stone,
Lumber Mill
Weoponcrafting/armorcrafting
do all buildings come in sets of 2?
Are you including the support buildings in that
or do you have to build metalworking alongside weaponcrafting/armor? (two separate buildings) or are they considered 1?
on our server they are next to each other
same with stonecutting/jewelry
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)
but still id rather run around as a tank in all cloth legendary gear than anything you can get from firebrand or carphin
So mobs are supposed to offer next to zero purpose besides mats ? Seems like a bad choice. Where is this stated?
It's in the wiki
Was the plan
But then the devs added a tonne of humanoid enemies that drop gear
The wiki is literally just quotes from Steven over 4 years. I think judging that as fact or gospel is off base.
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...
Quotes over the last 8 years
Pretty much
I think forcing everyone into gathering and crafting is going to alienate a lot of diff playstyles.
Doesnāt bluebolt require herblore?
but you don't need to get into gathering and crafting, you can just buy from them
bluebolt is apprentice herbing (from weaivng vendor), weaving apprentice, apprentice lumberjacking and lumber milling (apprentice lumber building), and apprentice tailoring
I just participated in a caravan where we paid for a group of pvp-oriented players to protect us
I get that . But I think we should be open to mobs dropping gear that is 20 percent or so weaker than crafted.
Will need a agricultural supplies to get hunting for raptors
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).
forget about mounts for what I'm talking about
It is like that, you only get a lot of greens/blues from drops
You can craft legendaries
they'll probably just tone down legendaries when they start focusing on balance
correct
The vassal system will limit it, just by blocking nodes from gaining levels
Canāt do all the crafting if only a few nodes can be built up
And the reason I'm bringing this up is someone said mob drop gear was temporary
For tests etc
I honestly haven't been able to track down the source of that idea, but have heard others repeat it lol
Itās not temporary, world bosses drop gear
Was a thing they changed too back in February
the gear they drop is bad
...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...
...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...
...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...
idk if this is enough, honestly all this talk is just our speculation, i trust the design team to make good decisions based on our feedback
comparitively
When compared to crafted mob dropped is toilet paper
we'll see how things turn out in phases 2 and 3 of this alpha
Im.hoping they Tone it down fir phase 2 , not a lot of time.
Ehh the legendary shield from firebrand or the legendary weapons from tumoc are pretty decent
Right but farm.those bosses u use crafted gear
Not compared to crafted
So no point
Considering only two places really give good drops Iām happy crafting is good
not better than this
which i made in 4 days of testing out crafting
OKAY MUCH LOVE
The artisan sets are broken lol
Also quality nodes are static
Bunch of stuff needs changing imo
same, i want crafting to give the best loot possible
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
it also force players to interact more to get the best gear
Yeh itās worse than I thought
If we get journeyman benches, the next tier of gear we can craft is much stronger
The mace is 1 handed
Best you can get from world bosses is the Epic wand of briarhome from tumoc
2 handed weapon I make is like 850 power (layer fleshripper)??
Flayer
Takes 10 blue bronze ingots, and 10 epic bronze ingots
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
I donāt think a color tier should increase the damage on weapons by double or triple though
Cause high lvl PvP in legos is just 1s or 0s. You die or you donāt really
And 2 shot a fighter also wearing legendary gear
Depends on how many nodes we can push to T3
If we canāt get at least 5, we wonāt be able to have apprentice tier crafting, and journeyman is even more buildings required
I figured weād peak around the steel crafts till the system is figured out better but I havenāt truly looked at it much
Iād 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 donāt wanna craft will be way more insane
25% steps will still be way better than carphin/steel loom gear
With far less time investment
Biggest bottlenecks so far at least on Resna are 1a.) Animal fat/Otter or raptor hides and then good tin
Yeah think itās pretty common
Given, ppl prob arenāt 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
The beautiful thing is you only need common tanned hides
But yes, if it were any different it would be a problem
I should say the ānot so beautiful thingā
Yeah with good prof shirts you can make legos with blue or less stuff lmao
Just has to average out around heroic maybe slightly under
I have a gigga Lumbermilling shirt and Iāve seen only 1 extra proc or quality increase above blue
Vs Iāve seen smelters crank out procs pretty reliably with similar quantity/qual numbers
Yeah the rarity / procs on those and gathering do not seem to be as impactful as the rarity on crafting š
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 
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
are you selecting the correct rarity ?
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.
Then the "possible outcomes" window is bugged to only show Common
could be, i dont recall my legendary one i made the other day having issues but servers been very weird last 2 days
ive used higher tier magic powder for weaponcrafting but dont know what went in to it
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 ?
@latent plover Copper fragments can only be made out of common (white) copper sadly. I have green/yeelow even blue coppers, but no white, so I cant make the fragments š¦
You have to select which quality outcome you want in the processing station
Oh? I will look for that next weekend. Thanks for the tip!
The current system is: If you are using an artisan crafting chest piece no. If youāre using a legendary artisan piece you could probably use 2 heroic copper, a basalt legendary mold and rest white it will come out leg.
@hybrid stirrup Ah i see thanks for insight
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.
Donāt even go there about the bear to bear pelt ratios.
He said it was placeholder design in recent interviews.
There was a picture of profession dependencies linked here some days ago, but I did not get it saved. Anyone got that?
At least you get multiples from one. Husbandry is 1:1
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.
Is cooking worth it? Are there good recipes?
I think if you have some friends that you want to work together it will be good, but its kinda expensive (I am doing caravans just to fund my farming + cooking)
also, you have to get ready for this stuff
Wild where do you get Baby cow? š this is only on tables right? The Main thing with Real cows at your freehold or other housing is not in yet? @cunning bolt
buy it from a farming vendor in the materials section
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
I see thank you. I want Real farming at a field
frrr, I wanna get a free hold to do my maid cafe stuff but thats probably way out of my league
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?
How/where can i upgrade the caravan?
you can buy the upgrade stuff from the woodworking vendor and a beast of burden from someone that does animal husbandry then head over to the caravan master
Oooooo thank you so much!
I meant rare basalt mold, the important thought is the requirements right now are cut in half
Yeah makes sense, I guess this why tailor probably one of the best to invest in
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.
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
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.
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.
id say that this is even more valid with the way that the current system is. 99.9% of crafted things, used to level up the profession are just junk trash.
Crafters make the best shit, and everything else they make is junk.
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
I can assume later on it will be much more difficult to craft higher rarity gear and they do plan to have resources sinks
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:
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...
Unfortunately we don't know when in phase 2 they will address the crafting.
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...
And I do support that. Needing some cloth or metal as someone that does woodworking for example makes sense. Not being able to gather your own wood, does not feel good.
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.
That's essentially the idea behind pylons, yeah?
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
hmm i guess so, good point
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.
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
I think the general consensus among the player base is that the number of professions youāll be allowed to cap out at each tier is a tiny bit too restrictive still
not only that, but its further capped by what node buildings are created on your server
This
Everyone is going to be a GM of carpentry if thats the only building that allows GM on your server
Currently you can just swap professions at apprentice so currently, you can be entirely self sufficient.
Itās a PITA though.
Same here, I get if you are a carpenter to be reliant on a metal worker for hinges, handles, screws, nails etc - but when you have to choose between sourcing your own wood or processed lumber - doesn't make the most sense - with how large this game is - what if there is no one within a 30m jog that does GM lumberjacking - that's a long travel to get the basics of what you need!
BTW, until Alpha 2 real start (Phase 3), that's all. As soon more things be introduced, more we will have balancing issues.
I think that's the point. Seems like they don't want one person or even one standard group of players to be self sufficient. They want to encourage trading resources between different nodes that they each specialized in.
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...
I think the problem is some professions just seem more useful than others.
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?
We will have to wait untill the 20th to find out how in depth the stalls are. It might just be sell orders.
Anyone around whose brain i can pick on some gear crafting advice?
All I know is caravans are gonna be more popular
I feel like this is gonna push everyone to be part of an economic metropolis just for the connected AHs because the distances to travel are so long
they will have to make all metropolis perks lucrative at the same level so that people want them all and are split
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
I can imagine a scenario where someone wants to be a tailor but there's no GM herbalist within 45m ride.
I would rather have good trading partners within the economic node than be a citizen myself.... I guess if you are a citizen of one and trade with another that would be ideal.
Yup. But I don't think they want crafting to be this quick or convenient process in the end. Especially if it's the lifeblood of the gear grind.
Trying to think what the advantages of that would be
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
Yea I think that comes as a shock that even with a freehold, which would be a large undertaking, and two GM professions which would be a very large under taking, and being leveling (an enjoyable) large undertaking - after all of that to not be self sufficient in 1 crafting artisan - oh boy
Yea just substantially more risk because you could be ransacked
No pain no gain š¤£
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
Exactly. But the system as inconvenient as it is creates some fun scenarios. Maybe you're going to meet someone from another node to trade resources but you're worried someone tipped someone off about it. What do you do? Bring guild members or hire bodyguards. It creates incentive for a lot of different playstyles overall.
It's good to have bloodthirsty friends as a merchant š¤·āāļø
Yea it certainly makes for interesting dynamics - my goodness, what you just described is quite something different - certainly not something I have had to deal with in an MMO.
BUT I WANT TO DO MY CARPENTRY IN PEACE lol
These devs just want to make every system encourage PKing lol
It does encourage PKing but the corruption system also sort of counteracts that as well. PKers will have to assess whether you are worth the risk. Now imagine a scenario where you find out someone knows about the trade meet-up so you cancel it and travel with nothing and ambush the pkers instead.
I think the dynamics these systems can create are really exciting even if they are inconvenient for crafting overall.
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
Inconvenient is putting it lightly, this started off as a conversation about inefficiencies of being self reliant on crafting and it turned into espionage and ambush PKing lol!
it is a valid point but you're talking about the peak for crafting, up until master you can be self sufficient in carpentry
is just the GM level that would need more players
and remember that their plans for crafting is to have just a few GM per server
doesnt that depend on how long the server has been around?
i thought the plan was 2 GM per player
But only for crafting artisans - professions like animal husbandry and alchemy can be self sufficient
currently yes, but i'm talking about what their vision is
that's correct, steven said that even though anyone could reach GM only a few will be able to because of the difficulty
up to a certain point only, for example apprentice health save (made with apprentice alchemy) need apprentice mining (to get halcyonite) and apprentice weaving (to get linen bolt)
but "difficulty" really just means time investment. Some people are retired and can put all their time into the game, others have jobs and a family and cant put as much time. The former player gets GM a year before the latter, but they can both get GM
currently yes, and if the difficulty is only time investment then almost all crafters will eventually become GM, but I don't know if they will add other things in place, like a limit for GM on a server or a difficult quest to level up to GM
the limit is going to be node structures and 2 gm per player as far as i know
you can reach GM without node structure rn, the problem is you can't craft anything with it
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
no u need the node building to upgrade from novice to apprentice
and to get the mining tool
No, there are currently master miners in the servers
the node structure is needed to make the tools only
but you can get the titles rn
?? really? but when i hit level 100% level 10 on my novice it showed a lock on it
could i get to level 11?
without upgrading to apprentice first?
Gotta upgrade your certification to get apprentice then get level 11
which you can do without crafting higher tools
You could do the whole thing with a crude pickaxe but it would be hell to do
the certifications are being given independent from node structure
but maybe this is just for alpha
oh i see
I made an epic apprentice soon as I could and the difference is huge. If someone did it with a crude, they're a masochist.
Progressing the professions in general at the moment feels masochistic to me lol
combat is way more fun and fleshed out
I got my hunting up to journey man with a crude bow because I didn't know about the higher tier bows yet š š
yeah, combat is reportedly about 60% fleshed out whilst the crafting system are bare bones
im glad to see they plan a professions skill tree at least
can you hunt apprentice beasts with the crude bow?
Okay - I was an idiot and clearly not well informed lol - I just did wolf and bear routes to journeyman
lol
damn
Good lord
š š
I remember having the thought many times, 'I wish this bow would last a little longer...'
Did you never try to hunt a beast and have the game say "you need an apprentice tool to hunt this"?
Uh yeah. My epic apprentice has 750 durability. Your crude bow has, like 55?
50
Yea I did, but the wolf and bear routes were so efficient - this was before they nerfed the spawn times. I had a route where I would get 8 wolves real close to node and was getting 3% per wolf. Now the spawn times have been made 3x longer and you get 1% per wolf
got it
Ohhhhhh pre nerf
Yea so I was dumb but it was significantly easier pre nerf
OK. I was imagining post nerf
it amazes me how much we go through to level up bare bones professions that will be wiped in 2 weeks
Post nerf would be hell
I was about to say, you need therapy lol
Because secretly we all hate our selves
Dont we all
Because we're all addicted and they know it.
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
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.
Are you liking alchemy? I thougth that profession didn't have much to offer. It was essentially just a higher tier health and mana potion. I think the scribing is more of what I thougth alchemy would be
I mean if you do scribe youāll max alchemy anyways
there's nothing there
For me personally, the $120 is the price of being competent and knowledgeable about systems before launch - which will easily give me an edge to acquire a freehold
you can only make health/mana salves/potions, and they are barely useful when clerics and bards exist
and you are liking alchemy?
besides this you can process things for other crafters
rn no, but if you look ashescodex 90% of recipes are not obtainable rn
gotcha
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
Agree completely
That's not a bad idea.
or maybe a minigame that allows you to batch create 100 oak crates instead of 1 at a time
Either a minigame or crafting skills. Not as in depth as FFXIV but just enough to make it more entertaining
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
Never played FF14 what was their crafting system like that made it so involved?
Think of a damage rotation while fighting a boss, that, but for crafting skills.
So there were... crafting 'skills' that you would have to use in a min/max way to craft? sounds weird
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.
Yeah, although I think this is made much better if youāre crafting somewhere with an apprentice station. You get to queue up 3 different crafts and run them. Makes it more rewarding to stop in and chuck some stuff in the oven when you get to do 3 different things.
When you come back to town after you have 3x 50m processing batches completed and you just watch your experience bar fly is fun heh
I really enjoyed cooking 250x basalt and 250x oak timber and zooming
@left parrot you're on castus?
sup
You're the guy who asked me for zinc on my mining route haha
Guys, where can i see the maximum of artisanships i can dive in?
hahahahah yeah I was asking everyone. Iām so close to metalworking and armorsmithing 10. Iām 9.5 metalworking and 8.99 armorsmithing but with about 20 armorsmithing crafts good to go
5/4/3/2
(I think)
Thanks
2 gm + 1 m + 1 jm + 1 apprentice
^ yeah thatās probably a better way to explain it although I really really hope that changes
i got it both ways, thanks guys
I like the idea of going up to Journeyman freeing up an apprentice slot
That makes the most sense to me.
Yeah but most of them will still have to stay low level
but professions depend on each other, to make apprentice tools for your profession you'll need another 7 apprentice professions
and you can only be apprentice in 5 yourself
I know, thats what's great about the game, you need other people
I think itāll be great once thereās a trade system that isnāt hot dogwater
So apprentice 10-20 / journeyman 20-30 / master 30-40 / gm 40-50?
You'd still need other people with 5/4/3/2 you just wouldn't be AS reliant as a 1/1/1/2
Correct me if I am wrong but I think this is how it works
it is correct
I mean i understand it's something that can be changed as its still WIP
unlikely but possible
What artisan skills is it for the shirts? Tailoring?
Yea herbalism > weaving > tailoring
How are people getting legendary raptor/bear hide? I haven't seen above a rare yet.
are they getting it? or are they crafting leg stuff that you think needs leg raptor/bear hide? š
give tailor good shirt and the rest is easy
the scaling is way wrong, but this is how it starts besides apprentice tools
I don't understand this
Explain it to me like I'm 5
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...
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
you wear the first shirt to craft the second, from there on ...
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
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?
It's never lucky. Crafting is completely deterministic.
you craft max gear with low mats
Yup, itās a feedback loop of rarity increases being overpowered
it is another snowballsystem that need adjustments
It's what so many of us have been yelling over the weekend lol
That seems like its gonna get changed real quick - that doesn't make sense - that alone would make GM in any gathering artisan worthless
and yes it was a hard pain, because we also realised it way too late ^^
It how there's so many leg items floating around
The only time this is a thing is when making crafting tools.
needs tuning to work like intended
The snowballing in this game is really something else lol
Ahhhhhhh. So you craft different tier artisan shirts to continuously increase the quality outcome until you hit leg
it is how we got here, that made him rich in the first afaik
yes we needed 1 befor max, easier would have been to craft it up
Got it. That makes sense. Thanks.
few common raptor are enough
That is so horrendously stupid its funny
and i spent many hours for that 1 blue š
Like a clickbait title of a youtube video, "I got legendary items with 3 common raptors!"
also the thing with the trees took us some time, but then lol
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
I think an easy fix would be to cap what can be crafted at what level. For example novice can create common and uncommon. Apprentice can craft up to rare, Journeyman can craft up to Heroic, Master > Epic, and Grandmaster > legendary
might be the same solution but capping harder? i feel the rarity rating boosters arent too bad, i mean epic-mats can still give you epic low-level gear too
Even with that being said - GM artisans with legendary shirts should NOT be able to craft legendary gear with common or uncommon items
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
Honestly, what is the point of epic gear on a level 10 character with apprentice tailoring - its silly and kinda fruitless.
as computation is " Calc the stats -> compute rarity" rather then other way around
agreed, not apprentice, but yeah epic mats -> heroic would also feel stupid?
but yes agreed. artisan level/qualification should matter heavily as well
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
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
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
I do not see why quality HAS to be somewhere - most other games do not have that mechanic and their professions work just fine.
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?
What other stat would you give crafters. Not processors.
Xp is about it
quality is the result of the calculation, not the main outcome
game takes materials, computes the final item stats, then determines the rarity level based on stats
XP, reduce crafting time, % chance to recover some materials "efficienct crafting", % chance for higher durability, etc
Youāre just against quality because itās overturned. Which it is
Crafting time is like 3 seconds
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 š
Stats just need squished. Itās pretty simple. Legendary 10 should not be as good as it is compared to a 20 item
I've played a lot of MMOs and quality rating was never a factor in any of them - I do not see why it needs to exist. It creates more problems than it adds interesting dynamics
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
I dislike rarity rating ceilings. I think that should be scaled by harvester.
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
Why would they be easy to obtain? You wouldnāt have the quality stat weāre seeing
400 is way too much on an item.
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
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.
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
I just see the quality nerf doing that for you.
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
Weird take, make resources downgrade their quality over time to avoid hoarding
very true but i dont see a way past quality rating. see other games where they have quality classes. its not superbad to have them it just needs balancing.
the incentive for gatherers and crafters is that rares are more accessible and still beat grinding mobs for that low drop% or near 0 drops. we have seen how hard good gear is
very true but i dont see a way past quality rating
Delete it
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 donāt know that I would care to gear them. Iād just gear harvesters
would hugely impact all designs intrepid put into the game already. i feel they "can" work but it just needs some heavy tuning
quality can remain. just the hyper rarity needs adressing. nothing bad with having rarity bonus for grandmeasters over apprentices for all the professions. that idea works
Weāre on the same page. Only aquinas wants it shot dead.
It's a poor system mechanic which is why nearly MMO I know of does not have it.
Most mmos donāt require crafter gear right? And can level by yourself or do everything?
Which is why I donāt play āmost mmosā
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.
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.
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
Iāve 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.
It might be a coincidence since iv gotten legendary ore from a node that just spawned
I know from experience
That it takes about a week
Of āsolidā gameplay between less than a handful of players
We were all 25 so we didnāt 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
Ye its just lvling the artisan skills that takes the time
Ye but it's not every day some rando gives you 600+ ore to help lvl armoursmith
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
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
Itās not though
Because of artisan gear for rarity
Iād actually prefer it more if it was
Because rare materials are in fact rare
20 mining and Iāve only seen legendary copper once
Really? Iv got about 20 I think. + a load of other rarity stuff apart from trees.... I dont bother chopping trees to much
I mean could just be unlucky
Still
All you need is a mix of rare and heroic materials, bam legendary equipment
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
Only 500? That's not that bad
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.
I didnāt 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
The fact that this problem reared its ugly head so fast goes to show 2 things - 1. Thankfully intrepid was smart enough to do all this testing and 2. The presence of quality rating in the game causes huges problems.
Despite what others thing, I like the idea of quality rating - but it needs worked on badly.
I think that is a coincidence
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.
nuke crafting ā¤ļø
Agree š
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?
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
Im probably the wrong person to ask
But yes that's a start
And in general crafting isn't difficult at all. It's just time and funnel gated. There needs to be some real difficulty in making legendary, and in my opinion, recipes that have easy materials should not scale to legendary at all.
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
yes i agree with this feeling too on it
its a time sink system that is overcome with zerging atm
RuneScape makes you grind long hours and do crazy quests for gear at least
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
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)
Yupp, which is why so many of us are vehemently against current leg gear. Gonna wreck the economies w/o changes.
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.
might need to suggest this to the devs somehow. I "think" this is the intended idea behind crafting and the progression system there, but that is speculative
Yeah
And Im sure eventually that will be a goal
made a post on the reddit just to get other peoples thoughts which went over this and was like heres a way to handle rarity scaling and all it has gotten was downvotes and im like uhhhh i just wanted to hear other peoples thoughts on this lol
ikr 
I don't dislike this
Requiring grandmaster crafting for legendary at least makes it obnoxious to obtain
oh that would be cool
Check out my Novice-tier Legendary š
And I know it sounds like cope but I actually do think intrepid reads feedback from discord, especially in the focused channels
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
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
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
The only thing is that they have said repeatedly is that offering solutions isn't typically as helpful as gamers think
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!
Bc we don't fully understand how their systems are connected or what they're working on beyond the horizon
yeee thats why i was hoping they would give us more info on what they are working on
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.
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
oh i get what you are saying
atm there is no reason to craft anything anymore that isnt legendary
yea gear scaling is an exponential scaling increase too
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
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
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
since skills scale off that
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
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.
it falls into if you make it where zerg style guilds can brute force there way to it, what about the regular people
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
i mean they funnel people so it wouldnt take that long
and any artisan miner can mine epic+ quality if they are luck
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"
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
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
I think they just need to change the values on rarity ratings requiring food, potion and gear buffs.
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
Legendary should be a 1% chance even with maximum buffs. Legendary should mean legendary
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
I think it should be a small, very small chance to upgrade as you craft, not making it a guaranteed thing to upgrade.
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
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.
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
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
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
Not sure if y'all have seen this https://dev.ashes.market/
I feel like the only way to give it good data is for people to use it, seems interesting
Way better than spamming global
I believe that is a development/test version of the site. Try https://ashes.market/
I donāt think that site will be needed once player stalls are introduced in Phase 2⦠cool in the interim though
In fact that site might get shut down depending on how they want to see the economy and that circumvents that in some ways
I want to open my own shop, not a stall. I want to open my restaurant KFC (Kikiās fried Chicken)
Is that possible with Freeholds you think?
I havenāt 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
not possible
I think you can only do like 10 or 20 % increase?
Havenāt played with it enough
Can you even make green ink yet ?
From what Iāve seen, enchanting +1 everything, Armor, magic resist, etc.
A legendary has 3-4 affixes and a rare would have 1-2
So itās 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 youāll 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 youād need +300/400 to get to be on par.
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
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.
cleric gatherer is slow gatherer
go bard, can move like the wind and very safe
Would be nice for husbandry to be able to breed a heal into their mounts or maybe higher regen. Or maybe a special item you can use on the mount to heal it like a health pot but only for beasts
Can any crafters explain to me how the crafting clothes and buffs work? Do they just increase quality without any rng right now?
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?
@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
š Discord: https://discord.gg/5EsQkMhBdU
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š 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.
š Become a channel member: https://www.youtub...
š Discord: https://discord.gg/5EsQkMhBdU
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I did like this guy's videos a lot.
i watched this already. these does not answer the question how to craft legend equips.. its just the basic.. most youtuber just gives the basic and repeating content. Im not complaining though but the real question is how to make those crazy gears and have someone record while crafting it. I havent seen one.
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
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
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.
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
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 š
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
I know weāre 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.
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
Sounds a bit strawman. Iām not saying to get away from interlocking Iām 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 donāt 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
Leatherworking is horribly painful for this as well (metalworking/mining, tanning/hunting, weaving/farming/herbalism). Add to that the near impossibility of getting heroic+ carcasses from hunting...
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
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
Itās bad but not as bad as molds. Moving silk cocoon as a drop instead of a hunting would help weaving. Also making boards straight wood to boards would cut down tons of time for all crafts that is unnecessary
Can confirm molds are annoying
Wouldnāt 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
Really need a craft x or craft all option.
I think I could agree with that. Hunting is probably close to about how it should be and the other gatherables are just stupid easy to get. I have seen all of 1 epic carcass at 20 Hunting and a small handful of uncommon and rare, and bupkiss for heroic or legendary.
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.
As someone who spent 2 days trying to get their hands on rare animal fat to make a mold i agree
Letting us mix rarities would fix it
Also...fixing the hunting loot
Made my legendary slate worthless
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
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.
This is an awesome graphic
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 š
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.
Awesome, grateful if you could share! I agree some professions I actively avoid because their supply chains are just hideous...
Mold is the biggest issue. That and my board annoyance
Feels like they strongly want us to trade, but without auction house in play it's a bit of a pain...
Like I said. Iām fine with interlocking but needing 4 processors for one SUB component is too much IMO
Especially tier 2 one at that
Yeah I guess for master/grandmaster that'd be fair
Yea Iād be much more lenient if Iām making BIS gear. Throw em all in
Would not like to be in charge of design. just tuning and balancing it to make it function in a sandbox mmo-rpg on a large scale where economies are driven by these profession trees (partially)
for sure im just gassing you up
thanks. just upvote the suggestion and the topic linked š
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.
i think you have ideas that dont 'ruin' crafting but make the progression in the game more reasonable
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
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 š
there's ai summaries already built into the supervive discord lol
kinda interesting
as long as it kinda gets my point to them then im happy to contribute
Yes rarities can move up one or two tiers while refining. Just low chance
Have you done hunting? It is not good and need to be tuned up. I do think it should be closer to hunting but buffed.
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
Hunting having 0% chance is too low. Even .01 would be ok
we have artisans running around and we " expect" epics or rares to be the norm
you dont know its 0%
it might actually be that "correct" distribution, where a top-level-hunter can actually get rarity and all
" rare"
common , uncommon, rare, heroic, epic, legendary
tell me what you expect to be the norm?
We really going to argue based on a name
I hope you also argue all drops should be white
yes as i feel we need to nerf the other professions down so an uncommon quality or rare quality actually already feels supergood
yes
yes with same reasoning
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
Even if it was nerfed down hunting is not the metric it is terrible. Iām not donāt strawman me
we already had insane ammounts of crocodile mounts on lyneth in 2 weeks time
Saying I expect legendaries is a complete strawman and does disservice to your argument
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?
Uncommon 20%, rare 8%, heroic 2%, epic .08% , legendary .03%
When gathering a node? (Made up numbers)
That would still be buffing hunting
what value would a grand-maester hunter have over your apprentice hunter if both can just find an epic or rare ?
Like I mentioned
Even if rare was 8% or whatever number. Hunting is fucking terrible quality wise and if you donāt know that you didnāt solo level tanning
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
i did my share of hunting. i agree it falls behind on the rest but im way more worried about the rare that eg lumberjacks get legendary woods at apprentice levels and how miners get epics like its free candy
Yea we just disagree and I donāt 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.
@deep wolf do you have the file for that crafting flowchart?
hunting burnt me out this wipe. trying to get blue or better raptor hides for the guild and got a single one over weeks of hunting and competing for the single raptor spawn area with 6 spawns. just gona pve/pvp until phase 2 now
and had near max rarity chance on top of that
would like to see the actual file and anything else you have for the other professions
Hunting was painful
Yea. I did 500 hides myself and maybe got 4 blues 1 heroic
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
And yea raptor bottleneck is real
Hunting is in a preliminary state
Itās not even an actual system yet, just placeholder
we all know that...its just hoping that we get relief from the pain sooner rather than later
bc guild is still expecting hunted shit
I didnāt 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.
maybe if mount rarity meant something, and bob stat change means almost nothing
and you dont have to take out a second mortgage to train husbandry šæ
@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
I wouldnāt expect anything much until they announce when theyāre updating it
Whatever you feel okay sharing would be much appreciated
Iām āworkingā right now but can later.
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
ty :)
that would be nice. dynamic drop tables mean people sitting on apprentice hunting can't do as well as GM hunters on the same bear. the biggest issue tho is just the spawn amount. having 6 raptor spawns on 43 min timer that EVERY guild on the server needs 1000s of is just bad design
Raptor was a poor choice for those. But hunting changing big should hopefully adddress it.
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
that's what I'm hoping for too. Would make husbandry a bit more worthwhile
this i do agree to, hunters have a poor node-ammount relatively
but breeding/husbandry might fix
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
Or you know, for ANY quality carcasses. We're doubly screwed because we can't even get the quality carcasses to make the the clothes to get quality carcasses. Triple screwed when you factor in that there are 6 spawn points in the entire game.
I get that it's a placeholder, but the placehold is broken.
@iron estuary @versed verge - I usually did two crafts per flowchart
Saving these down, thanks man!
i feel like this is a part of the rarity of crafted items..core gear ie weapons/armor should take more effort to create. I think it's a bit much but i can see the logic in it as well
Armorsmithing is harder than tailoring or leatherworking
Bows are frequently used as stat sticks because how easy they are to make
ill post it all in a sec so you can see, go tto prettify and make sure arrows line up
kinda forgot heavy armor wasnt the only gear lmao
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
can you gear change in combat?
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
@iron estuary @versed verge
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
@iron estuary @versed verge Tailoring & Leatherworking
They are obviously not valid for every craft (especially emblem ones) but hopefully help people get the general idea
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)
Appreciate you šš»
This is very dope.
Have you done one of those but for scribing?
Nah, haven't done scribing or carpentry yet but I can look into it. Scribe is very straightforward last I checked
I think this is going to be where each servers individual node direction comes into place
Some servers are going to head heavy into magic/light gear/whatever else with people going hard for some grandmasters in those fields
I could probably do my last one as bothcarpentry and scribe but they arent very related just so all of em on 4 flows
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.
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
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)
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.
yep, definitely doable to start, later will need help
i read that you would be able to craft some treasure maps
i mean i guess that's where economy takes part right
i'll sell some stuff and buy other stuff to progress
Yea, Alchemy takes a lot of random shit for different pots, like spider carapces for fortitude potions etc
luckily those carapaces are novice shit so there shouldn't be any problem
I saved you some time and did this one for you. You're welcome 
(But your stuff is actually super good and you rock)
add [Caravan] since you need money for Husbandry š
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
I know the wiki is really empty for a lot of things. Thanks by the way!
As you buy crude paper, i guess u'll buy fine one too, maybe a little bit more expensive or sth like that
Well t3 paper is crafted
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 Iām just now trying to learn about it so itās a lil easier after the 20th
For weaving, you end up needing to use farming for cotton and most of your flax. But yah, these are neat
I was concentrating on T2, T1 is way easier
can confirm fine paper is vendor bought
Do you know if green ink is just emerald powder -> green ink? @woeful bronze
the benches are missing the recipe so cant 100% confirm but rubies to dust and dust to ink is t1 recipe so i could guess that emeralds being only t2 gem that yes its emeralds to dust and dust to ink would follow same formula (unless extra ingredient is added for t2 but cant confirm while recipe doesnt exist)
Well that explains why its not in wiki
yeah apprentice scribe bench has apprentice scrolls and apprentice alchemy bench has the crushing of emeralds to dust but is missing the dust to ink recipe
i have reported it and im sure others have so hopefully its there for the weekend
@analog shard This is what I have, but obviously recipe could be different since not in.
thanks
Reminds me of all those people making 5 minute crafts style videos on how to get "free food!" And it's just planting seeds
For all those weaponsmith
THICC. <3
Wish it had some better info like- The trusted shield of a bandit captain, that assist in their raids
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.
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?
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
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
I support this cause I would use it to write troll info for my friends š¤£
I do think it'd be nice to have that as an optional detail when you make the item.
I recall some game having it
As much as I love this, this would be a nightmare to moderate. Lmao Maybe picking from pre-selected phrases could be funny. "Good Chest Ahead" and such.
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)
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.
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?
Weaponsmithing route, start raising that craft, and use up the materials. Or team up with someone who needs them. Process in multiple towns at the same time to help manage more storage
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'
Yea I did both of those - Cooking was good, the buffs are worth it. Alchemy was a big let down (so far).
I think a lot of those interlocing artisan requirements will not be as much of a sore point as they are right now. Most of the things molds need are pretty basic and should be readily acquired off the AH or player stalls. Definetly a pain point right now where all trade is through global chat.
Hunting is in such a terrible place right now. I got one of my characters to 15 before the spawn time nerf. Now it is unbearable.
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
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.
Considering they just posted about changing rarity scaling itās possible that any info you receive wonāt be accurate anymore come Friday.
Really? Did you end up making any heroic or higher potions and how strong were they?
Can you tell me about the cooking buffs? How long and strong are they?
If i start with whatever is current I could have something to go on
I didnāt test many recipes but rare fruit salad is 20 magic Power more than the common version.
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.
I'm aware of possible changes but that doesn't mean I don't want to know basically how it works now.
Thereās a journeyman potion available at the journey station vendors in town so my guess is itāll be alchemy that does that
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.
you can reach level 25 in a week if you grind even easier if someone feeds that character equipment to grind faster
how can gathering be fruitless if the only way to get legendary gear requires just that?
oh i needed to finish what you wrote
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?
Pretty sure all of the artisan XP consumable buffs are journeyman. Not sure about cooking ones but the alchemy ones at least
No rarities from food, but buffs were good.
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
lets put seldom seen at a rate of 1 in 300 and epics/ later legendaries at 1 in 2000 ... but I think even that would mean over time the market would be somewhat flooded with legendary
i like the anouncement:
Glorious testers, weāve 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 ššŖš
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)
crafting itself should never have anything to do with Luck ... the only thing Luck related should be the Gathering part.
which is the case rn afaik
with the Quality Rating vs Rarity Rating
Crafting doesnt involve luck. its deterministic. but that does not mean that it cannot be changed or that anyone should be able to craft legendaries out of thin air š
the changes most likely will fix a Quality Rating input that caused people to just make legendaries out of rares
I was responding to that part "(but might still happen if you get lucky and have good mats)" @mystic zodiac@calm oyster
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
anyway. its alpha-2 so its huge speculations
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
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 š¦ ... so in some cases the system works fine (copper and wood) in others not (flowers and rock)
a novice shouldnt be able craft a legendary in my perfect approach
What if the novice is a genious ? š (joke)
Yes. Legendary should be legendarily hard to get and not something you craft after a weekend of gathering.
i made a post/contribution on it earlier. in my perfect world, legendaries are exclusively crafted by Grand-Maesters using top quality inputs
but thats my take on it
I like RNG in games, so I don't think legendary should be exclusive to Grand Masters. However it should not be possible to make them as frequently at novice/apprentice/journeyman as it is now
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
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
Was hunting rarity increase rating bugged as well? it looked like having high rarity increase didn't effect getting rarer animals at all
i think hunting had it correct, but thats my take on things
I would prefer if this was correct. Saw many mention it as being bugged
mostly because other professions had a huge ammount of way to good quality drops but thats my personal take on it
give feedback to the devs according to your views, they all matter
where, thought this was the place
yes here or the forums
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
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
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
Oops, dropped this
i think the increase in rarity-rating isnt enough to all of a sudden find more rare stuff (yet) maybe that is intentional and the others are just overscaled, maybe the hunting one is too low and is getting repaired, we dont see/know that yet
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
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
it seemed to put rarity into the mounts instead of the carcasses
like you get more mounts than carcasses or the mounts you get are from higher rarity?
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)
some things like Bears were giving a tonne of animals, and barely any carcasses, whereas otters were kinda opposite with more carcasses than animals
but quality only seemed to apply to animals
Legendary should take legendary effort and legendary crafting skill. Not brute force and numbers.
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
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?
im pretty sure hunting rarity stat is actually broken or modulating in the wrong direction or something else wonky. before i made my t2 epic hunting bow i was getting a decent amount of green carcass and animals, but then after the bow and clothes i was about 95% white and 5% green. only saw one blue since making the thing 2 weeks ago
I feel this way with woodcutting as well.
I was getting decent rarity wood, green Apprentice axe got plenty of purples and even had legendary a couple times.
I made the epic axe, and all of a sudden, itās all white.
If I cannot have a legendary pancake, maybe with only the rarest of flours and the most exotic of syrups, then I will riot.
I cut down the entire larch population above hall of justiƧar and got not even a single green.
The PTR introduced new graphics for carcass (grem, raven, spider).
I only hunted a few things and got an uncommon raven. There were no notes, and it was very early in the week. Personally, Iād prefer to see rarer stuff remain rare. š¤·š»āāļø
I want LEGENDARY CHIMKEN!!!!
I think the rarity for trees drops when they are adolescent, and over time that effects a busy server
For hunting/animal husbandry, rarity is confirmed broken
Iāve cut that grove like 3-4 times, maybe sample size is bad I guess, but even when I was cutting down New Aela mountains, same thingā¦.
do you know where that was said? i havent seen anythign so far
It wasn't said by intrepid, but it was tested with legendary gear.
that doesn't mean we arent accounting for some unknown variable then. its highly likely but not CONFIRMED
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
I'm level 27 (or late 26 can't remember) hunting. In all of that time, I have found 2 heroics.
Thereās multiple possibilities: What if the legendary gears gather stats werenāt applying correctly? What if the mobs base drop tables werent set correctly? Or an interaction of some skills.
i agree, but with radio silence from intrepid on the subject it leads me to believe theres possibly something more than just "stat broken"
That's what I'm thinking, there is some interaction or check that is funked up.
Not a big deal at this phase. Itās 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.
it could be they just messed up the drop table in an update and didnt realize it
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.
Maybe we have to sit in certain areas and die to mobs so they can level up and be higher rarity. 
believe me, im probably 100 hours into hunting alone AFTER the unknown event that messed up hunting rarity and am absolutely burnt out lmao
Please die to a deer for me, 100's of times.
I just want a frog mount manā¦.
Have you ever found an epic or legendary animal/hide?
Nope, I never even found heroic
Oh, there was a new icon for basalt as well on the PTR. Big improvements. My mining wasnāt high enough to look for emerald/halcyonite etc
i found a couple legendary before 2 weeks ago
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 š¦
They used to be 2 1/2 minutes, now they are more like 5
I definitely feel like something happened in that one update where they stopped poop drop different qualities
he said "have you ever..."
Oh, the storage bug, how it hurt me
All that willow I was harvesting before other people had apprentice lumberjacking, oh my heart
yuppp its how we lost our only blue raptor hides after the bug as well. lots of progress lost
i should have been more proactive in killing my fellow raptor campers xD probably could have gleaned a few blue+ lmao
At least my willow stayed. 
Can you ride away into the sunset on a frog? 
the only reference to wow i wanted to make is that in the early phase, epics are truely epic, and legendaries are not there. we just run around in legendaries after week2. that feels wrong. thats the only parrallel ill make
hopefully with the next few updates we get better ways to hunt, like being able to trap aggressive mobs
Best I can do
Take it or leave it
sitting in a field of grems and not being able to get a carcass from them is pretty bad
Cue to me first starting the game figuring out how to get grem skin and destroying entire bloodlines of grem trying to get a drop.
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.
I feel itād be cool if we use the bow to āHunterās markā a mob and we kill it, we get material drops.
i really like the runesscape hunting system. multiple different tools and traps that allow you to trap the actual enemies in the world. you aren't looking around for a docile unmoving glorified mining node
True, I liked this too.
