#alpha-two-artisan-chat
1 messages ยท Page 10 of 1
I'm still trying to sort out how you manage to pet animals with your hunting bow
๐คทโโ๏ธ
very carefully
Fair ๐คฃ
and to death
hmmm i feel like you should be able to craft legendaries at all levels, but they should be properly scaling. One thing wow didn't let you do was modulate rarity on crafted gear they could set an artificial "rarity progression". (ie. my gear is going from green to blues to purple, therefore i must be improving) in ashes its going to be more about the cost vs reward in the gear you want to make. do you want to spend 10x the cost for an X% increase in power from blue to legendary? Are you going to go through with it if you replace the item in 10 levels anyway? can you even FIND the materials to get to said crafter for your leveling gear?
the way legendarys are right now is very unbalanced and we can't expect the same power scaling in the future. I would hope we get to the point where its a real cost benefit analysis on how you want your gear made in the future, especially while leveling and not just for end game
why would a novice be able to make legendaries? it completely devaluates the progression system in my eyes. im ok with up to blue for most but better then blue, you need to invest into a specialisation for me.
i think you are fixating too hard on the idea of the color rarity
im not. the color is the resultant of the stats we obtain. i feel the stats need to get dampening based on the level of your skill. hence a grand-maester gets no disbonus and a novice gets a massive disbonus. the color rarity is the non-issue
thats fair tbh
the quality of the output from a grandmaester should be much better then that of a novice. the color being nonexistent
color it however you please
but a novice getting max-dmg weapons out is bullshit. they literally could be a nobody making it from nothing. you need grand-maestership to get max-stats
i would be fine with one crafter being able to make a "better" legendary due to their skill, but not that they should be completely cut off from upping rarity as much as their ingredient input and affording said items allows
and thus effectively (as color-rarity is directly coupled to the final stats) locking the top color-rarity to higher crafting skills only
maybe that novice crafter only gets 10% stat increase from upping each tier of rarity, while the GM can get upwards of 20%
stop worrying about the color rarity ๐
you need to dampen the quality/ratings/stats from a novice when comparing to a grand-maester. that investment people did into those 2 grandmaester options you have should matter
there is no rarity tier upping
yes there is, based on input of materials
you compute the statistics for the weapon/armor, and then figure out the rarity, not the other way
the real problem i have with this is your solution locks out lower crafters from using higher tier materials that they would otherwise be able to use. it is unecessarily constraining to limit them in this manner imho. you should just have the foresight to think "well my level isn't high enough to get a really good stat from this, is it worth even using or should i sell it"
this ideal fits much better into sandbox design
input of materials give you a score.
i once labeled this the 0-1200 score
0 points is the worst item stats (and thus result in common quality) 1200 score is max item stats
so eg its a sword we make, it has potential of 100-700 dmg amonst other stats
input quality of the materials gives points. 0-200 points for common stuff, 200-400 for uncommon stuff, 400-600 for rare stuff, 600-800 for heroic quality inputs, 800-1000 for epic inputs and 1000-1200 points per legendary input
i "think" it takes the average of the inputs provided and thus you could for example score 847/1200 points. that means that you would get the sword at 847/1200 * (700-100) + 100 as its dmg roll
and it would qualify as epic as you scored it in the low half of that.
now this is the same computation for all crafters. novice to grand-measter. and that feels stupid to me. a novice should get a disbonus, and a grand-measter should have a bonus here right? as in a grand-measter might be able to turn those same inputs into legendary by having +246 points worth of experience quality boosting
a novice might be penalised and only get a heroic quality (-246 points worth of (in)experience quality boosting)
my point is that the level of the crafter should affect rarity, and maybe not every crafter should be able to make legendaries. but be stuck at heroic or epic due to not investing in said profession
no they can still use high tier materials, just get slightly worse results out of it.
similarly it allows top tier crafters to use lower-level materials (and thus fund lower level gatherers/prosessors) as they dont need to score legendary on all their inputs
hope that makes more sense
i guess we will just have to agree to disagree then ๐คทโโ๏ธ off to work now
Why are we comparing grandmasters to novices when they would not even be making the same gear? Who cares if novices are able to make legendary gear? They are only able to make level 1 gear..... Who is a LVL 1 legendary item really helping? Grand Masters are making BIS gear that people will sell their own children to obtain so it's really not a fair comparison.
because statranges are huge. so novice-legendaries beat journeyman rares or master epics even
statsquash being the alternative. why would quality of work not be affected by skill?
its a design pov i agree, but why would some random dude with a hammer be able to make legendary shit, and skilled professional not?
They literally announced yesterday that they are squishing stats on high rarity items so I still don't see the issue
๐คทโโ๏ธ
my pov is that a legendary can and should feel legendary in its power. but because of that, the rarity needs to be locked behind other gates in order for legendaries to not be the next common. example: legendary should be the 1 in a million amazingness in my eyes. crafted or not is irrelevant to that feeling. so if you allow any crafter to make legendary shit, then you better damn gate it behind some insane loopjumping, RNG or other mechanic
just squashing the stat still means legendaries are like candy then. it doesnt limit the legendary printing machine if you dont also adress that
if i demote artisan skill do i lose the level i gain?
I am agree with Dagnar more reagarding to keep the player motivated to be engaged in long and painful process of leveling and mastering proffesions. You can always scale the effects of the crafted item but it have to be legendary one. The rewards we are getting on our way to be better artisans, are important to keep us engaged or we will lose interest. I think the focus shouls be short term rewards vs. long term rewads.
I mean the only solution I would support for this is that legendary quality items require a recipe to make and the recipe is not super easy to obtain at novice but not crazy hard and then by master/gm it is insane to obtain
its just quality dampening. if you skill up. you can make the same item, but better. thats my core of the idea
so a novice could make a sword for 100 dmg, an artisan can make that same sword, but now for 110 dmg, a journeyman can make that sword but with 120 dmg, a master can make it at 130 dmg and a grand-maester can make it for 140 dmg
its "stat dampening" or "skill multiplier" or whatver you want to call that stuff. your skill should matter when taking same inputs making the same item. its why you skilled up.
forget about the quality-color. forget about the max-item stats, forget it all.
all i suggest is that a novice has effectively 40% disbonus to a grand maester (if additive) or a 46% disbonus if multiplicative for the same stat for the same inputs
and that is my suggestion only. devs might just completely do whatever they want
My question about dampening and artificial created ceilings is do you really think a GM is going to waste time making legendary level 10 gear?
A GM harvester, processor, and crafter?
I am more prone to belive that the crafted item stats are better determined by item lvl and not atisian skill, otherwise will nobody buy items or use crafting skills of apprentice or journeyman crafter if you can get better item for same mats from grandmaster. Nobody will be interessed to waist a huge amount of time to lvl proffesion without any reward along the way. You will get monopoly of big guilds controling teh market.
Maybe not in the testing phase, but on live? Yes absolutely
It will not be the same mats though it will be very different mats with the gm ones being much much harder to get
I doubt it....the quality levels to me are the different steps between lvl 10 and lvl 20, at least for white - blue, then heroic - legendary drops should be rare but not blocked
why is this a neccesity? do we need legendary level10s? is it game-breaking if they do not deem it economically viable to make legendaries for any level even?
I hate the idea of just blocking things within a level bracket until way past it
is a legendary still legendary if everyone and their mom has one?
Given how much focus some have on being "optimal" in these type of games, I can assure you it will happen
People will level past it, i could see it more on later levels with the grind it is
im not blocking items at all. im blocking out rarity / insane stats for those that invest into skills to make it. its not locking anyone out of making anything. it just means that if you dont invest in a skill, your quality is affected.
its fair, its cool and nobody should be crying a river over that as a whole
Someone who is a novice should be able to make novice gear of any quality assuming they can get it
Then you sell it or use it on an alt. Or even break it down at a later time
now getting it is a whole other thing
legendaries will eventually be made by GM's as their is economic value of making those items for those items. but you wont see everyone running in legendaries
I hae never said that
its called legendary for a reason. if everyone can just end up with legendaries from shit inputs, then why even bother leveling a profession?
please, dont strawman, actually converse about what I am saying
why even bother making uncommon or rare items, if you can just get superstats from legendaries from any novice
whats the incentive for gatherers and artisans of even getting good?
once youre done typing, ill restate my argument since youre on a tirade right now
the whole system falls apart if you dont aknowledge the investment people do and the choices they make in specialisation
only 2 / 22 profession get to be "supercrafters" but that still is 10%
we dont block shit. you are not entitled to legendary stuff. its not locked, it is just so hard that you claim nobody will get it. i dispute it. other people can be a GM and craft it for you. its economy
Your argument:
Quality is locked behind different certifications. IE it is impossible for someone that is a Journeyman to get legendary drops. Only GM should be able to get it. (Please let me know if this is incorrect). You have a similar position on crafting with "dampening".
My argument:
Quality can be gathered within your tier of any quality but with extremely small chance. For instance 0.1% chance of legendary. This chance will be increased by gear and artisan skill trees. For instance because I am Journeyman I have a higher chance of getting better quality for lower tiers. Obviously gear would do the same thing.
Thing I am not arguing for that you insist I am:
Everyone having legendary.
Hopefully that clears it up and you can stop arguing with an imaginary strawman
Again novices can only make level 1 gear..... Stop comparing them to gms who make LVL 50 gear
my argument is that the chances are not happening in the current system. there is no rolling, it is deterministic. so same inputs will give same outputs. there is no 0.1% chance that all stats are suddenly max-level stats or max stats so they become a legendary. the system is so that a legendary is determined because the item has certain stats. and those stats are deterministicly given from inputs. so given that deterministic nature of the system, the only way to prevent "legendary printing" is by adding a dampening or skill-lockout to certain quality items.
the argument is that given the same input materials, a GM would be crafting better quality results then a novice.
that is regardless of the items used, regardless of the level requirement for the gear or whatever.
I am not talking about % chance for crafting, I am talking harvesting
And if all items are legendary result should be legendary quality
A legendary stick is still just a stick. I don't think it matters if low levels can find legendaries by luck, if anything it's a good thing to have that incredible luck at a low level. It makes things far more exciting to be able to do it, even if it is at a very, very low rank. Same with crafting, making a legendary low tier weapon is fine
yeah we can agree on this portion. but the "issue" we see at this moment that all rare inputs still give legendary quality
and that a novice with all legendaries would be the same result as a GM with same legendary inputs.
in my view, the novice would be bottom-tier legendary and GM can be top-stats legendary
Maybe get be worth mentioning since it isn't fully in the alpha yet..... On top of legendary regular mats you will also need to farm special drops from raid bosses and shit at m/gm
low level legendaries outscale the universe atm, so it would make any progression pointless for journeymans etc
Never disagreed on any of this, you created arguments for me
I think if you want to make a game only for hardcore players than you can probably use the crafting system you are suggesting, but if you want to make a system which is more inclusive for average players, but also taking in account that invested time in profession will be rewarded, than yo have to structure it differently.
So just because you won at the slot machine and picked a legendary flower doesn't mean shit without the big drop
"Glorious testers, weโve discovered a few bugs relating to quality rating for crafted items resulting in higher than expected quality" Steven Shariff, today. The problem is being addressed.
that was mostly the blues turning into max-level legendaries by wearing a shirt alone ^^
journeyman legendaries ftw
jokes aside. the skill of the crafter should matter. just as the skill of a miner
It will
a Gm miner has a better chance of finding a legendary or epic copper then a novice miner hitting that same node?
and a GM smelter should have a higher rating to get to legendary copper shards then a novice smelter?
it essentially in my mind should apply throughout all chains, that specialisation matters and its not just "faster" but also "better quality product" for all 22 profession chain elements
The only argument I have had is it should still be possible to make any quality at any level for that level, even if highly unlikely due to drop rates
That's what quality rating is. In lumber milling, I often find 1 in 30 timber turns to a higher rating.
You have turned that statement into "I want everyone having legendaries"
I think something else to keep in mind. Steven wants minigames attached to some of these things, so the systems might not fully be fleshed out
Give them novice miners a a chance at a dopamine rush
If you use your legendary material for lvl item you will probably not have enouh for your lvl 50 item, so equsion is easy short term vs. long term benefit
lvl 10
Only really works if lower tier used in higher tier, but point is taken for copper, should save high quality copper for lvl 10 brass or w/e
I am with the proletariat ๐
Everyone knows harvesting is just slot machines for gamers
Got to have a jackpot/payoff even if everyone knows the jackpot is an incredibly low chance
yeah but the crafting = deterministic means that processors dont play slotmachines
nor do the crafters
Also I am surprised they dont add better dings for higher quality drops, associating a sound would help with the dopamine rushes(not kidding) theres a reason the slot machines make so many diff sounds
anti-addiction EU policies would intervene or borderline?
Would it? I don't know EU laws although wish I had the privacy ones in US
i mean its unfair the servers are down 5 days. i have severe copium atm. i need to mine stuff, i need to chop logs. man i am dreaming of just gathering already haha
This plays into one of Intrepid's main goals with the economy too, that lower level gathering and crafting will still be in participation for node development and high tier crafting. Which is personally something I GREATLY approve of.
EU does have anti-lootbox rules for "luck" as they are essentially lotteries / gambling and therefor are under strict rulings where some circumvented that by always giving a specific base + rolling for something extra (but then they can claim you "buy" the guarantee drop thus are not gambling ๐
Also, before I go, hot take. Legendaries need to be a further shade away from heroics, at the moment they are just ever too close to one another. Like, legendary being red perhaps.
its like vegas telling you they arent doign slot machines, you bought a drink and then spun the wheels
orange used to be a color in alot of games somehow. red maybe because its hard to read for colorbinds? no idea how that works out, im not a colorblind?
Yea, I am on the fence on this. I think a "roll" of sorts would probably be better, but I would want a floor based on inputs, IE if all legendary should be a low quality legendary no matter what. I personally wouldn't want the roll, I like to know what I am getting, but get it may be better long term.
yeah i think the deterministic part is good, but then the skill-shirt and enhancements should boost or dampen the rating towards your skill-level, but allow for the odd-ball out. essentially making it non-determinisitc
something like skill-level * some stepwise-function %chance tables haha
but that would mean the deterministic portion is forfeit and i think alot of people would hate that more then they would like the "lucky legendary" odds
i did consider an option where you cannot "guarantee" legendary, only epic. and then that last step (legendary) is a stochastic roll at 1% or so
but when doing so you can just extend it down and just lower the %'s per tier anyway
I was thinking inputs give you a base item quality rating, then there is a set roll to go up by X amount. Quality rating would increase the floor so you would still need a "lucky" or "great" roll to hit max even with high quality rating.
i would argue that there isnt a roll up. there is just factors going into potential outcomes.
so input quality rating is a factor, then profession-skill-modifier and quality-gear-improvers to finally determine the %-chances for each of the output qualities
im trying to draw them as "fake" functions atm to show some examples of how it would work, but i already realised complexity is big and math of the functions might be a pain
X-axis could be input quality
Y-axis could be crafter skill & crafting gear worn
and then Z axis would be output quality curves that essentailly distribute the outcomes on the plane
I disagree where any system could result in all legendary inputs having a less than poor quality legendary output. Reward the rarity of the drops. Legendary should be very hard to get drops for it in the first place.
Can replace legendary with blue, same thing. All blue, should at the very least be blue output
It should be exactly blue, no higher no lower. You get what you put in.
^
can agree, but then i dont ever want to see heroic if you only input blue
If all blue, I agree, but if mix blue+heroic, I could see "lucky" roll with high quality gear letting it go heroic. But yes all blue locked to blue
Give tiers crafting points, put in enough points and that's the tier you get, you wanna use some legendary ore to pull up some white pieces to green or blue then so be it just put in enough material points to reach that tier, quality rating would depend where in its point tier you fall, rolling on crafted gear always sucks
low quality heroic obviously
Better now?
I'm here to be an arse. I request bears be represented on this sheet.
are bears novice? ๐ฎ
oh okay, level 10.... good
not sure yet if they will be dropping seeds in the wild when update comes
as long as inputs are baselines and you cannot up-cheese yourself multiple tiers ๐
Well no, ideally the material pointage you use is what you get, no more no less
and what about crafting shirts, belts, pants then?
they are atm boosting /adding points somehow causing hyperspikes up
eg all blues -> legendary as the shirt/pants just gave you 600 extra points worth
and then gathering has limited rarity at %chance as they are the only inputs for most categories?
They'd add pointage too just not as much as right now or extra base stats with the crafts so your low or high qualities would be a higher baseline within their pointage tiers
I'm also ok if they stop allowing multiple tiers of rarity to be used in crafting to sort of slow the flood of good gear. If all materials are required to be the same tier to work I think we would see fewer big items floating around.
lets assume green points + epicpoints -> rare? heroic? whats the outcome if imix and match in that idea?
you get a base point lvl and then a +roll that is effected by quality rating with a max roll of 100 (IE if white/green mix would be 150, 100 roll would be mid green)
Thats how i see it
Then for an example let's say you need 55 material points to reach green tier and 100 to reach blue, you put in 80% whites to get 40 points, but the last 20% of materials you use blue to get 30 material points, your would be white is now a low-mid tier green
yeah ok, deterministic and that is how it works now for most of it
Don't know what actual value would be fair for each material level but that's the idea, no trash rolling on gear, rolling is the worst
the "issue" is that given those values, we also hae an insane +800 from a +450 shirt and +350 pants so numbers matter too little ๐
they should just give you appropriate boosts scaling rather then tops, but who knows, that might be the fix for friday
Those definitely need to be lowered but the system seems at its core alright
im excited to test it out at least, hoping the dec20 will not be too much chaos
you wont lose all the lvs. example lets say you are apprentice armor smith apprentice and want to switch to weapon smith apprentice. Go ahead and drop your armor smith to novice and promote weapon smith to apprentice. Now you are a lv 10 novice armor smith which you can turn on and off to apprentice.
Thank you
I am thinking you will need to get two toon crafting if you want to get useful stuff crafting as only two master crafting each toon and lets face it no point being a metal worker for mage if they have bind on equip plans.
Well, that answers our question - we were all sitting around and chatting and wondering if the devs read these forums and after that long conversation that we all have had over the last 2 days we get that annoucement and adjustments before friday.
So yea I suppose that answers our question - they are reading our every word. They are watching us ๐
Why would they have bind on equip? Didn't they say they don't want that?
But if color rarity means nothing, like a novice or apprentice owning legendary gear - what is the point of the color rarity at all?
Legendary should mean legendary.
Legendary should not mean a common item with better numbers.
Make legendary gear great again
If you want legendary gear to be legendary, it should require legendary effort. There's nothing difficult about crafting legendary gear currently.
It's just time gated
The idea is you still get a great item but without the GM skills from the skill tree it wouldn't be as good. You would still be required to input legendary material and not the shirt meta we have today.
It matters because of the feeling of the game, the reward to leveling up your artisan, and the dopamine hit to acquiring a legendary.
If there are legendary gear everywhere of all levels (level 10-max level) then legendary has lost it's meaning and it ceases to feel legendary.
If you are grinding away and leveling up your artisan through the ranks of novice, apprentice, journeyman, master and grandmaster and you were making legendary gear when you were an apprentice then the only thing that changes at grand master is a bigger number. That doesn't feel good and it human psychology doesn't work that way. The color is significantly more important than the numbers to the human brain - the color connects to more dopamine receptors than seeing a bigger number.
If you were able to acquire a legendary that took 6-7 grand masters to craft, resources to be moved around the world and risked in caravans or travel, required freeholds, a lot of time and money - It will feel legendary and will give the player a SIGNFICANT feeling of accomplishment coimpared to getting a legendary at level 10, and lvl20, and 30, and 40, and 50 because legendary gear is so common.
If you want AoC to succeed then you need to use human psychology to your advantage. Delaying the orange color to later on the game will lead to higher player retention thus more $$$ for devs to make a better game. It really is that important.
Most players quit a game or MMO when they achieve their goal. If your goal is a legendary and you get it at level 20 - bam instant depreciation for game and player retention.
I don't think people here appreciate how infinitely more difficult it will be to make gm gear than novice or apprentice gear. If I understand correctly you are either going to have to be insanely rich or grind your balls off for dozens if not hundreds of hours in order to make 1 legendary gm item whereas you can just pop out a legendary novice item in an hour. If you think this is going to feel like the same level of accomplishment I don't know what to say. ๐คทโโ๏ธ
That gatherer should be happy they found a legendary material despite how rare it was and sell it to a GM crafter who can make legendary gear or keep it until they are a GM. But for a novice to use legendary materials doesn't make sense.
We don't give high schoolers uranium or weapons grade rockets technology to build their next idea - they have to prove themselves in real life to acquire such materials.
Rare materials wasted on a novice doesn't make sense IRL or in game.
That is the argument for theme-park MMOs vs sandbox MMOs. Theme park MMOs are more inclusive for average players. Steven in a Q&A stated that AoC is designed for a smaller niche of players, not themepark MMO players.
Also if you have a bunch of legendary basalt and you think that is somehow going to help you make something at the gm level I have bad news for you
Fewer and fewer low LVL items get used as you move up
So your high rarity LVL 1 items are essentially worthless at LVL 50... I know some will still have some use but the focus will be on the high LVL mega rare items
This is exactly why orange should be limited to Master or GM artisan skill - the dopamine hit is powerful. If the slot machines you mentioned gave you ridiculous sounds for every small win you would be less interested to continue playing because there isn't a bigger dopamine with big hits.
This is all psychology - orange at lower levels ruins the dopamine and psychology of materials in the market.
I just don't see how making the leveling process more boring improves the end game..... You will spend 2-3 weeks leveling and 2-3 years at max level so I'm not sure I follow the logic
This also goes for the gatherer no? Should a novice gathering a legendary oak be something that happens?
One option could be to limit how good gear can be crafted based on station level. Apprentice level stations can only ever create up to heroic level gear and journeyman can make up to epic and master up to legendary. This leaves grand master to create relics. This way there is also additional need for artisans to help make better stations in nodes if they want to progress with their crafts.
I personally do not think so. I could see a journeyman having a very small chance at it but not a novice.
Let's make an analogy to real life. A novice is essentially a kid or high school student. Would a kid or high school student successfully dig up a roman mosaic that was buried under the ground? No they would probably be too quick, smash the mosaic, break some pieces, not have a good idea of the size and scope of the mosaic and ultimately ruin the 'legendary' historical artifact underneath.
Where as a GM would still be very lucky to find a buried roman mosaic but when they do find it - they would be very gentle, they would understand it's fragility, they would have a educated perspective of what type of rock or sediment the mosaic stands on and thus they would be able to carefully extract the mosaic.
Same goes for AoC
Cool that doesn't change the fact that it takes about an hour to hit level 10 with pre farmed gear so if someone wants to yolo and burn up legendary mats on something that's hardly even usable that's not a problem. I'm all for making legendary mats more rare but I don't think there should be some minimum level for it.
Who's to say that a combat level 10 doesn't have 45 weapon smithing? Should that player be allowed to craft a legendary sword for themselves?
I want to be able to make a legendary mace at lvl 10. Than find a GM hammer him/her to death and stole all his/hers legendary items to make a more legendary maces. I will appriciate if I get opportunity to do this. I dont have any plans to sell any legendary item to GM whatsoever.
What you are advocating for is the cheapening of item rarity and faster gratification. All of which is worse for player retention and success of the game.
No I am advocating enabling average players to enjoy the game.
how can they not enjoy the game ?
having the legendary is in no way a need for them to enjoy the game
in fact you rob them of fun in the game as they might not have a legendary lvl 10 whilst all of their hardcore adversairies at that level have it?
you gate content by investment. it is no different from a casual player not having as much gold as the dude who runs 100 caravans per day
does that mean my casual cannot run the full ship with all cannons and get the same money?
exactly
does that mean you dont have fun playing the game? no the opposite
It is. Grinding and selling lergrndary mats to big guild GM to be able to get gold and pay high taxes is not what I am planing to do in AoC
you see what investing would get you and you want to invest and get better stuff
then dont do that?
maybe AoC is not your game if your not into grinding
same as peope that dont like PVP
if you dont like core mechanics of a game, dont play it
if you dont want to invest into crafting. then dont complain if others who do invest pick that gap
if you dont want to invest into religion, then dont complain if the pope gets benefits from investing into that part of the game
Shocking plot twist..... Not everyone thinks the same so no matter what any of us say some people will agree and some won't. No matter how deep your understanding of human psychology is I'm not going to change who I am because some guy on a discord told me I must.
๐คฃ
it is tied to the game. people specialise and get benefits from specialisation. the advantage of a system that promotes and rewards choice is that even a level 10 that is a GM (the smithing has no level requirement) can make shit
if anything all you need to do is sit in a town, buy mats, sell gear and you can be a level 5 dude that is able to do legendaries
We saw exactly what you are advocating in an MMO called Archeage. Archeage and it's infamous Thunderstruck Logs P2W incident was exactly that, 'enabling average players to enjoy the game' the publisher even defended their P2W thunderstruck logs as such, 'giving larger access to the game to more players'
What happened? Archeage died. Players abandoned the game almost instantly after that.
Before you say it, I know you are not advocating for P2W but there is not much difference in P2W and 'enabling average players to enjoy the game' - Both cheapen the game, reduce user retention, cheapen the dopamine hit for faster and immediate gratification.
in fact id advocate the reward structure is and should be so that your actual playerlevel is irellevant for those top-crafters (as it seems to be) for they can level crafting without having to kill mobs
You can make legendary item without necessary items, shich you are either colleted by yourself/guildes or bought on the market
archage had a completely differnt system and locked out content completely
i dont lockout any content with this suggestion. you can do whatever you want still, but you need to invest to get the big boy toys
you cannot be a king of everything in 1 hour
the average player can still mine, they can still craft, they can still progress the creafting levels no different then anyone else
in fact they are encouraged to progress as they get to unlock specialised goodies when they do decide to level that 1 skill
I can assure you that gatekeeping the game to try and keep casuals out will kill the game infinitely faster than letting LVL 1 accounts have legendarys will
I am not the one who will decide how reward system will be implemented in the game. But I have opinion how it could be done as any other of us playing the alfa.
they can actually hyperfocus on one element and become the literal god in a few hours on that part
My point about archeage was that the thunderstruck logs incident was an attempt to make the game more accessible to average players which is exactly what killed it.
we already have gates. level 10 powerspike, level 20 powespike. they are in there. they arent gatekeeping any contents
i never suggested to gatekeep contents.
i suggested to make investing worth it
I think like in other MMORPG it is a question what is your target group.
so no legendaries for someone, but natural crafting progression with investment
there is no " you cannot do this" in that
Dr aqua here was saying that allowing casuals in would kill the game
there is only a " you cannot do this at this moment", but you can still see all the content, there is no pay to win, there is no " im better then you are for i am the level 50 top-crafter
If you want to take concern of different kind of players and their wishes, than you have to address it too in your game design.
No, we have many instances where the opposite is true. Eve Online has been going for over a decade and has a dedicated playerbase - that game gatekeeps like crazy.
I have seen MMOs die in a week due to level 1 accounts or bots having access to legendaries and spam the economy.
When every developer on earth will confirm that allowing casuals in is what will actually fund the game
i never said to keep out casuals
they can play, they can craft, they can do everything anyone else can
but you cannot expect the casual without any skill to get the same insane quality as someone that literally invested hours into the same gameplay element
and thay can make legendarys too ๐
Steven has said as much, 'AoC is designed for a niche group of players'
The world wouldn't take 40m to travel from one side riverlands to the otherside via walking if it was intended to cater the largest amount of players out there
if you invest in the game, you get better at is
casual players can still play and get all content. but just might not be able to make legendaries as a novice profession, they might need to invest some hours and improve their profession
we see even in alpha2 that top-crafters are level 10 dudes that no-life the profession system
Bro I wasn't talking to you relax you are fine
and the level 25 grinders need them ๐
the beauty of the profession system being its own progression system means you can focus on it and be casual still
you can specialise your hours in the game to matter
even if its 1 hour
I will make lvl 10 artisans I am expecing to achive GM lvl on some of them.
i think myself and Aquinas are more or less defending the same principles, we want specialisation from novice -> artisan -> journeyman ->master -> grandmaester to really matter to the quality of your outputs
so that every hour you spend isnt wasted
You can use yoru main as a gatherer and funel mats to alts in the nodes, which will lvl processing and crafting skills
and that is fine
Yep eve does have a dedicated player base....... A tiny insignificant dedicated player base
and you can because you can focus on professions and ignore leveling your character-levels
I am supporting diversity
but its like saying a level-1 mage should have the same skills as a level 25 mages
you accept the gatekeeping of spell(power) behind an XP wall
but you refuse the gatekeeping of crafting(power) behind a skill-leveling wall?
Things can be done differently and It hasn't necessary to spoil how the other player are playing their game.
Enough that the game developers have been producing the game for 21 years and have had movies, books, and other games inspired and written about the battles in Eve Online.
Lol you are making Eve online out to be some trivial small game when it is one of the most successful MMOs the industry has ever seen ๐
A game requiring large groups and mass collaboration should probably not be aiming to have eve numbers.... They should probably be shooting more for like ff14 numbers
anyway im off to play my AoC addictive disorder alternative ๐
That is so typical of artisans/profession focused players - they want to do all the coolest things but put forth 0 effort. They advocate for easier access to materials and when they get them they become disinterested and move onto the next shiny game. They destroy the game around them for instant gratification. I have seen this trend come up again and again over all the years I have been gaming. I don't get it - I never see top tier raiders who want to beat the games hardest boss at level 5.
Guess you missed the part where I said I'd be happy if legendarys were more rare
Then go play a themepark MMO like ff14 or WoW - I think you are looking for a pear on an apple tree
?
I'm straight up saying I like the way ashes is right now
๐คฃ๐คฃ๐คฃ
You are the one out here dooming that it must change or the game is doa
See you at the apple tree friend
Now you are just saying things - I am advocating that the game changes itself to fit more towards what Steven has described of his vision in the Q&As.
I even agreed and put emotes on a few of your comments up above when I agreed with you
Well now I'm more confused than ever because you put 1 emote on 1 post and it's a post essentially detailing why I think your idea wouldn't work. ๐คทโโ๏ธ
Maybe it was a misclick
All good either way I think all of us can agree on the core of the issue which is legendaries are too common and too strong
^ that 100 was intentional. Yes agreed
Looks like people have several different ideas on how to fix it but we are all pulling in a similar direction at least
I'll be curious as to what changes come from the patch for Friday based on the latest post in News - I will also be very intrigued to see what happens on december 20th when they have to scale back all the systems so that players level xp and artisans slower (P1 was 7 weeks and P2 is 5 months)
The current exp pace feels decent for what the eventual 1-25 would eventually be. Remember there are two huge factors we are missing in alpha is waiting on nodes before we can level, and the much longer leveling from 25-50
If hunting is going to be 43min respawns for P2 it will be abysmal to level though
Hunting is currently trash - 43m respawns is absurd. Maybe that will make more sense when you have an entire world to hunt from? Almost like a hunter-gatherer where you travel great distances and follow the animals instead of an agriculutralist who sits still and farms
Steven explained hunting at one point as actually going after herds of animals, and not this glorified mining node approach so hopefully we get something like that sooner than later
Interesting - so to extrapolate that - hunters would be just that, nomads wandering from place to place without a real 'home.' They may be more akin to a traveling merchant than they would a freehold and cozy inn.
That... is a very unique way to play an MMO. It's a cool vision even if it's a bit disappointing for me lol. I wanna do hunting but have a freehold in. I wonder... how animal husbandry through farming chickens and cows will feel or be different than finding wolves, bears, raptors, etc.
Hopefully we can have wolves and bears on the freehold! Would be nice to have an alternative for carcasses by breeding and then slaughtering
Instead of just breeding for mounts and cooking ingredients.
I wondering if that will be a thing? I know the apprentice farming station allows you to buy cows, chickens, and...sheep ? I forget, but I never saw any wild animals to buy to put in a pen
Well husbandry isn't just cows and other regular farm animals. We are going to be able to put many different beasts in there to breed and do stuff with like slaughter or make mounts, pets and beast of burden.
Do we know that to be true? that you can put other beasts on a freehold? or is that projection/assumption
There was an entire Livestream about it where they discussed genetics and how they plan husbandry to work like 1-2 years ago
Ok - I forget that one but I'll take your word on it. Well that is nice then, so you could have 2 different lifestyles, the sedentary and the wandering.
Yah it was the one where the dude told us he decided to study mendelian genetics in his plan to start working on husbandry breeding lol
Are artisans currently, or ever plan to be, gated by adventurer level? Like, you need to be lvl 20 to get the 20 artisan certs? Or can you just do low level processing alts?
When can we craft journeyman tools? Like what is the requirement?
20 in that profession. Upgrade the cert and have a journeyman level building.
The last one is the bigger issue
@astral tulip gated by buildings and some items, for example I had an issue where I was apprentice in one profession, but I could not use the apprentice xp scroll for it because I was not lv 10
man, we need a preview Q1/2025 of how Hunting will be. It's a joke they way it is hahaha
Is progressing a profession gated behind node development? Meaning, do you need a town/node to be high enough so that you can go from, for example, apprentice hunter to journeyman hunter - being able to craft the journeyman level bow? (assuming you have required skill/mats) Or am I missing something from the starting NPCs and crafting stations? For Hunter, I realize you can promote using the Cook, but to craft the bow I only found certain nodes with the right station allowed it.
yes
Answered my own question... lol... thanks
ty
Yeah. Leveling is not much of an issue because it doesnโt seem like diminishing returns from lower tier
Just an increase in required exp
And a poop ton of gold if you are into animal husbandry
Has anyone here analyzed the gathering luck, I would like to pick someone's brain in the DMs related to the topic
@deep wolf do you remember how long it took to get journeyman?
@umbral breach I only got Journeyman on mining. I was doing multiple crafts to apprentice and didn't push any to journeyman.
Experience does not seem to diminish based on lower tier crafts and you can go here to see how it scales exp wise. I think they will add diminishing, otherwise spamming novice will be the play.
https://ashescodex.com/db/tables - Go to crafting XP.
There will also be Freeholds which I think are not linked to node progression, so you will have high level professions even if the nodes die.
@deep wolf I meant journeyman table for tools
I am on Resna and we do not have Journeyman tools yet, I think were working on it for Hunting? Either way assume will be awhile at next reset since Nodes sound like will be starting lower level.
The nodes started at lvl 1 this time, though Resna didnt have the slower node levelling speed change that the fresh start servers got. So it will seem slower to you than this phase ๐
Do you have a flow chart for cooking. I haven't dabled on that yet
Nah, havent look into it, may be too many divergent recipes to do one worth anything
Ok ill probably start looking into this weekend
My experience with cooking is just farming (vegetables, fruits, livestock, milk/eggs)
fishing (fish)
Hunting (butcher for meat)
Tanning (animal fat)
Had journey weaponsmith in Mira I think
Hey, did someone had the opportunity to see a legendary gear/weapon yesterday in the PTR? In order to know how strong is the coming nerf
What do the stars mean in this chart?
I'm assuming the processing ones
Each processing skill will have additional benches as the building levels up as well.
If someone wants to work in a building, they may not want to overwhelm themselves ๐
Honestly, I wish we had more processing queues base level. Id rather be able to queue more and do other things without having to come back. (Id also be fine with lowering the amount we can queue, IE cant do 250). Usually I am wanting to do a bunch of different small ones or different qualities.
Also may help with animal husbandry being tied to a table
yeah the processing waiting is really bad and just bothersome
Just start processes in all 5 nodes #BlueberryPatroller
feelsAnimalHusbandryMan
no queues, only single craft
Thanks
I feel like the number of slots are in a decent place as they scale up pretty quickly. Novice gets 1 slot, apprentice gets 3 slots (2 from appr table and 1 from novice), journeyman would probably get 6 slots total, etc.
I wish they would change the dang stack limits - how many times have I had 20 daffodils in my bag because the top pack can only hold a stack of 20 and the processor wants 25 - it makes no sense...
I see no reason why we can't have slider for crafts rather than set numbers
yeah wouldn't take long to make the adjustment, but i'm hoping/ assuming in phase 2 an update crafting ui will be put in with other things.
Can only do apprentice crafts at apprentice table. That โextraโ one becomes pretty irrelevant quickly
To me itโs just a QOL thing. Processing is not engaging and Iโd rather be out in the world than babysitting it. Iโm fine with time gates but let me queue more things and come back after I pick my berries
Also the extra processing isnโt doing thing simultaneously. If it was wouldnโt be as bad. Itโs just a bigger queue
pretty true, if you're just focusing on leveling though the extra slot helps. also i don't think you have to babysit it much. hoard a bunch of stuff and just do massive blocks of processing. i like processing concept atm, just because i believe it makes it accessible to non-crafters. i can tell the guy who just wants to do pvp and pve grind "hey, can you toss these 250 bluebell in the table and make some thread for me"
its not like you always need to have something on the table to be optimal, it's like saying as a gatherer if you're not always running your route you're losing out or as a crafter if you don't always have stuff to craft it's a loss, it's just about always having the mats and items you need when you need them
Looks like we're gonna be opening our accounts to a lot of dismay, Goodbye Heroic 2nd division legs, you were gonna be some early level shmuck's reason for being broke
and me very rich
they were like 40 armour D:
going tbh. idk why people were crafting those lol, the armor is good, but a dropped level 10 basically was on par with it. and you could easily craft some good level 10 stuff otherwise
I made mine at like level three, shits bis till level 10, but i suspect that won't be true on friday
ah yeah it's def good if you made it pre level 10 by just casual gathering, but if you put in a few extra hours to get it, it's kind of meh, especially when once you hit 10 you can get ashen stuff and forsaken blades stuff easy and the time taken for gather mats for epic+ 2nd division armor could have been used farming that. especially highwaymen, because that drops forsaken blade armor recipes which are really good heavy armor, more so fighter since most of the stats boost dmg. the tin recipes you can buy from armor smith vendor works better for tank since they give more con and hp
Just to make sure I understand it if I have two grandmaster professions I can only have one other master profession, correct?
Yup. Well technically because of 5 app > 4 journey > 3 master. You could also have 3 extra app skills and 2 journey. Which kind of feels weird but weโll see possible uses in future otherwise those skills can feel like throw aways
I figured that was the case, I just need to start planning resources acquisition and how to make sure I can keep people supplied
If anyone on Vyra after the 20th want to link up lmk
250 on the table may happen if you have guild feeding you. With only a couple people it was more like 10 of this 25 of this 50 of this 10 of this other quality etc. The current setup just encourages only mass processing while Iโd rather have more queue even if couldnโt queue as much.
Or hell make the queue max based on total amount instead of number of different processes.
Anyone know off hand what the base xp is for each craft at apprentice cooking and farming?
40k for all crafts
For 1-10. Not sure 10-20 but I think heโs asking recipe exp which I have no idea
Farming and cooking is one of the few process/craft I did not mess with
Yeah, I think we know the total xp required for each tier, but I was looking for the individual craft. Will have to wait until the servers are up I suppose.
Did you fix your one chart? (Leatherwork and tanning)
I did, I think I had boards and thread messed up
As always this is just general flow, not everything is used for every craft just covered the major ones
Thank you!
Yeah, I definitely tried that and decided not to make the full chart ๐
Yea I just cover the majority of what you may need to process, enough that you can go to the final product and understand where each piece comes from
@deep wolf the Revas Order will remember you if we ever meet ๐ฅ
Just dont kill me while im pickig flowers and mining and thats enough
For the person asking about molds (and realized this wasn't armor smith) -> #alpha-two-artisan-chat message
So for crafting or gear drops in general. Is there any sort of dismantle or deconstruct a piece of gear for like partial materials etc.?
Currently no
Fingers crossed that would be a nice addition I feel
Players gain crafting materials and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.
There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items. โ Steven Sharif
Specific and necessary crafting materi...
Looks planned
Thank you my good man
Loot pinata
Eh this game only has 50% drop and insta port back to town.....may be more efficient with how far away can get from towns
Ok, just lmk when you want a port back to town and I can look like I contribute to the guild, everyone wins
Nah thatโs my loot to take
Then I can just turn it back into him later and feel like Iโm contributing ๐
Can you do more of these please? โค๏ธ
Is there something specific? I covered the main 8 crafts so not sure much more I can cover without going to specific crafts
I think I have them all now? carpentry/scribe, jewelry/arcane eng(1 and 2), tailoring/leatherworking (2 and 3), weaponsmithing/armorsmithing?
ahh..cooking/farming i am missing
I feel like only way to do cooking would be to be specific about multi-use subcomps, like here is how to make butter, noodles, bread, corrupted chiliflakes
If I get some random time next week I will look into it
How viable is a small group able to level up crafting professions without being in a big guild?
very viable. just takes more time.
There are 22 professions, assuming you want at least all at Master for the guild at 3 per character, you need 8 people to cover all 22 if you are not relying on alts. For Grand Master if you think you can push that far, 11 people and tons of time and no one in your supply chain dropping out and ... so many other factors in a game this complex like work station availability and so many other things that you would have to rely on external factors to achieve.
Can a single person mas a crafting job? Like Tailoring for example? While doing herbalism on the side?
max*
you can have 2 grandmaster professions. so, yes.
No, you need 3 to get the full end game stuff don't you? gather + process + craft
fully maxed out, youll have 2 at grandmaster and 1 each at master, journeyman, and apprentice. the rest will be novice.
So you have to rely on someone else unless you are only interested in gather + processing then selling/trading your materials
but to Max tailoring won't you need materials from the other professions? Or is just a matter of gaining xp via the same product, like only doing boots etc
i read the question as being able to have 1 crafting and 1 gathering maxed. if the questions is can you fully supply chain a crafting profession on a single character, then no. mostly because you need access to a very wide variety of professions.
Yeah, makes sense. Definitely not a solo activity to get a crafting profession maxed out.
@deep wolf has some really good charts a little upthread on how complex the interplay between professions is, and thats just at apprentice.
Personally I plan to master 1 craft 1 processing and 1 gathering profession that synergize and then journeyman/apprentice some of the other things I need and sell things so I can buy the materials I can't make alone.
Hopefully the rewards for a treasure map are sufficient to pay for the materials to create a treasure map, would love to cycle through those to level scribe (I love treasure hunting)
I like the idea that you can make a treasure map, only to then use said treasure map to find treasure.
Leatherworking gear is not working at all, please report this, or medium armor will not be able to be crafted
To this thought process - what will be interesting in this game compared to other MMOs - 'hey can you enchant my sword with this, here are the mats' And you cast your enchant and bam its done - You cannot do that in this game - if someone wants 250 bluebells processed its gonna take 5 hours to complete. That will probably drive people to use the AH or tables more which means crafters have to be preemptively making stuff to sell instead of reacting to an order.
I just hope they add a way to reduce processing time via gear or skill tree
cuz ngl when I had to craft molds it was just not fun at all, crafting every in x1 or X5
so you can't go and do smth else you're just there waiting doing queues for the fragments, then the clay, then the mortar and finally the mold
took an hour just to craft 5 molds ...
essense crystal
enchanting and crafting are 2 seperate systems
cause i can go to a scribe, and buy scrolls from them to enchant my weapon, and bam its a +6 enchanted weapon
just has a risk of destruction if you go to high
I crafted only 1 mold and I forget all what went into it - but molds are the same as anything else where you can make 50 of them at a time correct?
Ooooh no - AoC is doing that BDO system? Ugh I loathe that system...
sure, if you've got everything else in 50 too
Yes its ass and they are adding gems and sockets
So more rng stat boosting shit i guess its meant as a gold sink
Yes but you will be able to enchant risk free up to a point. I think in the live stream he said in an enchant scale of 1-10 you would be able to go to like 7 without risking gear pieces so you can still get pretty decent levels without gambling
But the sweats will still try to get the lvl 10 for that little bit of min max even tho it will cost an arm and a leg
its possible -- everything usually gets buffed before the ranger does....
oof
Say goodbye to crafting , absolutely no point in crafting anymore with how much of a nerf it just got
buffed
Dropped got nerfed too, craftings still better
Ya the good items are still the good items they just have smaller numbers.... The balance of dropped vs. crafted has not changed as far as I know. ๐คทโโ๏ธ
Im sure will be plenty more buffs and nerfs coming. Canโt really tell if crafted is in a good place until have geared harvesters and crafters both going. Im curious what Steven meant by opposing stat checks etc.
The processing all requiring same quality and the double processing still sucks. (Timber to board etc with no added components)
Wasn't Green INk supposed to be fixed ? or im missing something ??
Give em the data. Quitting it solves nothing.
They just nerf hammered quality rating, probably too much but its alpha. That happens especially when it is not the current issue at hand. They just want to keep game from getting out of hand. Ill still be pushing crafting and harvesting gear hard because eventually it will get an actual balance pass next phase with artisan trees in etc
Said it in general, rather it be over nerfed than OP.
It's almost as if.... they posted patch notes ๐ฑ
๐จ
Yes, it was in last week's patch notes.
....no, it hasn't been fixed, lol
Probably slate weapon molds allowing mixed rarities of ingredients not fixed either then?
All I want is:
- Custom (x) number of processing orders
& - Mix and match material rarity when processing
๐
Yes, would be so nice if you could use each reciep like a cauldron just put each material in it and get the equivalent outcome
That is just how processing works right now, theyd probably have to revamp the code completely
@marsh vigil Is the intention for Artisan Professions per character still to be 2 Grand Master, 3 Master, 4 Journeyman, 5 Apprentice and 8 Novice?
Damn Western Larch size shanged
Pics or didnโt happen
Sad
๐
Has anyone gotten data on the updated Quality Rating formula yet? How far does 400 rating affect things now?
Oof. Well, I hope at least the Rarity rating for gathering and processing does something....
Also probably nothing
Itโs big and it doesnโt stack to 43? Oof
I assume they didn't touch those, since they are probabalistic and haven't caused problems yet
I didnt see them do much in the first place is the issue and with the big variability in drops its hard to tell
Am I trippin though. Shouldn't gathering just be speed and yield of resources and processing "turn" into rarity by chance? Cause then instead of storage completely inflated by rarity + raw and rarity + processed. It's only processed rarity and it allows for you to do bigger bulk loads so you can return rarity stuff when it is done.
I think they want to provide as many options as possible, but to be honest everyone will just pick rarity at every point possible
I assume they did that in case someone wants to become maxed in a gathering profession, but not the processing profession they can still sell things based on rarity.
Castus Realm - only seeing apprentice Hunting Tools (Jovea Node)- Anyone know if there is better somewhere or if I'm missing something?
Gotta go to the cook house
And make sure it's apprentice level
So the nerf to rarity etc has gone the complete opposite direction and rendered shirts and pants ineffective. They don't add anything to the rolls or rarity when compared to doing it without them entirely
To be clear, a max rolled legendary jewelers shirt made 0 difference to the rolls, compared to the rolls without it
Having about legendary crafting shirt+pants and crafting using 3 legendary materials + 1 epic material is giving epic item.
Using all epic, got the same result with or without the shirt during test
One good bit of news, looks like hunting can now drop decent color
Small sample size but greens/blue off raptors
My power is lower with a + 4 Lego GS than it was with a green lvl 10 GS last week
what happened to balancing with a scalpel and not a chainsaw
Common copper ring give 3 crit power, uncommon copper ring gives 3 crit power. Stonks
it would be nice if we could see the quality level of something not just the rarity, I'm pretty sure there are two items per rarity and we get some thing random between them so you can get a high common and low uncommon
is the only way to level husbandry to train creatures?
If I have my Epic crafting gear on now.. and don't have my gear on.. I get the exact same stats.
Def something broken.
Wouldnt surprise me if they made it 1/100 effective so see almost nothing now even with the old 400 shirts
I mean, it's just a waste of time and materials now to make the shirts at current power.
completely agree
They will have to do a full balance patch on the crafting and harvesting side
drops, and all the related stats
Anyone has the stats of a dropped lv 20 weapon?
Yes
Can I see
Rivideium or however you spell GS that was green was around 320+ power last week. Iโll boot up my laptop in a few from work to double check the value
Ashes Wiki has it updated
they must have an api or something to be updated on everything already
That's dropped stats of lv 20?
Ik they datamine for the stuff a lot but they also miss a lot of stuff too
Thats what wiki says common rividium GS
Ty not home yet so checking stuff
7/8 ingredients epic, with and without crafting shirt and pants adding 321 quality rating. yikes
nerfed crafting gear into the ground
Itโs green with 206 power rating 52 attack speed and 5 crit power 
What was the 8th item
Rarity
Heroic yellow
Again not just crafted gear.... Dropped gear was nerfed the exact same amount and the balance between the 2 should still be the same
The exception being crafted gear is a whole lot harder to get leveled to make
Verse just killing a level 20 enough times to get a draw
The worst feeling lol
want that extra 0.1% to crit chance? gotta make it legendary
What do you guys do with all the stuff you make to level? Seems like such a waste to Craft since there's no real resale
give it away or trash it since common gives same amount of xp as any other rarity. at least for jewelry
Legendary emerald necklace sells for about 84 copper at a vendor
Youโre rich!
so at +301 JC quality (epic apprentice shirt, vendor common pants) im seeing no change making a heroic emerald neck using 6 heroic emerald, legend sand, legend ingot compared to just naked
@vast lightyou where asking about the +quality crafting changes in genchat? there it is
so crafting clothing is intended to be completely useless now?
are you even seeing a bonus? i cant even seem to notice any improvement at all with various combinations are +301 quality, i think they just turned the feature off as a hotfix ๐
Crafting and legendary is nerfed to hard, IMO yes it was way over tuned. But now, it doesn't feel good to craft at all.
In my humble opinion the only gear/weapons that needed nerfs were a few heroics and than epic and up
That's not what I'm talking about. I'm talking about compression of the stat Jeweler Quality Rating to be basically no effect. This is not a balance issue, it's a nerf issue for crafting, to the point of there being no point in crafting either tailoring shirts or leatherworking skivvies for any crafter because it is not impactful
Iโm happy they did the tuning this week instead of on the 20th hopefully weโll get some decent changes
Just what I was saying. Legendary lvl 10 gear is now maybe 10% better than blue 20's gear.
And take ages to craft since you now really need all the legendary materials.
It's much more efficient to fram Carphin for lvl 20 blues and get almost the same power lvl.
yeah the stat squish is 100% fine and needed, we are trying to communicate they totally broke half the gameplay loop of artisan clothing to the point where all crafted gear feels pointless
this is highly demotivating as someone whos mained crafting
yep, just gotta stretch it out a little bit
Think we all agree that the stats and how easy it was to craft was over tuned. But now it's on the other side of the scale
should be a relatively simple fix to get a happy medium where there is still a point to that loop. nobody wants it to be how it was
This isn't a balancing Phase of the test and they have stated that multiple times if I've heard correctly. So I expect this stuff to change drastically over the next 2 phases.. That said, the absolute flip of the scales on this one is a bit concerning. They took a hammer to it.
Hammer, they demolished a building over it ๐
I don't think anyone was expecting this, tbh. They saw a bunch of people complaining about how OP Legendary were, and instead of using a scalpel, they took a wrecking ball to it.
I think it was pretty well received though, well except this one dude
usual cultist takes
a guy in another discord is telling me to gitgud and do 50 recursive tailoring shirt loops aka skyrim style
even if thats possible, im not going to do it
Oh yes that is fair for sure. My bad some ppl just been crying about the stat squish
They were 3 manning a raid boss, and I think someone was able to solo the same boss. Nerfs were needed.
we are talking about +quality crafting now having no effect, not stat squish
Yes. 100% a nerf was needed. But now crafting doesn't matter.
Yes it does, because it was a quality nerf. They also nerfed the purple and gold drops.
Not when you can go to Carphin and farm equal powerfull gear.
Mhm, more efficient than trying to get a bunch of people together to craft a single item
I believe that was a bard who soloed a world boss + bards are op af and it took them half an hour
It's not legendary 10 weapons are almost as good as lv 20 epic weapons
Point is at the amount of time needed to create a legendary lvl 10 is so beyond the time it takes farm a rare lvl 20.
So, there is no point anymore
Still worth crafting it at this stage why spend multiple day farming at carph when you can get a legendary gear with less farming and it's 20% better
no point in upgrading the node if theres no point in crafting better gear
no point in any gathering really...
yall like carphin mob grind?
Any NA guilds with a strong artisan focus?
Is tops 10% better.
And farming time is 10x more.
Got rember when servers restart, we have to level all nodes up, farm buildings, cross fingers and toes that the majors will work well together so we actually can make lvl 10 gear. Then start farming only legendary mats
why they nerf weapons too much? I cant be the only one that thinks they fucked up?
You are not. Although I am trying to convince @neon magnet that they nerfd it to hard.
They are not convinced as of yet.
How do you just get legendary mats?
My fighter buddy literally quit playing because of this. He used to be a viable dps, now hes just a wet noodle tornado.
I agree legendaries were way over the top on damage, but I think they nerfed everything way too hard. It almost doesnt even seem worth it to craft a lego now.
Like they nerfed it too much. They need to tweak it back in the opposite direction or nerf mobs a bit.
Agreed, needs add 15% or something close to that.
I recon that will be a good place
You dont need to farm just legendary's epic are still better if we classify them by Tier carph /heroic lv10 is T3, epic lv 10 T2, legendary lv 10 are T1. As for majors working together that only really matters if pushing for journeyman current nodes can have 4 buildings.
anyone know a decent spot to farm forsaken emblems? i feel like i found them at highway previously but I'm not getting anything there currently.
Unless it's changed since last weekend, the 1-Stars at HH were dropping them fairly often, not sure about the 2-3 Stars though.
Anyone know if there is a way to currently get quality livestock higher then common?
@viral remnant just getting a crap ton of skulker emblems now from them now ๐ฆ
If your lvl discrepancie is to big you won't get any drops.
so we all agree that legos needed a nerf but this shit is comical at best right
What is eastern hemlock used for?
They fixed bugs, it wasn't anything to do with key balancing etc, im sure their will be more tweaking, its an Alpha, whats comical is some of these posts whining about it
its pretty hard to believe it was a bug when its existed since day 1, it really went this long and not a single person that works at the company saw a lego item with 1200 power on it and knew it wasnt supposed to and it just stayed that way?
if thats the case then so be it
but i doubt it, we can call it that because they called it that, but theres no way thats the case
Why are my green weapons better than my blue?
Was prob as people were making vids about 2 manning key bosss's, and the discord flooding the last week about how over powered gear was, and how easy it was to craft
right, but the gears been the same since always right?
and they knew that
so calling it a bug is....disingenuous at best
but prob onty recently everyone has gone full legendary
I think they bug was how easy it was to create legendary items
They should poll changes like that in the future.
LOL, its an Alpha
No this is runescape
thats what i think they meant, i think the community latched onto the "bug" part and assumed the gear rebalance was also a bug fix, or something along the line was misinterpreted. either way, it was over handed as fuck
If people started playing today with the way it is now, would people be moaning so much, I doubt it, prob is people enjoyed how overpowered it was...if it didnt happen in the first place people wouldn't be so annoyed at how the stats are currently. I'm sure things will get tweaked again
nah i disagree on the first part. if people knew the time crafting took, theyd instantly realize the time investment is simply not worth it, maybe 20 gear is noticeable but my server was gimped by toddlers that hostaged everything for the first 4 weekends so we dont have journeyman shit.
but i do agree things will get tweaked again
some of the stat differences dont even make sense
diff between rare and green weapons for the lowbie gear is like literally 1 power rating
Balanced.
makes no sense at all
I agree, but I thinkg they need to sort the bugs first, get a baseline then tweak, which im sure they will
I agree, I'm not saying its balanced now, tehy need to fix bugs, get baselines then tweak, this is prob just the fix bugs part
im on the hopium train as well
but i think this was just a rushed changed to try and quell the "lego gear is ruining everything" crowd
I think the "lego gear is ruining everything" crowd is the problem. Can we bug fix them?
I agree legos were way overpowered but they really rushed this nerf and messed up. None of my guildies want to play right now.
you are prob right, I think they want to try and fix it before the 20th, so fix bugs now, make tweaks and test again for next weekend = better for the 20th wipe (I can but hope!)
ye + poe2 release
They went from being a viable dps to doing the same dps as my cleric who never dies because he can heal himself while they cant.
The joys of playing an Alpha I guess
LF2 x1 dps x1 bard, to fresh lvl 1-10
dm 6/8 atm
Would love to have the clothes for crafting auto change on crafting/gathering as the shortcut are getting silly, and going to get worse with tool belt etc
Is there a way to get the copper artisan tools outside of crafting them? The search for copper is insane currently.
That's a bad comparison since forsaken is higher tier then tin. Tin is lv 10 and forsaken considered 15
I wanna be mean and just flat deny you and say you are wrong and blah blah blah troll troll because im tired.
Ok do you know the mats require for both if not i can tell u
Tell me
Tin shield 4 tin bars forsaken 4 copper 8 tin
For sake requires bronze bar for 1 bars requires 1 copper 2 tin
Regardless its still a comparison that can be made and both items show level 10.
You can't compare 2 craftable item when you putting triple the mats on one and want them to be the same. If that's the case why craft something that requires more mats
I just did.
And bcuz of that ur comparison is not valid
It's like me saying I can't buy a McLaren cash cuz I don't make enough money then you who are rich should not be able 2
I imagine they would deny you a McLaren because you can't even type proper sentences even though spellcheck is built in to discord and google is one click away.
Boom gotten.
Or that my 1 dollar is same value as your 10 dollar bill
I'm driving
Did you just admit to driving and texting? Smh.
You just keep getting worse and worse huh?
But based on ur argument you not even a crafter
Based on your texting and driving you are going to end up in jail for vehicular manslaughter when you cause an accident because you are a bad person with no morals and therefore your opinion in society is invalidated. Good day peasant.
But if you run for president I'll vote for you. Since you want everyone to be equal
I been driving for almost 3 decades never had accident . Manslaughter in a highway moving at 0-5mph is kinda hard to do if you able to do that you should get a reward
Kid says you should be rewarded for manslaughter. The internet is going to have a field day with this screenshot.
Yea the judge will reward you for 3x the life sentence for doing the impossible
Not all rewards are good
And thanks for calling me young I appreciate it
Does anyony know where the Herbalism Vendor is at?
Depends on the server you are on. Search for the note that has the agricultural suplies, should be there
It is fine though. Look at their basic stats and mats required to craft them. Forsaken Shield has more complex recipe and has higher stats as a result. Don't see any problem with it
Cat was made with husbandary scroll same exp as Blue Bear with no scroll active! thats need fixing
has anyone gathered higher than blue rarity hunting items? been at it for hours with clothing and a higher rarity hunting bow and have only gotten 3 blues out of hundreds of whites, and nothing higher
trying to see if rates need reported or if just bad rng
Is that this patch? Seemed a little easier to get blues this patch. Only seen one heroic ever
I have 300+ and got 7 or 8 greens out of the 100 or so I hunted, guildmate with 800+ managed a couple blues, I think it's worth reporting
I landed multiple legendary metal and gems with my 60 or so mining rarity while I was out hunting
So either artisan level plays a huge role or it's broken (mining lvl 38 hunting lvl 15 for me)
hunting rarity is not adjusted to all other gathering - hmmm fishing gives higher quality like the right trees and mining nodes? question is what is off ๐
with missing skilltrees we are obviously in a we made it work state
also what is with Item Deconstruction as Phase 1 Goal? another missing puzzle piece
An Artisan Q&A would be very appreciated imho
You have to pop the scroll before you start the kob
Job
just wanted to ask question if you can't mine tin with out apprentice pickaxe and you can't make apprentice pickaxe with out tin!! what do you do????
There's an apprentice pick that requires copper
and slate
Basalt
There's two apprentice level picks, one you start with requires all novice level material, one you buy a recipe for that requires apprentice level material.
ok is there a apprentice tool maker
Yes, at the Stone works in Winstead or New Aela
You can zoom in on your main map to see what each node has and where is located
i will keep on trying then
Each stone works will have a table set up outside to craft your new pick, next to the mining vendor
I hunted a heroic bear this morning. 1 bear out of the hundreds I hunted
2 heroic bear few weeks ago and 1 heroic croco
but not a carcass
Rarity for Hunting is broken. I do have hunting level 44, Grandmaster with 452 Rarity Rating and rarely find greens. Blue's are as rare as epic ressources from lumberjacking/mining, and heroic is.. i only found one heroic mount, not even a carcass, so far. Its been reportet several times the past weeks tho, also got screenshot-documented a bunch of times in the bug channel aswell.
@vast light What size are the Willow, Oak and other timbers supposed to be? Only Western Larch and Eastern Hemlock is 1x1?
same for bronze and tin ingots
What size do you feel they should be?
Well I understand that timber is not a finished product, so maybe 2x1, since the planks and such are 1x1
Right now there is no consistency with the timber sizes. It would be reasonable to assume that if raw wood would be 3x1, then timber 2x1 and the finished products are 1x1? if that is what you were going for
Selfishly I would want everything to be 1x1, so I can be the pack mule I want to be. For balance, I could see a middle ground with the developers as I mentioned above.
So anyone else encountering processing stations removed from their nodes? Is there a release note I missed where processing stations have been temp disappeared?
weaving makes things go from 2x1 to 1x1, and mining from 2x2 to 1x2, both halving in size. But given ore intermediate goods are 1x2 I think 1x2 for timber would make sense
yes. I can't tell if that's what they meant by "Artisan stations built by service buildings within nodes should be working correctly. Please let us know if this is not the case!" in the news channel but the novice processing stations are not there for me
so the patch changed western larch timber to be 1x1 like eastern hemlock timber? I always assumed the bug was that eastern hemlock was the only timber that wasn't 1x3. even weeping willow and briarwood timber are 1x3 (per codex).
haven't been able to test due to the artisan station issue and lack of western larch timber in my storage.
Yes they are missing on Lynneth in Miraleth, from what I saw
Is it the lower tier of the upgraded station that is missing?
there are stations that are missing where upgraded does not exist in given node. Vaknar posted in news on issue and said no intended change here.
anyone else can confirm hunting gathering rates seems to be improved. 3 blue gathered animal carcasses today, more than ive had the past 3 weeks
Where can I find cotten seeds
or the merchant at the apprentice farming station in Joeva
wait sorry that is where it is on my server not sure what server you are on
Is anyone still trying to craft rare+ gear after the nerfs?
hi guys. what i need for metalworking ? how can i get ?
do oathbearer spawns even exist anymore
havent seen one since last saturday
checking every spawn every few hours throughout the dya
nvm found one for about my 20th bear carcass exclusively from the oathbearer .
where do you find crocs or gators
The former typically at Dollar General, i think. The latter at football games in Florida.
Man the quality drops were a real downer. I haven't seen this chat so dead on a game weekend since... ever, I think.
Ehh part of it is just getting closer to wipe, and POE2 launch
You still excited to craft gear?
I'm waiting for wipe ๐ After that yeah, though looking towards journeyman rather than apprentice gear
Good on you. Right now feels like it wouldn't be worth the effort imo.
is steven not gonna fix the crafting quality issues??
Crafting quality issues?
I really don't think so. They might very nerfed some portion of some of the items, but not effectively.
I recommend trying a proffession to understand it. Because it'll help people understand what resources they personally want/need
Can someone explain how hunting works? I kinda understand it for animal husbandry, but can you use it to get meat and stuff like that? I can't figure out how for the life of me and am starting to feel dumb XD
you take corpses to the cooking station to get meat (cooking processing skill) or to the tanning place to get hides (tanning skill)
How do you get the corpses though? Do you have to do something special to get them?
when you hunt a mob it will drop either a corpse or a live animal for animal husbandry, it's random which one you get
(some mobs are guaranteed corpses, such as grem and ravens, which aren't able to be used as mounts or beasts of burden)
kk, ty I figured out what I was missing
Ta I did but logged off for 20 mins and the buff taken off (they are working on that), even still if you gather an epic item you get more exp then lower tier item, same should occur with crafting.
Is that truly how that works? Because I just pop scrolls when Iโm ready to collect and I get the buffed amount of xp
where can I craft artisan gear? I assumed tailoring but I don't see any recipes.
apprentice station?
apprentice tailoring?
Can someone explain to me how we do metalworking
what do you want to make in metalworking?
There is a metalworking vendor that sell Flux which you can use to make Ingot which use Fragments of ore which you have to make using raw ore
you can buy shirt as bonus buff
Can someone tell how the caravan work I open cargo storage and put in my crates and click on seal and it just stays in the inventory
go to the cargo manager, buy a caravan, then drag the sealed crates into the caravan slots
that what i have done
then 'buy' the caravan and you should get an item in your inventory that is that caravan
I was definitely getting the buffed exp about 3 weekends ago when I leveled husbandry and I only got by popping it before. Maybe they changed it or broke it between now and then
I press seal and nothing happens
sealed crates is step 1, caravan itself is step 2
i'll try again later ta
can crates stack as only 9 slots so have to put 9 individual or stack to 9 total
I think they can't stack
@unkempt oriole Is it intentional for buildings to only be able to get one journeyman upgrade, so for example you're required to make two seperate smithys for weaponsmithing and armorsmithing, with two seperate setups for the supporting buildings?
If so, that seems like its going to be exceptionally limiting on artisan crafting.
A question about resource scarcity: I get that some materials are rarer than others, as they should be
but finding almost twice as many moonbells compared to giant bluebells when the first is used in very few recipes while the latter is used in almost every recipe is kinda weird
Is this just a weird interaction on how resources are respawning, intentional or is 1000+ plants not a big enough pool for this kind of information?
everything to do with professions was just thrown in and thought about later. the next phase is when they really lock in and flesh it out
Oh, surely! I get that. Still wonder about their design goals and philosophy on this kinds of stuff. I have gathering professions very close to heart and want them to be in a good state whenever the game comes out. Especially fishing lol
This is technically outcome of supply and demand, bluebells are much more widely needed so are farmed alot more. I at this point have been first to farming areas after several hours downtime and I've felt their numbers are roughly even the issue that your seeing is people collecting every bluebell they see but not even moonbell so your seeing more moonbells as bluebells are of respawn timer alot the time
It's just a tad hard to understand what is close to done and it's intended and what is completely temporary
right now they just threw something together to have a system that works. i wouldn't think too hard about it until we see what they cook up in p2
That's a fair point. I felt that a bit with ores, especially copper vs zinc/tin. I'll collect for a while more and see if it normalizes. I tend to just grab everything cuz why not lol. My guild needs everything anyway
Aight, fair point. Feedback given anyway lol
I'm curious about what they're cooking up for fishing and very interested on how everything changes with artisan trees. It's gonna be a fun few months in p 2
I think I spent a bit too much time fishing. but again I was always an avid fisherman in ArcheAge, can't wait to fish in the high seas and steal some boats
yah, i could literally manifest brain rot if i went too deep speculating on why husbandry and hunting is the way that it is lmao
hahaha we had a group rant session about hunting and husbandry a couple weeks ago. was fun
Sad part is I can't even cook the fish I caught zzz it's all rotting in my stash
most of it became fuel already
Difference between heroic and legendary healing salve.
Anyone knows if the health is pr tick/2sec?
haven't tried the higher qual ones but for the base quality I think so yes
its something on myu to test list but given the function the basic ones i would assume the health stat is the amount healed per tick
I'll go and test now, it has to be, right?
dang i didnt even know these exists. i really ignored consumables in this phase
think most ppl did, Im experementing with cooking and alchemy now, can make a lot of good stuff
bag size has been adjusted, i hope this isnt just a bug
shouldnt they take 3 slots and hold 65 each?
Oak and Ash take 3 slots for 20 but other dont for some reason
Bug they are working on I hope
i was stuck with 250 timber but couldnt unload because the max in slot was 20 . this is better but ye, i would expect timber to be the same size as wood
weaving goods don't hold 65 either and take 1 slot each so in a way that is consistent
but the difference from oak/ash is definitely weird yeah
ah, I see
only Journeyman bag I have is for mining
assumed it was the same for other professions
it is the same, but for gathering, not processing
processed basalt can take 2 or 1 slot, sand, molds take 1 slot, fragments takes 2
It is probably meant to be like that for now. Oak and Ash Timber take 1x3 slots and Western & Eastern take 1x1 slot. I hope they change it to 1x2 for all of those. Processing results are stacked to 20 in all bags.
yeah, they should all be taking 1x1 or 1x2
Most of the other processing halves the output size so 1x2 would be a good compromise.
Yeah, I think so too. And not being able to stack them higher means imo that they ought to become smaller or you can't process your inventory without storage...
remember you can make crates and put stuff in there aswell, if you're running out of storage
does the pylons work? anyone knows?
Hard to test; I tried one but couldn't see a difference. Would love to know if someone did see a difference/tested more properly than I did though
i know for sure it wasn't working before but I haven't tried it in a couple weeks
I also tried using the pylons. Didnโt see any difference.
ok then still borked
i have placed two pylons and they both gave an error message on placement, i couldnt see any difference when placed either
Im lost, what happened to the artisan apprentice buildings we had in our node?
Why did intrepid make crafting gathering and processing on journeyman buildings different ๐ข no chance vyra gets to t3 hunting bows let alone husbandry station
pretty cool ๐บ
ya the updated carcass art is nice
"YOU MUST CONSTRUCT ADDITIONAL PYLONS."
Is there any guide on the current state of crafting? I'm wondering how how many crafting disciplines I can master, and whether gathering and processing had any mastery limitations.
I know crafting doesn't go to the end-tier in Alpha, but generally, can I get certified in more than one crafting discipline?
I think this is the answer? Each additional progression level allows one less discipline to be advanced
All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.
So the wording was debated for ages on here, it looks like it comes to the two Grandmasters overwriting the slot for lower things so you can be 2 GM, 1 Master, 1 Journeyman, 1 Apprentice, rest novice at the same time
https://docs.google.com/spreadsheets/d/1KlRwWncjDCX6ii3Azg8m8Hl9bPAc5BbOb5k3hflF_LM/edit?gid=0#gid=0
Thanks for the resource!
Anyone have an idea how often hunted carcasses pop heroic+ quality?
Not going to lie I have 14 hunting and I've never seen anything above uncommon
Sooooo not often
Spot the difference
Heroic vs Epic lvl 1 heavy armor. Only difference is 1 extra durability xD
they mightโve overdone it just a teeny wee bit on the stat squish
daym, spent all weekend getting enough legendary zinc and copper to make a full level 1 character with legendary armors and weapons. Only think Im missing is Epic or Legendary Grem skin. So have to settle for Epic armors. But man, super not worth xD
yeah they kinda fucked it up with the patch this week. it was definitely necessary but it also felt pretty bad. I think itโs temporary and itโll get to a healthier place.
yeah they need to weak level 1 armors atleast. No one is going to want to craft anything better than common if the differences are so small
i mean a low rolled epic and high rolled heroic are very close but also the gap widens with better gear, level 1 gear all rarities are pretty much the same because it's so shit
Recipies stack x100. Healingsalves stack x20.
Please make it reverse ๐
ya i noticed that and had a good laugh like who the hell is going to have that many of 1 recipe

Level 1 seems like it might be something
I saw one heroic wolf and one heroic cat (not the carcass) and that was before they nerfed drop rates. Since the Nerf I've hunted at least 500 animals with epic t2 bow and shirt and not seen any heroic or better anything
what is the purpose of logs?
Logs are sections of wood that can be further refined into crafted items
i have a question for all you diehard caravan runners ... what is the purpose of running sealed packs ? commodities i get its simple but why would you pack rocks/lumber to run it to another town ? something im missing ?
The first caravan quest requires you to do it.
yes but after that ... why buy crates
I assume in the future itโs for node development or some kind of massive resource move for big guilds but as of right now probably no real reason.
Doesn't the value of the items inside lose value when they're pried open?
Is what someone said they avoided by using some bug to claim the items for themselves or whatever they said in one of these chats?
pried yes, with a crowbar. If you defeat an enemy caravan you can do that.
But if it's your own crates, you can just hand them over to be unpacked without damage
it will become more useful in future when we have different biomes and different resources spread around. you might want to transport a big pack of tropical specific timber from the tropics to the desert for example. maybe you need 2000 palm tree wood for a node building or something
hi i got it too and no idea what is it about
wow finally got an armored bear from an oathbearer spawn, hopefully i can win the second stage of RNG to get a mount instead of beast of burden now
probably hit the spawn ~30 times now for a bear carcass only

This can somehow be attributed to skill issue
Could also be the game's way of telling you that hunting maybe ain't the way to go and you should be a GrandMaster Cook instead
hunting part is easy, its the Animal husbandry part thats a pain, come breeding tho it should be alot easier to get more of one type without having to suffer the pain of trying harvest over and over and over
hopefully next phase we get skill points to specialize one way or the other.
can anyone confirm mining Quantity buff is working?
i feel like 593 i should be seeing something
I reported it as a bug for mining, only harvesting I see unaffected by quantity rating
Same situation with woodcutting tbh
On a side note, has ANYONE gotten a Bullywog mount?
Anyone know if there is a profession for gear enchanting? I would imagine it would be scribe, but I only see enchanting gems for increasing chance of enchant.
I believe it's a combination of the scribe crafting a enchant scroll and arcane engineering for enchanting stones
augments will be coming out as well
its working... i see one there, but the formula probably needs to be adjusted, as does the quality one. someone has the actual formulas somewhere.
perhaps its adjusted for dec 20
You got a x3 and x4 basalt. Thatโs the quantity working. Itโs just super low chance for the amount of stats. Same with rarity it doesnโt actually help that much.
Woodcutting does work I can confirm itโs worked for me. Same thing itโs a super low chance of +1 or +2
I thought that was just the size of the ore node? Doesn't help people in chat are saying that it should say +1/+2 or that it can go past six
is it me or is metalworking harder then all other processing ones (maybe animal husbandry wins that, but one could consider that crafting)
the nodes are 2 or 5 so 3 is a +1proc. i think when you get a +2/+3 proc it gives it to you in two separate lines, like what happened in the last line
The last line was probably a normal 5 node, but he did not have the space for all 5 in one slot so it was split into 2 inventory slots of 4 and 1
Ore is always 2 or 5. Same as wood. Iโve mainly done wood but Iโve got all kinds of sizes. 3,4,6 and 7. Very rare though.
The 2/3 could be the same.
Bullywogs have a 100% Carcass chance atm.
Bears do >feel< like 90% mount, 10% carcass
Wolfes feel like 80% carcass, 20% mount..
Raptors feel like wolfs,
Otter seem to appear a true 50/50
Hunting doesnt feel any right for now. Also rarity does not work at all. Really hoping it will be fixed P2, has been reported a lot by several people from different Servers.
And Skinwalkers are a special cup of tea. If you get the mount variant, you get them. If the game wants to give you a carcass, you only get hunting XP and nothing itemwise.
@quartz lichen you are king
Ya hunting is borked but they've already said it's just placeholder and won't function this way in the future.......whether that is p2 or p3 when it gets changed I wouldn't hold my breath if I were you.
๐คฃ
where do you get the big copper spear recipie?
Greatsword, bows, and spellbook are the only two handed weapons in game at the moment.
They said spears are not available now.
Spears will be added in P2 according to the slides of phases plans from start of alpha
there were spears on ptr, the animation etc was good but the stats were bugged damage wise
Stats are prob in placeholder state possibly
I'm excited for the new weapons honestly. I hope it gives some cool options
I feel weapon skill trees need more expression to them but I know that's something that will come later.. also keen to see dwarves added in P2, I have so many hobbit and short jokes to make
Man the 20th can't come soon enough, materials for crafting is gonna be so much better after markets
Theoretically yes. Many ways to potentially fuck the system depending on how it's done and much like everything else there will be people willing to do it.
Theoretically yes.
Guilds are centralizing, so it will depend on adoption.
Plus if someone bored with money rolls through and buys up all the copper or whatever then just reposts it all at an insane price it's not really going to help anyone
That was Aion @ launch ๐ ha ha ๐
Scribe -> Enchanting scrolls
The enchant gems actually go to a blacksmith to give them a chance at some things
There will be mistakes... please reach out to correct me
Farming is so expensive at 10.... I hope when animal husbandry is further along in development it eases some of the pressure and cost but this is a great chart ๐ฅณ
Lettuce is missing here but it doesn't really change anything
Also it's a little wild how dependant cooking is on farming post 10.... You can't do shit without butter which you can only get via farming
I knew something was missing. Crap
Farming ... if it is working properly... will make a huge impact on the surrounding environment ๐ซ
True which is why it's one of my main focuses ๐
I was worried about farming. It hasn't received much attention in our guild
I didn't stress about until I hit 10 cooking and realized I was hard stuck without it
๐คฃ
So i made a flowchart of how the proffesions tie in.
The 3 main buildings are Woodwork, Stonework, and Agrigultural Supply
Everything else falls below them.
I realized this over the weekend.
I love these flow charts
Agricultural Supply doesn't seem like too much, but it gets flax/cotton/wool online so we can get the textile mill actually producing.
If we can collect poop from animal husbandry then I will be happy. Currently killing wild animals hasn't been great for poop gathering
Are you telling me, I can enjoy crafting, to my hearts content?
It's a Discord for ALL the artisans to share information and help each other.
We have a good chunk of Vyra server in there because the RP community is strong
Only if you have the money for it
Farming droppings is for sure painful..... I have discovered how important aoe skills are 
Oh do I know that feeling, I think I spend more time gathering, processing and crafting than actually playing the game. That is till I convinced more friends to be useful
I can now lean on PhoenixFire for support and Yeonsu as well. We have a few artisans in my guild that's reliable as well.
We have 1 grandmaster miner
We managed to get him a Journeyman pickaxe. And he was very glad he could destroy the iron. He destroyed the world this weekend
I am beyond jealous, iron is a plague on our server.
I wish I was more self-motivated to finish up these flow charts. Then I can work on the master chart
Good news is master stuff won't be relevant for a good long time so no rush.
husbandry is also very expensive....at the moment i don't see any server really focusing on husbandry over anything else unless the mayor just doesn't communicate with others and wants to go rogue
We had a station up pretty quickly on vyra but you are right it is expensive as hell and it's even worse because it is expensive right from LVL 1
im talking about journeyman at this point because you had to focus on gathering/crafting/processing stations separately
Ohhhh right right ya it seems our server was a little behind on journeyman stuff
if it took most servers to START getting journeyman stations after a month, the progression for husbandry doesn't seem great. might have to wait till month 2 to even hope for one
unless they rework the system or make it cheaper on the buy orders
5 day uptime should help a bit
maybe, people still have to work tho. weekend testing was nice bc at least for the most part people are off
hehe....im in school so i guess i just have to convinve myself
Every college dropout ever had built the template all you have to do is follow it.
Check out zeplas college stories of ditching class and pretty much everything else in life to play wow
๐คฃ
that was literally me in undergrad. harder to do in grad school tho
It's doable, main thing is to cover your costs.
Yes. I'm probably 500g into husbandry at this point. Just a shame we can't get journeyman before wipe. I was referring more to the cost of the building/buy orders and priority is very low for mayors if they are smart.
Still 1 more weekend if you can convince people to dump all they have into getting it.... No reason to keep anything going into wipe
Itโs not in the game yet but I think a will go with the pets specialization for animal husbandry.
Which type? We are supposed to get cosmetic and battle pets which I assume would be separate specializations from each other.
I'm hoping to specialize in mounts. Had a good run this wipe with it. If I wasn't the very first I was definitely one of the first to get a croc and definitely had most of my guild rolling on one before people knew what they even were.
I think battle pets is what I want to go for. I know there is supposed to be 4 main categories, mounts, pets, livestock, and beast of burdens that you can choose to specialize in. There might be a sup category for pets though too. Too early to tell.
Hmm I donโt know what skills to pick to focus and master.
Mining is my go to for gathering.
Love jewelry crafting thematics.
Alchemy is always nice.
Arcane engineering has some great stuff.
Scribing. I need to see how it goes. The idea interests me but the current things available donโt yet.
Of course the issues are that most of these have so so many dependencies. Itโs practically impossible to be self sufficient and solo. Which yes I know thatโs kinda the point of aoc but still 
i'd recommend either:
mining/stonemasonry/metalworking/jewelcrafting
or
mining/herbalism/alchemy/scribing
generally you just want to pick one crafting procession, and then processing/gathering professions that support it
Who else thinks they should revert armor back to how it was? The problem was with weapons not the armor I felt squishy against mobs before the patch, even more so now.
Working on this one still
I want this flow sheet for all skills
Aye. The support skills are very important if you can, but even then you canโt make all of them the same tier unless you grand master mining and stone masonry for example. Itโs this wonderful back and forth of wanting to do certain skills vs the previous investments and dependencies.
for those scribes lurking here who waint to main that skill. what are your thoughts on what the skill offers currently? or what the skill is likely to offer?
People need to realize the impact of scribes and cooks ๐ซ
cooks seems obvious. its major food buffs like eso.
But scribes are a bit of a mystery to me still. i know they can make scroll exp buffs, have some tie with enchanting? and can make important utility items like guild war declarations and guild founding scrolls but i havent a clue what an endgame grandmaster scribe would be like.
Every other skill has at least one obvious aspect to what a grandmaster would look like 
oh i see. they create enchantments more or less
I like to make mentality scrolls for tanks so they get magic resistance.
Constitution scrolls for fighters so they aren't so squishy in melee.
Intelligence/Wisdom scrolls for Mages depends if they want more critical or power
Scribes are like husbandry ATM. Kind of an afterthought until end game
The only trouble with cooking is they fixed food rarity a couple weeks ago and that is great..... However butter is needed for all but 1 or 2 apprentice recipes and only common butter is obtainable because it's made with vendor items only so only common food is possible right now.

That's okay.
Agricultural Supply is going to get farm animals
I gotta fix the background on my farming chart
Oh ya I know it's a problem that will solve itself at some point just saying it's a rough go currently. Are you going to be doing any scribing this weekend? I have a couple hundred river runes you can have if you would like.
I wonder if we can do more with farm animals and husbandry next wipe
Would be nice to start feeding other professions with husbandry instead of being pushed to the side
Ya I'm not sure where that fits on the roadmap but it would be nice to see.
I only have one goal next wipe. Enough money for a little house on the prairie.
I love the diversity of what people are looking to do here. It really goes to show that the interdependent nature is working and we should end up with a really strong economy. I think the player stalls are going to go a long way to helping see it all working better as we progress
Canadian spotted ๐คฃ
New England, so close enough
Didn't realize anyone outside of Canada knew about that show
I guess the book was sold worldwide
They fixed food rarity and forgot to nerf the scaling like they did with everything else. Same with scrolls. Iโm betting they get nerfed sometime soon
A scroll giving more stats then all of your equipment combined is probably not intended.
BBQ enjoyer
I'm a scribe lurker, mostly looking forward to treasure maps. Assume a GM scribe offers rarer maps for better loot etc
I think XP scrolls will always have a market given people's likely desire for alts
Leveled up my Spreadsheeting
A++
What tool do you use for this?
Canva
You know what's really going to suck.
I bet corn and wheat are going to also be used in cooking and probably feed.
So those will be a ๐ฅ HOT crop
Itโs time to be a Corn star. โญ๏ธ
Best Farmer name by far
I have an Alt character named Dad who is a tank.
He roleplays the protective dad for all the noobs in event areas
KikiCorn
I gotta ask, I'm thinking of grandmastering in alchemy and cooking, are those worthwhile skills?
Always useful, but youโd probably rely on someone to give you the materials to craft
Fair enough
What cap said. You can only raise 5 skills above novice tier
Herb and mining seem the best for alchemy. Maybe a smidge of stonemason
Hunting, farming and fishing feed cooking the most
Hmm okay, I'm really liking this economy system.
If I do cooking and alchemy, I should probably make my next skill farming, then between hunting and herb
Of the 5 skills you raise to apprentice. 4 of those can be raised to journeyman. Three of the journey to master, and two of the master skills to grand master.
You will always have some 17 odd skills stuck at novice
Me scrolling for 5 minutes trying to find Cap before realizing itโs me.

Thank you very much for the help
Yep. Itโs a balancing game between what you want to specialize in with what you want to try supporting with your other profession slots. Pretty much no one can be 100% self sufficient unless your two gm slots are mining and stonemason/metalworking
or woodcutting and lumber milling
You gottaโฆ. fear
Socialize

Are those survey pylons single use?
As an introvert, the struggle is real...
Artisan Items will show beneficial stats like EXP, Speed, Quantity... but what are the differences between Rarity and Quality?
โบ Had assumed that Quality (like if it shows 140-181) would help it go higher even in tiny steps. And it would affect several stats if it has more than 1.
โบ And that Rarity would increase its Color, but if you don't make it above very large thresholds, it wouldn't affect anything.
hmm well rarity of an item is it's rarity and conversely it's stat scaling. quality is a stat and scales with rarity on items that have it. the high the quality stat of an item, the increased chance of getting a rarer resource(gathering or processing) or the reduced need of resources of same rarity to craft an item(crafting). so take for example a gathering tool with quality stat, you have a higher chance of rolling for a rarer item. so lets say you needed to roll 90+ to get a legendary resource and you had a legendary gathering tool you still need to roll a 90, but lets say +10 is added to all rolls or something.(example, idk inner workings) but lets say with crafting. its a culmination of all resources and you pass a threshold so lets say now with items to make a rare item everything needs to have a value of like 400 or something, leg = 100, epic = 60, so on. with quality on crafting gear it'd be like a -, so now instead of needing 400, you need like 300 or something becasue crafting gear -100
I think it's just that rarity has breakpoints where quality is more a spectrum
when you gather smth it's either common, uncommon, rare etc
when you process smth, same
when you craft smth, you can craft 2 rares with different end values hence the quality and the end rarity is dependant on the quality
are there tools with quality rating?
misunderstood, but if they mean stat range that matches with rarity as well. it is a breakoff, but it coincides with rarity as well, so assuming no adjustments from stats, if you craft a rare item with all rare materials and it had a range of 100-200 it'd be like maybe 150 or something, but lets say you used rare and a few higher rarity mats you may get 200, but if you're at 200 it's also a sign, that if you change anything else out for a higher rarity mat it'll go over the threshold to next rarity
ah yup a few, but the stats for gathering items aren't normalized, so an apprentice axe may have quality on it, while a apprentice fishing pole may have quantity in it's place
also sometimes the added stat could be quality(this doesn't have, but an example)
yeah but I don't think any tool in the game currently has quality
only rarity
at least I didn't see a single one with quality in all the recipes I saw for both apprentice and journeymen
ah oops, that's true lol. i mistakenly mixed up qual on crafting stuff and rarity on gathering stuff
yeah ok you had me confused for a bit
so tldr yeah
rarity and quantity are the "same" it's just that gathering and processing have breakpoints and this rarity whereas crafting is a spectrum and has quality instead (which is linked to the rarity of the item)
well it depends. seeing that made me double take, on gathering tool quantity is just a percentage chance to get more resources. for me that was expressed as occasionally getting 1 extra wood every so often. rarity is chance of getting higher rarity mat. only gathering and processing items have this(processing shirts ,pants and gathering tools), quality only on crafting stuff and just gives "quality" which is basically just adjusting the range of stuff it seems. when we initally started out just using materials to craft stuff without buffs it always seemed like a "threshold" but i like to better think of it like mats rarity have numbers and these numbers add up, past a certain number you go into the next rarity, and these numbers also determine range of stats. so using this number logic, if it took 1000 points to get leg and you put a bunch of leg items to add up to 1000, if you had quality stats it adds a flat modifier of sorts and then you'd basically have the mats + your quality stats and then those add up to give you the total points to be in a range that determins rarity and stats
i made one for you for husbandry your welcome
idk abt you but I am in real need of good beasts of burden 
as far as t2 animals go, im like 90% beast of burden. t1 animals was like 75% mounts for me
i have about 50 t2 beasts sitting in my stash lol
๐ค smol. got a bigger version?
Unless you're trying to get a beast for your caravan then they keep coming out mounts...
Facts, you know
if you know, you know
Nice
One thing I would like for artisan crafting/gathering is the buff from outfits in the your bag to auto applied rather than all the items needed to put on short cuts at the moment its all the top 2 bars of shortcuts needed for outfits and we havent included all the new trousers and other buffs still to come in game. Fair few times I missclicked which outfit I had on as hard to see which outfit is current as they all look the same.
it would be nice if that was a thing where artisan clothing buffs were auto, but i assume because you get combat stat buffs as well, idk if it will be adjusted, because it is tedious to switch clothing for each crafting, especailly when we can do it, it's not like a matter of being unable to adjust clothing
I know a couple people who have put their shirts on their hotbar to make it a little less annoying to switch and less likely to forget.
Or maybe when you first start gathering/interacting with a table, if it picks up you have gear related to the artisan skill you are working on, and don't have it equipped, it gives you a quick "Would you like to equip relevant gear?"
My currant top two level are almost full at the moment
Right?! Now we just need the ability to make more bars and resize them independently so I can just shove em to the side of my screen above chat
thatd be good
Is there a list of huntable animals by artisan level?
The whole artisan shirt system should change because managing it is rather silly
I like the concept of making incremental upgrades for different artisan skills through artisan gear
But the constant gear swapping is an absolute mental load / inventory management nightmare
My recommendation is that it be in more general items at the novice/apprentice/journeyman level and then specialize after that
I was thinking for novice only it would be ok to have 3 shirts 1 gathering 1 processing 1 crafting and then split it as you will have fewer skills available at higher tiers
You can only have 5 skills above novice at a time so I think that's fair.
My preference for crafting gear would be to create sets that you can create (and name) and swap between. I have no issue with clicking to swap a set, its swaping individual pieces that's a little tedious.
i think it'd be nice to expand on the artisan menu and have like a separate equip slot that's just a bunch of charms or trinkets, then do something similar with equipment slot, where instead of crafting cloths it's again charms and trinkets and each profession has specific ones they can craft



