#alpha-two-artisan-chat
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but do you get my point
right now I can be plant lumber ore and hunting
I can contest ALL of those
types of nodes
in the future you will only ever be able to contest 2 at most
at the highest end
I do get your point and its a valid point but it confuses me aswell
(I dont count fishing as a gatehrable since its not a contestable gather from what i understand)
If you have people with 4 gathering JM in alpha they can get it at launch too so that doesnt change. + the map gets bigger yes true but there are also more players + you seen the amount of gatherable resources a node spawns which if they keep those numbers the % of gatherables will be same at launch
Not to mention if the gatherables are based on node lvl that means that when the resources become available it will be more contested
but JM isnt end goal gathering when game launches
As node every node will be lvld at the speed we do now
I know
end goal will be GM gatherables
But if I'm out in an area that isn't developed and there aren't but 5 people out here. I have a better chance at gather more than if I'm fighting 40 others for it
No
Because your node isnt developed so there is nothing to contest over
And when your node developes which will be a special thing all gatherers come to your node to pluck it like a thanksgiving turkey
but the world is going to be bigger so just coming to a node wont be an ez thing to do
there is travel time to take into consideration
There has to be gatherables in undeveloped areas, that's one of the main things early on that lets you build exp to to the node to help level it up
also with sieges nodes can downgrade aswell
Just prep in advance and be there when it pops sure when all nodes go lvl 1 etc its not do able but with those metropolises you can just plan in advance
Yeah but lvl 1 gatherables
I think you see all gatherable
Just like when P2 launched and you saw iron all over the place. Going to be the same thing.
Hm
I do 1 gathering the most and it has always been completely empty
Regardless of time of phase etc
I've seen novice to JM in all gatherable since P2 started. I'm JM in 4 of the 5 gathering profs. All but fishing
Okki?
SO I do think Gatherers will be able to get away from high traffic areas and gather in somewhat peace. Because most pvpers aren't going to want to be out in the middle of no where hoping to get to kill 1 lone gatherer. But again, only time will tell
I have faith they will do right by the things they have said in the past. This isn't a PVP game or a PVE game. It's a PvX game and should be balanced around that thought process
Should be some give and take so you have a good portion of people that will want to play the game at launch. Not just pvpers and not just pve'ers. Just hoping they can find that balance. If not, people will just find something else to play. The only potential loser in this situation is Steven. His money down the drain if the game isn't profitable.
I don't think the PvE/PvP thing was as important, as the mistake in making it a 100% group game. That just isn't practical for the average working population. You are going to do group content at fixed times with your group or raid, but the rest of the time is spent playing solo, leveling, equipping, or advancing your character, ready for your next group session. There are also the realities of decision making and game theory. Rather like the old "Wargames" movie. The decision "Not to Play" does exist, and you want to design a game with that in mind. That shouldn't be a realistic choice at any point. EG. if I have looked 3hrs without finding a single copper node, let alone enough copper to make a tool, the decision "Not to Play" becomes a fairly sensible one, when put against the risk of spending another 3 wasted hours looking for copper.
I think IS got too wrapped up in the environment driving the content, rather than the players driving the content, or worse the content driving the players. Finding a group/guild is a PITA in most games. Mandating it before you can do anything is a terrible idea.
Steven has said from the start this won't be for everyone. Which seems evident with the current build. They are leaning into the old style MMO. We'll see in time if that is a smart move for the long haul of the game. If the final product is fun and compelling people will play it, just waiting to see what that final product looks like
Yeah, well this is my point. Game theory will tell you that playing a game isn't a subjective decision. It is based on logical choices. If you put a player, any player, in a situation where the decision "Not to play" is the best decision, everyone in that situation will choose not to play. That is exactly what I am talking about. It is a subjective choice to buy the game. Once you are playing it, the decision to quit is not subjective. In an MMO the decision to quit, or give up, is more terminal in game theory terms, unlike say chess, where (if you lose) the option to "Play Again" is more viable. And making sure that there are no real losers is vital in an MMO, because everyone loses sometimes.
Going to boil down to how good the final product is. If there are multiple roads to take and you can always find something to do you'll log in and do that. But that just means all the game play looks need to be compelling. So we'll see how it goes
Gameplay that incentivized logging out and setting a timer wasnât good.
I agree, hey I signed up for the Alpha2. In terms of that subjective decision to buy the game, I am a fanboy! I am sold 100%, the upside on the game is amazing. Now they have to go through the game and soften all the losing. They need to get rid of the concept of losers. Everybody wins, just some people win more than others. That has to be the mentality. Not this risk/reward horse-crap. Making the winners feel better, is not the priority. Retaining the losers is a far higher priority. Particularly if it is something as mundane as losing at "Finding a decent group", as a pre-requisite for playing.
I think that any player that is going to play an MMO is aware of finding a group matters. And as someone who never liked the idea of "needing groups to do content" the entire concept of finding groups has been made far easier. You have in game mechanics to find groups ofcourse but there is also the normal chat system + discord which is insanely beneficial for finding groups. My concern is the consistent push on "Friction". The game must have some sort of friction and stuff for sure! but rather then the situation RN (people will need to fight for resources). They should make a gatherable event so people can participate in those so the normal resources dont become another pvp orientated thing. In the long run of ashes I doubt any player with a 9-5 is excited about having to look for a resource and then PVP for said resource. and like people said: "There is always a choice to "play something else"" which people will take if it becomes only pvp pvp and more pvp
There are many solutions, some better than others. If you wanted to you could have an option to auto-group citizens of the same node, or guild, in a node and auto-share farmed resources. Cant think that would strain a programmer. As I say, just conceptually soften the concept of risk and losing, across the board. I feel like one of those fairground touts, "Roll up! Roll up! everyone's a winner!"
the concept of not everyone is going to be a winner is fine. But the concept of the winners will beat up those who arent taking part in the race is wrong
LOL well yes, but I guess I thought of that as the "Risk" I want eliminated.
thats why i said :p they should make it where there are gathering events which will trigger pvp and if its not an gathering event the gathering is non friction. but rn the concept is "we make as less resources as possible so the streamers and the people with no jobs have the edge over everyone else"
I get it, but I am trying to address it at a conceptual level, because it isn't just the gathering. I think the risk/reward design pillar is the issue here. No one minds chests or gacha games if the chests, or draw tokens are free. It is when you have to buy them with money that everyone objects. I don't care if I just get common copper when I spend my time gathering. Not finding any at all, or getting PvP zerged and risking getting nothing for my investment at all, is exponentially worse, it makes no difference which it is.
yeah so i mis understood you and we both fear the same then XD
as what you just said will certainly happen:
"or getting PvP zerged and getting nothing for my investment at all,"
I think fixing static gatherable spawn times will do an immense amount to help spread resources out among the population. The gathering system was a pretty awful placeholder once it was figured out.
Depends on how they are going to spread it out. it could go catostrophical (didnt write that correctly I think) wronggg
I don't think time spent zerging node gatherers is going to be profitable enough to be worth it. I could be wrong, but they should be pretty easy to avoid. I'm more worried about losing your node, your freehold, and your ability to participate in the end-game for weeks, due to PvP.
I really don't want my lvl 12 naked crafter out looking for a few copper and get PK'ed for his efforts by a lvl 25.
Yeah when we have a whole world to be in, things will be lessoned as you get into less occupied areas. That's what my plan is
untill you need JM or Master items which only spawn in nodes thate are lvld (populated nodes)
not to mention:
People having a freehold being able to craft lvl 50 gear through processing which makes them inevitably stronger then those who cant. Freeholds are gatekeep vulnerable
Well, that is the point, it is a big loss, once again they have to soften that, or as soon as a node loses a war, you are going to have a lot of players quit. By design it is a grindy game, Are you really going to "Work" for weeks? maybe months, just to get back to where you were, and risk losing it again? It is a conceptual problem.
pretty easy fixable IMO tho... they should just change the freehold system where everybody can do everything in town and if you have a freehold you can do it for free and with less waiting time etc.
This way everyone is happy. You keep the incentive to get a freehold and you keep the rest of the population happy.
because RN its not just about getting set back to 0. Those who have no freehold cant process anything for GrandMaster...this means that for those with no freehold the highest lvl gear (let alone BIS) is not obtainable...
thats like saying to a 7 yr old go box vs Mike tyson in his prime...also you cant buy boxing gloves...oh and mike's gloves are of actual steel đ have fun
hoping for same but will have to see
Not sure I am going to be happy losing my investment in a Freehold to PvP, whatever the alternatives are.
would be worse for the thousands who didnt even get to get 1 because of reason X Y or Z
Can you point me to that on the wiki. I know poi's open up with node level, just don't remember reading that resources spawns in with node level as well
pfieuwwww thats gonna be some digging hahaha that wiki is largeeee
All good. I'm at work now so I'll go searching later tonight waiting on the latch to finish lol
'hahaha smart! let me know if you need help lookinbg for it
To me it wouldn't make sense to not populate the world with gatherables. If poi's aren't open in places, you need to have reasons for people to go there or there is 0 reason to ever go to areas that aren't leveled up
Kind of a reward for people following the road less traveled
there is something in that and i agree! however I do think that this is the concept where stuff spawns in based on lvl of node but we need to wait and see
Guys if u need a flower seller, I have a stall
I kindda remember hearing about it too, it would make sense for few resources i guess thats reasonable to have higher node level requirements [can't think of what and why] but in general hopefully that's not the case as the game is trying to stick to reality too, if i am not mistaken. So, resources should be widely available even in unlevelled or no node zones. For examples, herbs, ores etc. shouldn't be depended on node level but meh thats just my opinion
sound like a carebear talks, as pointed 100 times before this is old style mmo, where you actually have to fight for ur survival in game, not a theme park where you can do anything you want.
also you cna pick lowest populated server if u want a more solo gameplay, usually it works, i played archage and new world on low populated realms solo, and it was fine
Blah blah blah, pvp, blah blah blah, care bear, blah blah blah. This is so old. At some point people need to find new arguments.
yo, i even mentioned i am solo player, also imagine i am crafter and pve player
we arent talking about being carebears we are talking about wether current systems are viable in a game and wether it makes the game survive for longer then a year. There is a reason why older style MMOrpgs are losing subscribers etc.
This is one of the most important parts of balancing that they have to do, arguably even more so than class balance. Shadowbane where i ran a guild was a perfect example of fucking this up. It took quite awhile to build a city, and no time at all to burn it down. Albion actually does a good job of this kind of balance, where people and guilds can clearly determine how much to risk based on income and time to recover.
Did the processing xp changes for higher rarities apply for Animal Husbandry?
What's a good price to sell potions at ?
above what it costs to make it

Fighting for survival while you are progressing through the game is an old-style MMO. I played Everquest long ago and my memory isn't great, but I don't think even in that game, you could lose stuff once you acquired it in the grind. My problem isn't with the grind, it is the ease with which you can lose your hard-earned progress. As I keep trying to tell people, it isn't subjective. It also goes opposite to the risk/reward pillar of the game. Something that you cant choose to avoid, isn't a risk, it becomes environmental, and if the consequences of failure are too great, the only way to avoid it is to not play the game. As a game designer, you naturally should want to avoid that at any price.
Personally I would make tier 5 & 6 nodes both end game viable levels, and once you get a node to 5 (and maybe build a certain building?), it can't be knocked down lower, it can only bounce between 6 and 5. That way the impact of node wars on citizens is limited, and can be measured in the difference between nodes 6 & 5, so that it doesn't affect earned PvE rewards too much. The rewards for winning PvP shouldn't include the dubiously moral pleasure in inflicting misery on other players. That isn't going to be good for player retention.
The issue with that is the node design itself. If one node stays at 5 or 6 the surrounding towns can never get to that level.
Well there are 70 other nodes for people to work on.
Are there specific mobs that drop Arcane mind cloth armor recipes?
You should go look at the plan for the node system. I'm not going to spend the time it would take to explain how silly that comment is.
What artisan tools/gear is worth it to make better then common?
It's the idea of the system. You should want to help protect your investment in your guild, node, caravan, etc.. If there is no chance at ever losing it you tend to take it for granted and stop caring. This design will make it so people will stay invested. Again though as it's been said many times, this style game won't be for everyone. The question now remains, after launch how many people will it be for and will it be sustainable with who does enjoy it.
I personally will be pissed at losing some things for a few minutes, but if I'm enjoying that game in total I'll just rebuild my stash and items lost and figure out a way to help stop it from happening again
Depends on What your after. Look at what each give with stats and so those. My normal is rarity and quantity if available. But depending on needs speed may be of need as well. I still want an explanation of exactly what those stats are getting me in gathering and processing. Seems almost not worth it atm
Ok so speed work on all tools?
Well your comment was fairly silly also. The plan is not gospel. If it is a lousy design it needs to change. An argument from authority isn't a good argument.
Tailor and AS fixes but not my glorious daggers 
Why does my enchanting say "No Change 100%" in red letters when I try and enchant something?
Legendary Bladebinders'Montante "Emberblade" has been crafted!
Enchanting has a success rate at the top. The red text is what happens when you fail the enchant
higher level enchants have a chance to lose a level or even all levels
Hello, guys!
Is it possible to buy somewhere Recipe: Guild: Medallion of Valor?
Ahh ok. The first one I tried must have failed then. I thought I was doing something wrong. Thank you.
I bougth the novice ench.scroll and upon use, it cant find any gear to enchant, except one artisan shirt in my inventory. Are there any guides on waht to do and what items can be anchanted?
you need to unequip the gear you want to enchant :)
novice level 0 gear and artisan, apprentice level 10 gear, JM level 20 gear
How do you deconstruct items?
I dont think thats in the game yet
craft a deconstruction kit from Arcane Engineering but i havent actually tried it yet
I didn't either, but the patch notes imply that it is
ty ty
does it preview what youre getting before you click the button? (if youre making one đ )
I'll make one next time in town - assuming i can at novice - and let you know!
the random comments i saw said anything could deconstruct with the same novice kit, and rarity did nothing
Sweet. Might finally have a solution to my storage problems lol
build a deconstruction kit on an Arcane Engineering bench, then right click it. You have to have the profession to craft the item to deconstruct it
ahh ok, that makes sense
the profession bit i think i read somewhere i havent tested
looks like it degrades the stuff you get back, considering its giving me heroic from an epic item, thats not even the average of what i craft it with
hmmmm
Apprentice Scroll of Adventuring...any ideas why the Apprentice vendor doesn't have it? Or where the recipe drops? Scribe is a pretty terrible profession atm...I thought I finally found something to make that would be useful, but nope lol
hmm so deconstruct always down one tier now aside from legendary?
legendary gives back legendary? thats the one and only item ive clicked so far
legendary was giving back heroic as well
at least in the screenshots i saw
nm just checked
well thats even worse unless greens also give heroic đ
lol
confirmed gatherables underwater in the turquoise sea
I am totally going to have a Scuba Shop on the coast.
Bring a tidesnapper đ¤ż
I was able to jump on a boat when a guild was testing it out, was pretty cool, this will be fun
steven did say we might get scuba attatchments on the boats đ
huh so is deconstruction capped at heroic? that kinda sucks if so
dunno if anyone else has tested, but i havnt even clicked the button only looked at the preview output
True, but rn it seems like a good way to farm heroic molds without needing the heroic fat
If it really is working that way anyway
Does the waterbreathing actually work?
Otter doesnât have water breathing? đ
yeah I was hoping to farm epic molds and skins đ
with mixed rarity processing soon epic molds and skins at least should be a little bit more achievable
Yea but journeyman weaponsmith just came up on Vyra so the molds are pretty useful now
Is there a problem with the Tin Defenders' Blades? I cant seem to make them
Think its a bugged rec. Missing the mold from what I saw earlier
Was curious if it could be made
Is this possibly due to the quality of the deconstruction kit used? Admittedly I havenât tried it yet - just havenât had a chance to create the kit. Are there different quality levels?
You can make different quality levels like everything in game but I havenât tried that either
@abstract whale more quility kit more posibilitys to geth more Mats
not higher quality though? just more?
Need to test that lather
Anyone who crafted a legendary woodcutting axe, did you need a legendary weapon mold? All of my other mats are legendary, but finding legendary animal fat for the mold sounds very rare to come by, lol.
use a calculator https://www.ashesforge.com/crafting-simulator
I did not even know this was a thing, thanks for the link.
I donât believe you can make a legendary gathering tool without full legendary mats as I donât believe there is any kind of quality rating around that helps with gathering tool crafting. I could be mistaken and it uses carpentry quality or something like that, idk.
Epic is very rare to come by - havent gotten any in over two weeks -- Legendary is impossible imo !!
Ffffffffff. I figured as much. Lol.
Hey all! I've finally decided to try the Alpha, and have to say... I'm pleasantly surprised with the combat and the gathering system.
I don't know how many of you are familiar with Albion online. I wish Ashes would have something similar to AO where rare nodes were random with better chance to spawn in high level zones, but also "giant" nodes that appear in the map as an event for everyone to see, to entice PvP. Also the Black Market system from AO which I think is genius, where crafters sell their gear to the black market, and it gets distributed in the loot tables across the game, making every single piece of gear in the game player made. Sorry about the essay. đ
the gatherables spawning system is changing sometime this month, have a read of this for more info đ
https://ashesofcreation.com/news/the-gatherable-spawning-system-is-evolving
Many of you have shared thoughts on gatherables with fixed locations and predictable timers, and we recognize the desire to enhance Artisanship in a more dynamic and rewarding way. Instead of quick fixes, we have decided to accelerate the development of some of our outstanding key Surveying and Gatherable Spawning System features that not only i...
has anyone done azmaran to tropics yet and knows the payout?
Finding legendary animal fat is the hardest gatherable in Ashes by a mileâŚI am not even sure I have seen it yet. Seen some epic but never legendary. I would try to get a heroic mold which are doable and just make the epic axe
The rarity rating is what will matter soon anyways and you get more rarity the higher the epic scale. My guess is you only lose like 5-10points with a heroic mold
EDIT: heroic mold loses 12 rarity points which is inconsequential
or just wait a few weeks and use mixed rarity to craft a better mold anyways
Yeh, epic/legendary animal fat is incredibly rare, so I think im gonna stick to a heroic version possibly. Sucks that every other thing I have is legendary, but thats okay, the points for using the items still count for what they're worth individually.
YepâŚafter the processing updates that allow rarity mismatch, you can get to Lego then
Do we know when the processing update is going to be pushed? I assume all current crafted gear will not be converted to match the rarity mismatch system after it's implemented tho.
Many of you have shared thoughts on gatherables with fixed locations and predictable timers, and we recognize the desire to enhance Artisanship in a more dynamic and rewarding way. Instead of quick fixes, we have decided to accelerate the development of some of our outstanding key Surveying and Gatherable Spawning System features that not only i...
Starts in April
kk ty
NP
If schedule holds, first of 3 updates comes after our next downtime since testing is extended all week
yep we just dunno which parts are in which update, hopefully surveying/random spawns are in the one of the 2 before phase 3
when they plan to add talents to profs?
P3
did they mention that they are moving it from p2 to p3?
In terms of moving product through the markets quickly, which craft types do you guys find to be the most reliable to sell?
I imagine consumables is the way to go. I've been building up alchemy and scribe on a new bard, but also looking at cooking. Don't want to be bothered with posting sales to global, just want to craft stuff and collect some coin - even if it's not the greatest margin.
Anything in specific that always seems to be in demand beyond just the raw resources themselves?
I have personally never bought anything from the market that is sold by tradeds
So food, buff scrolls, enchant scrolls all get bought from vendors
Not even higher quality items? I figured common food/scrolls/etc would be losing proposition since you can sell the mats to vendors for more than they charge for the finished good, but was thinking uncommon/rare consumables might be an option.
This is currently an issue that they need to adress. Either remove consumables from vendors or make them more expensive so people have to make them
The same goes for all common items for all professions
Best things to sell are things people need but donât want to do themselves. Either due to rarity, difficulty, or complexity. It also has to be something people will buy. Nobody is buying accuracy food for example.
So like raw power food, bolts, tanned hide, bis gear, caravan parts, or even just a ton log logs / basalt that people can convert into tickets. Items for people who are leveling are also good, lvl 10 weapons and xp scrolls, etc.
Sell what they wana buy
Id be good with them being removed all together. I'm all for a player based econ with limited to no vender items
Selling is a pita though with only 3 day listings. With the market cut, and limited slots you are best off vendoring most items
Bulk isnât a good option. And high priced items you pay multiple gold just for a 3 day listings
xp scrolls is exactly what I was thinking. You can make heroics with epic rubies and common thread/powder. 3 hours of +3% xp. Can usually find epic rubies for around 10 silver if you look hard enough. They're easy enough to gather as well
Not sure if that's the best use for rubies though, besides just selling them outright
I still donât know what is going on with the listings. When they changed it months ago we were told it would be 7 days.
3% is kinda useless since the vendor apprentice one is 3%
The market place is only useful for those rare items everyone wants. We will get spam galore in chat. Even when I wish to buy something spending hours going from place to place on the off chance I can find an item takes too many hours to do. Hopefully a larger player driven economy will change it? On a side note: Please tax the freeholds, $ going to the city, and foreclose and sell it at auction to the highest bidder if they don't pay after a period of time so farms will be active when players quit or don't monetize them or are no longer play. Everyone who actively wants a farm should have a chance to get one.
In future there wonât be a global chat, so people canât scream across the entire map about how they are LFG in one specific poi
I think you mean people cant use global as their party chat đ
Question. I finally hit Apprentice hunting, got my bow crafted and went and snagged 4 daystriders. Get back to husbandry station and they aren't even on the list to turn BoB or mount. Do i also need Apprentice Husbandry to try for the mount or BoB?
there's "daystrider carcass" for tanning/cooking and then there is "daystrider" for animal husbandry. so it sounds like you got the carcass
Yes. I ditched the carcasses. Brought 4 that i could try and mount. But daystrider isn't showing up in the husbandry list
Wasn't sure what I'm doing wrong. I'm still only Novice Husbandry, was wondering if I had to be Apprentice also in my Husbandry?
you need you have apprentice animal husbandry and be at the bench in new aela (apprentice) or aithinar (journeyman)
So I also have to have Apprentice lvl Husbandy?
correct
My understanding was that was just for breeding and stats on animal. Guess not. Thx for info
husbandry isn't full implemented in terms of breeding (breeding isn't in game yet)
Ok. I'm not looking forward to getting this husbandry to Apprentic lvl. 50+ silver a pop every 30 minutes is brutal! Thx for info
Dw apprentice shit is more expensive
Anyone can tell me where to find wyrmlings?
Curious if there will be a Artisan clothing preset option in character screen that will allow one to change from one type of Artisan clothing to another quickly? Similar to bag selection, allowing a quicker way to switch to different Artisan gear each time you want to gather, process or craft something - maybe its been discussed - Thanks
Found this on my birthday today, thanks Intrepid!
I need your exact location
Squall's End
WHY!?!?!?!?! do you have to get rid of the ability for people to get their journeyman pickaxe and lumber axe?
you want us to test the server and are getting ready to make some changes to the way gathering is done. Yet we can't get JM tools.
I understand for nodes to progress only certain things can be upgraded. However this is really frustrating to me and i'm sure many of the others who played around making multiple toons just enjoying exploring. and didn't focus on gathering/crafting at first while they found the toon they want to play more.
Yeah, people need their min max gear mmkay. Itâs your fault for late mmkay.
Itâs a playerâs market out there
shouldnât happen when more nodes exist
more nodes later at some un determined time after they test the new gathering system in april
Ppl bitch about no one building JM buildings. Ppl bitch about mayors sucking cause bad/no planning. Ppl bitch about wasting slots on gathering tools that have been up for months.
Lose lose scenario
If devs wanted us to be able to reliably test all the content at 25 theyâd have given us more nodes to actually test the JM level of stuff 
Not as much as my real artisans 
THIS!!!!
my complaint is not at the mayors it is purely at the lack of nodes or fact that being it's an alpha at the very least they could include some merchant to get the item from.
We had exactly the same argument on EU a month ago haha (this channel is all servers cough).
Only to find you cant demolish buildings anyways lol, did they fix it?
I think I've read that they fixed it but maybe a mayor can say more about that
it was fixed, JM mining and lumberjacking are down now
so now people cannot farm t3 mats unless they already had them. and yes i know we had warning and even had them up longer than expected but some of us have limited time. or stupidly devoted it to doing other things.
on EU? I admit i havnt checked it today..
Stupid idea maybe, make all tools craftable in a node building thatâs always available, that can be upgraded to unlock all tools of the next tier
Go +8!
Dude that was me too.
200g deep into a never ending chain of +4 back to +3.
What are high rarity otter carcs going for these days......getting down on my luck and thinking about selling myself

Common sells for about 69 silver.
Right but what about heroic-epic
well you ruined the HQ with yourself
Ya I should have left that part out and just went with the truth......
I'm just curious and in the market

Not sure what all you get out of Otter never processed one myself. But its a good question what is epic otter worth (that is not Phoenix)
I mean at this point people don't really need otter hide and suxh right? Just the fat.
Justification for high tier otter bone though...versus say high tier gryphon.
full legendary everything on that bow...
So what's epic fat worth then is the proper question
Oh honestly I would have thought more so that's not so bad
Glad the mixed rarity change for processing will change.
i have over 25 stacks of gryphs, 2 stacks are uncommon, 4 units are rare, 1 unit epic.
I have 28 hunting and I've pet 1 thing that went heroic and 0 higher
Mixed rarity and gear changes maybe I can see geared crafters using more common mats
I have had 3 heroic wolfs nothing else higher then rare
Finding value on hunting is complicated compared to a lot of other gathering professions.
Not even selling processed carcass into npc you get paid 1/10th of time invested.
Mine was a runic steed but at least it went Bob 
Very undervalued profession.
atleast it wasnt a Deer 
100%....it is the most profitable profession in the game.....people are paying 100g for carcasses of gryphons and otters
seen it sell for 300g multiple times now
That's like people selling the jackal recipe for 500g.
I personally couldn't justify 300g for a mold which very seldom affects the craft outcome
Lyneth has many gold capped players...got burn the money on something lol
Curious what enchant scrolls cost on Lyneth ha
20g
K were roughly the same. Were at 25 rn.
they were at 12g or so for a while but with everyone leveling rogues, all the people grinding tickets for scrolls died off a bit
We don't have JM scribe though.
You guys at least have the ability to make them even though it's a crazy craft
we don't
Oh thought you did
can only buy them through node tickets
we had JM scribe but not JM alchemy so we couldn't make the ink
Oh lmao. We have alchemy but no scribe.
so we destroyed the scribe in favor of AE
We afaik also can't destroy buildings
we were not for a while due to bugs they fixed
Nope we still can't haha.
i do wish they would give us 2/3 more proper nodes, even set to level 3, so we can try out the rest of the professions
at JM
Thatd be nice for sure.
That's the only reason I'm in favor of no wipe. To test all the JM systems and gathers
i know timers messed with things on the econ, but watching econ evolve as buildings/metas/items dropped has been really interesting to watch
if the randomness we have now was there at the start of P2....i don't think a wipe would be needed
It's very standard supply and demand. It functions, but will be better to watch when static nodes change.
We will see a lot more market control when nodes are randomized more.
it is, this is just the first mmo i have participated in on the econ very much and it has been a blast
agree
And i know lots of people love marketing and merchanting
I dont think hunting is the most profitable
just based on the amount of time spent x reward.
Braidwood ftw.
Because people undervalue a lot.
If you think ex: 1 heroic fat = 15g, how many carcass it takes on average to get an heroic?
how much time?:
I think when more JM stations are available and hunting rarity is more fleshed out hunting will be valued more
Someone mining novice minerals get paid better and quicker.
Currently because it's SO rare, high tier hunting mats are like for the top 1%
Because 300g for epic fat is worth maybe for the extra 2 phys you get for big pvp junkies, but 300g for enchants or new crafts is more worth for someone who isn't in top 1%
Someday.
I'm curious what's going to happen to level 3 and 4 nodes when you can't do M and GM process and crafting. Why stay there. What's going to be the game loops there when majority of the server is 40 to 50
Hows intrepid going to make lower crafts viable enough to keep a lvl 3 and 4 from atrophy
Mayhe because in that region certain gatherables spawn there. /shrug
Gryphon leather is a significant bottleneck for almost all artisan gear at JM. It becomes near impossible to get into legendary rarity without at least heroic some of them. So it isnât valuable for the power it tacks onto builds as much as it allows artisans to boost their QR rating to insanely high levels
The higher the QR, the more money they make and the more power the gear they make has. It interconnects to add significant power to gear
Unfortunate the QR matters very little outside of fairly extreme ends and corner-case minmaxing, all it really does for most people is allows the crafter to make items at a slightly lower cost
Iâd personally prefer to see QR scrapped and replaced by a system that gave the crafter a chance not to consume a material during a craft.
But Iâve gotta imagine they have a lot of crafting iterations to go.
The WoW system pretty much crashed their economy. I don't really want to see that again
Tough to say until we see more from Intrepid.
I believe they still plan to have items actually break from use and require crafters to input components to repair it. A system that allowed the choice for a crafter to invest in âmaterials efficiencyâ might do better in that environment.
Hate arguing hypotheticals though. Will need to see what they cook up. Lots of room for improvement and innovation.
Material efficiency is something else than material refund, though I wouldn't want either in the current eco-system.
I just know from seeing it perform live how much it can break the economy
has anyone tested how much guild exp that one grants?
I believe it was 100 xp from a common. I'm sure someone will correct me though
I see scalp hook under weaponsmith, what recipe is that part of?
100xp common, 200xp uncommon
did not test rare so far
Lol...now my phone shows what you all were talking about and it answered my question
The scalp hook looks more like a grappling hook
are there any plans on rarity affecting mounts? Also, does any1 know if they will fix the issue of timber being stacked only until 20 [doesnt make sense].
Would be nice if your qual rating increased with your experience gained and remained uncapped
Obviously it would need balance but the more time you spend crafting getting better and better at it makes sense imo
I like the idea in general but it would need to cap at some point it can only be so good despite unlimited experience.
or make leveling up crafting professions recipe specific.
Always thought it was dumb to make a million bracers to become an apprentice, journeyman, etc⌠would prefer to see players get better at crafting the things they make along the way.
That seems unnecessarily complicated
Yea I mean just soft cap cap it with exponential diminishing returns but if you leave it uncapped then you basically have a leaderboard where the most experienced at a craft is still a better craftsman than the second most experienced
there is a skill tree coming which I think is basically gonna be this but in a better way
Nice!
So I made an epic deconstruction kit for testing this is the difference:
Seems like no difference and still capped at heroic.
Unless anyone else has any other information saying different.
Did you complete the salvage?
no just preview
I did the same with a legendary
Same results
Rare is 300
Iâd worry people will just macro the cheap/optimal crafts to get the best in that sort of system.
Iâd love to see some interactive component to the actual craft and more combinatorics/experimentation on the recipe construction side of things, but we will see what they cook up. Lots of room for them to improve and improvise.
Well yea I mean thatâs probably going to be the case but if a system like this was implemented, macroing aside, it keeps low tier resources relevant
Not to mention you could have dr on low tier crafts
Like when youâre a gm and youâre crafting level 0 gear you get a tiny fraction of the experience
People would still find a way to break it Iâm sure but it still rewards a crafter for doing more crafts ya know?
I donât disagree with you at all though, it is a pretty glaring flaw with my idea
Iâm wondering if itâs not just the ui thatâs messed up then
DR could work well. 100% XP for current level crafts, 50% for previous level, 25% for previous previous and 0 % thereafter.
I wished ashescodex would show the sub-set of resources for crafts as well.
What do you mean? There is a recipe breakdown tab underneath the recipe page that should show that, unless I misunderstand
It only shows the direct materials needed, not the materials needed for the materials.
Oh, I seem to have missed that button entirely. Thank you!
A tool that makes a big shopping/material list for a load of crafts with certain inputs would be great đ but i know youre very busy @last depot
Speaking of something completely different - I really hope there will be ways to improve your low level mounts to become high level mounts (and increase their speed/health/stuff) for the Animal Husbandry update. I'm in dire need of chonky Pallas Cat going zoomies.
There has to be sink for animal husbandary. Not opossite.
If things stay as planned there is a whole DNA and mixing species system coming. So you may be able to have a palas cat look with midnight mare colors with day strider speed. Who knows if they can deliver that, but keeping fingers crossed
Also wondering how the stable system will work. So many systems that need to come online
anyone know where the herb "fungal anemone" is?
any one have info about where weeping willow spawns been looking fo ages
Basically everywhere. Just walk around the map.
spent 2 hours looking even used the wiki map
Never used wiki, and always can find some. But they are not many like Oak.
When you walk, always turn your Camera aroind and looks for weird leafs.
I would like to give you specific location, but truth is that they are really everywhere in Riverlands
Don't walk on roads, this are usually gone, just enter forest without roads
ill try again tomorow was just at hh looking around the wood/cliff
Trying to do some planning for P3, does anyone happen to have the xp value for crafting a boots craft (any of the base 150xp crafts will be fine) with School and bandits buff as a citizen?
Because for whatever reason its not just 350% of 150xp.
Nowhere on EU has bandits and school so i cant test đŚ
Likely won't matter
Theres meant to be quite a big artisan change sometime either during P3 launch or very soon afterwards
were getting the gathering/refining changes dunno if id really expect much else on P3 launch
Expect anything. They're doing quite a lot of big changes more recently
Like Naval, which we weren't really expecting in any format for a while
Any 900+ Qual Leatherworkers?
Price check for leggo braidwood?
prolly 20-25g in Vyra. Btw, any1 know if there are plants to implement the longer the trees aren't choppped, rarity value increases over time for them.This would be pretty neat as any secluded locations would be a great spot and incentivizes exploring, plus it kindda makes sense too đ
Also, still waiting on rarity affecting mounts, right now its useless.
how to mine coal?
Mine stone(basalt, granite, slate...), you have a small chance to get coal
ok thanks
i got 7 so far with onlly novice mining and jsut rolled into apprentice now
Anybody else find it odd that bolt recipes donât call for thread and a board but a flower and a board?
I would think that processing into thread would be the first step in creating a bolt or cloth
Itâs inconsistent, which is why I reported it.
Linen/cotton bolts are made with thread, while most of the others use raw flowers.
Figure itâs pretty low on their list to fix, especially if they overhaul crafting at some point.
Are acacia and dragon tree recepies in the game atm?
It also odd that you get 1 wood chip from a log
ThisâŚ.should be at least 5
From a realism perspective potentially, from an economy perspective itâs about right.
So all that would change is you get more chips from a log but need 5 chips per hide to tan or whatever
You get 5 skins from a carcass
Yes, but not many
made that mistake before. now I have a bunch of epic spindlevine thread sitting in my inventory unused đ
is there a reason why dragon tree is a t2 but the caravan chassis has half the width of a willow chassis
Yea same âŚ
Doesnât make sense at all and really limits our ability to get more processing procs
Deconstructing for science
really wanted that leather
but it seems to be working correctly now
Is it intentional that you can only deconstruct things that you have professions for?
don't know, but it kinda makes sense
if that's the case your qual rating should affect the deconstruction
Deconstructing an epic giving heroic materials? Thatâs surely still not working correctly..
In future they need to add a crafting proc which when lucky has a change to only use half of the material or even noneđ
/bug it and move on. This is an Alpha test remember, not a finished and polished game. This type thing will continue to happen for the next year+
Itâs giving a level below what the item is
The heroic chest was showing rare
itâs consistent across items, it gives one tier lower
thereâs still at least one problem with deconstruction tho
which is that it has made common tanned hides/leather and common armor molds completely worthless as opposed to being something youâd buy for 50s-1g ea on the market to do your crafting with
since you can just buy and deconstruct common items from the vendor
question anyone find that elixirs are no longer working?
just another reason for my opinion that they should just remove pretty much everything off the vendors that is player crafted đ
100%
Iâm fucking speechless
I was rushing to get my journeyman armorsmithing over the weekend so I could print heroic hides and molds
Literally never thought about just doing all the common stuff
Iâve saved tin and slate for weeks, made molds every chance I got.
I made at least 200 common/uncommon legs already knowing about the deconstruction. And I never thought to deconstruct them >.<
Sold em straight to vendor
So on top of there being an easier method of obtaining them in the first place I also wasted the ones I slaved over đ
One of the reasons I was surprised we haven't seen more resets. It really would be nice to know how levelling goes when we get closer to a release version. I would hate to see multiple resets once we are into phase3.
Yeah. I expect everything can change till we see Beta launch. Beta is when you're feature complete and how you want things so typically balance, polish etc is what you're working on.
Interesting design.
What are the stats on it?
They arent
They were obtainable in p1 because fishing was bugged
Same shape as other fish
if that screenshot is from Codex, looks like I'll need to fix the missing gaps between rows ;p
ah so they are all 2x1's
Where do you get Forsaken blade Fragments from?
oh how I wish there could be a queue for processing. putting up making a stack of common ruby dust and then a stack of uncommon ruby dust (or any other combination, for example) would be so very, very nice
if you use an apprentice station there are two slots, journeyman itâs three
oh! I see I'm just having scrub issues then đ
What server are you on?
Re: gathering changes timetable changing⌠if surveying/gathering spawn clustering isnât in by the start of p3 thereâs no point wiping/fresh start until we got those changes
So unless itâs in that april 24th update..
^ yeah , also they need to remove all the stat food/elixir/scrolls from vendors and have the actual profession make them.
specially novice/apprentice/jm~ ENCHANTING SCROLL, sure ppl still going to be able to go crazy on enchanting even if people have to craft them with their artisan but having them on vendor for a couple silver each is so bad. even the JM scrolls for tickets should be removed even tho you actually have to put in work to obtain those vs the lower level enchanting scrolls.
Aside from people paying to get in at p3 Iâd delay p3 until everything needed for a wipe is actually ready
Was just talking to my guild about the same thing
There is no point without TTK and gathering changes
anyone know a high qual leatherworker that's on tonight on vyra? I need my armorsmith pants made
are you getting apprentice ones made?
No I now realize we don't have jm leatheworking
Which JM Herbalism Sickle should I craft? Oak or willow one?
Whichever one gives you more rarity
Well both didnât give rarity and I think they are the only available option. Just want to know what the meta on this is. Hence the question.
I'd say there is no clear meta. If you had the mats to make an epic or lego version of either one, the willow one would give a bit more of an boost for quantity, and the oak one would give a much bigger boost for speed, it would be a matter of preference. Given that you're likely to have an easier time getting quality for the oak one, I'd recommend that.
make the cheapest common one you can, they barely matter and itâs not worth spending money on it
qty rating matters a decent bit, and speed makes a good difference as well
Ehhhhhhhhhhh maybe if you want a lot of common mats for some reason quantity is helpful. But because of how it scales negatively with rarity itâs basically pointless with epic/legendaries.
Not sure what "scales negatively" is meant to say, but yes there are "diminishing returns" as the spawns rarity of the herb increases, however its not impossible to get 4-5 epic or legendary, just less likely. Especially if you have not qty rating, which would argue that its even more important to get as much of that rating as possible.
I've spent the entirety of phase 2 testing artisanship and gathering, and apart from a few cases like mining qty rating which I have never, ever seen proc, every single point for rarity/qty rating is useful (albeit ever so slight increase in chances).
This is just my personal opinion, of course.
For the alpha, it would have been really cool if they put an audible or visible indication that rarity rating had caused an upscale
Otherwise, the only way you ever know is hitting the same exact node twice, and obtaining two different results
As it stands, with zero rarity rating, you have a 1 in 10 chance to see an upgrade (from common to at least green which is most often the case). This is what led me early on to believe that I would eventually get high rarity larch in the forest west of New Aela. It wasn't until I learned much more about the current system that I realized the only reason I was seeing green and the occasional blue was because I was getting lucky rolls on common spawns. Then, I learned about the loner trees haha. Sooo many hours wasted in that forest.
I mean they went static spawns now you want them to code DING in rarity up..... Servers gonna burn
Rarity is always going to be better than speed. The time taken to mine a node is a very small percentage against running from node to node, in other words mining overall.
This is because the system is bad atm. Rarity at spawn should happen randomly anywhere in the world, not at the same few places that keep rotating. If they want to make it good, you should be able to get legendary in that forest as well. But, I think they will keep their static spawn rarities, maybe add some new places into rotation which people will learn very soon. They don't want gatherers to get legendaries, they want pvpers to gatekeep such resources
Once they fix that cc will not work on non-combatants, speed will matter more if you want to race for the node, unless the rival wants to go red
It's definitely far more than a few places that rotate. Static rarity spawns can occupy one of hundreds of locations, and the static rarity ranges from common to legendary. Once it chooses a spawn location lets say for a legendary braidwood, it will only remain there for 20-24 hours before something else replaces it. Then the next spawn of that legendary, if there is space, will occur elsewhere.
In my experience, once I found a few spots that had epic/legendary resources, it will rotate between the same spots over and over. Yes, sometimes it's common, but in many cases I would get high rarity at the same spots, not just under the 24 hours, but over the weeks. Players already learned the spots where there is higher chances for high rarity spawns. I'm not sure if there are hundreds or not, but once you know even 10, it's enough, as long as you get them before others that know the spot.
They will keep the same system, just add more resources into clusters, because they want conflict over them
I have reviewed files and I promise that while things may "seem" some way in game, they are not. Anywhere that you find a green or better oak, ash, larch or hemlock, can also spawn willow and braidwood between common and legendary. The only thing determining the pool of spawn locations is a tag, and that tag is very generic, marking an artisanship lumberjacking spawn point.
There are specific forests of larch/hemlock and oak/ash, but the T2 and T3 trees can take any t1 tree spawnpoint on the map. That is set to change in the upcoming patches, where they intend to make things spawn more "sensibly", like willows near water, etc. In my opinion, this will make locating spawns easier over time, but will also mean more contention for those places so it's a tradeoff.
is someone guys post a feedback about processing: to set up some window which tells you what mats are you processing?
cuz i can put 100 logs 100 ores 100 stones and back online after 1-2 days and forgot about some of them
When it comes to processing, it would be AMAZING to have the abilty to pause/resume or reorder jobs. Also, I do not see the point of losing all materials upon canceling. Sometimes, you forget to put on your clothes, or buffs, or something. Should not lose everything to cancel immediately.
actually I forgot about stones when i was afk for 50 minutes ..
and take only the wood đ
If I have 2 job s of 250 (4 hours+ per job), and have one open slot on the queue, I should be able to process another 10 min job for someone, moving it ahead of my 2x 4 hour jobs.
so we need a some small reminder that we have something somewhere and which can be expanded to window (atleast my opinion)..
Yep, I just found 100x zinc fragments that have been on the novice smelter in mira for nearly 2 months haha
soo lets add that suggestion somewhere đ
So I noticed only yesterday, that when you roll on something, if someone in your party has not yet rolled, or closed the roll window without rolling, there is something in the bottom right that has unresolved loot, which you can use to bring the rolls back up.
Something similar for processing would be great, where you can (if not view the progress of jobs) at least see that you have uncollected resources on the bench
Or in your "P" window, a "Processing" that shows nodes and any jobs you have going. That would be amazing. No small implementation for a level-of-effort standpoint, so I don't expect anything like that soon, but fingers crossed it becomes something for the finished product đ
very good suggestion
you know how long it will take when you begin the processing, so it does not add any unknowing information. Just a bit of convenience to keep you from needing a spreadsheet for lots of processing
for sure haha. Im a spreadsheet guy too, but it's not difficult to be using the JM and novice bench at the same time, and forget about one haha.
Pushing back the node/gatherables update... booo. Was looking forward to seeing the 1st pass of those.
The thing i want most for the gatherables besides what was already mentioned... a bigger amount number. It is so hard to read those tiny numbers!
I have this same problem. I can read everything else, but I have to get real close to the screen to read those numbers.
I've hit bonus mining mats frequently. It definitely works. It's most noticeable with the Node buff which adds a ton of quantity rating. Frequently hit 6 and sometimes 7 off a large.
I dont think I have every seen a qty rating node buff up on Vyra. You on one of the other servers?
Was up in Miraleth on Vyra for quite awhile before servers down.
It's been up a handful of times. This last time was the first time i've hit 7 procs, as my personal quantity rating is higher now.
I have over 1000 quantity rating buffed and haven't proc'd a single quantity increase in over 4k rocks since getting that rating
Without the node buff.
It is pretty infrequent without the node buff
It would seem that the clothing quantity rating isn't worth it or actually quite a low proc chance in comparison to the actual node buff. Perhaps the node buff is a flat chance and gear is a percent chance?
It's all rating based. The node buff simply adds to your stat sheet "Gathering Quantity Rating" serparate from "Mining Quantity Rating" (Press H, Go to artisan tab, expland gathering)
The sum of your gathering qty rating, specific job qty rating (mining qty rating in this case) are passed to the curve to determine result
That makes sense as to why i havent seen a proc with clothes and food/potion buff. Guess I'll have to wait to see what the gathering changre brings in terms of quantity procs with gear.
also, the higher the rarity, the lower the chance of extra qty
Hopefully that one stays that way. So the market doesn't get over inflated with materials like it has been
As far as I am aware, they have not shared any plans on changing the way ratings work or chances etc. Only the spawning system, and how the rarity of materials affect crafted item stats.
I have had some folks INSIST that the statement "We are also refining how gatherable rarity impacts crafted item stats, ensuring gatherable rarity feels more meaningful" means the tools will make more of a difference, but that is not at all how that statement reads to me. Pretty clear that this statement means a legendary piece of willow used in a recipe will have more impact than it did before.
I've heard that exact same statement many of times. Taking it with a grain of salt and waiting to see if anything does eventuate.
I do not think the ratings/chances systems need buffed. I think everything needs to be like hunting. You want legendary materials, good luck and hard grind should be required!
When I first seen the Jm stations and seen I could proceess 3 jobs. I was extremely confused on why they did not act independent from each other. It should not be a que of jobs but 3 separate job slots
Intrepid doesn't want to force people into races so there won't be any special stats on those, please stop forcing people into specific artisan for the artisan clothing stats. It's just equally as bad 
Didnt they say that each race will have unique bonuses, did that change?
tbh they could just give them +5 in a gathering/processing/crafting stat each and it wouldnt realy do jack since it negligable đ
currently my metalworking shirt gives 40 power, which feels very off to me. simply dont understand why artisan gear gives battle stats in the first place
For balance likely.
Otherwise it might not drive enough people to do artisan skills.
There will always be people that enjoy crafting, this just forces all endgame magic power people into artisan X and all phys people into artisan Y
Yeah it needs to change somehow to be more homogenized
Right now if you want to optimize every character needs to spend one profession on something that gives good stats for battle reasons
I'm using a mining shirt on my tank because health, so yeah
I also mine a lot so it made sense
Well there are different ones no?
Lumberjacking shirt gives power for example
i dropped mining for metalworking for the power increase, even though i enjoyed mining
there will always be ones that are just more useful, especially when you min max
which i expect to happen in a game like this
with a stat re-work in the works we might see some more variety as well
I personally am going to look into lifesteal and see if it feels any better
Depending on your class lifesteal has felt pretty good for soloing already, it was just hard to get much of it
I'm hoping that we will see a shift in builds.
With more balance and longer ttk lots can change.
No. They have specifically said any racial abilities would be cosmetic or non-gameplay affecting.
Then they changed it, previously they said differently. Wiki still states races will argument skills in many ways
I think augment in that phrasing likely meant more like different ways they do the same thing. Like augmenting armor of having the same armor appear differently on different races while still applying the same material bonuses. It'll probably be more cosmetic from how it sounds, as they do explicitly state in the wiki as well that races will not have specific advantages in that kind of way (rather they tossed around the idea of picking a background that would lend advantages)
I interpreted those things to mean more having a certain kind of flare or style to abilities related to race rather than unique bonuses
so races can feel unique in a cultural sense but still be viable for any class
They do state damage, mana cost and coolodown for augment. But that is old data
I remember them taking about âbackgroundsâ that could be taken that could impact your character. But that was different from race. I pictured a human that had taken the âraised by dwarvesâ background to gain some proficiency. They havenât talked about backgrounds recently.
More info here https://ashesofcreation.wiki/Backgrounds
To save you the click: âBackgrounds are similar to "racials" in other games. Instead of the race you choose giving certain benefits, players will select a "background." We want players to have the freedom to choose the race they want to play because they're excited about it, and avoid situations where players feel forced to play a specific race because of gameplay benefits.â
What node buff?
Is a quantity node buff needed to proc a quantity increase?
i get wood procs all the time logging gotten 8 wood from a single adult tree for example
Yep, I've had lumberjacking procs a lot and I have less quantity rating by far compared to mining.
Mining quantity seems bugged i donât think Iâve ever seen a proc. Herbing and lumberjacking seems to work pretty good, Iâve had procs on legendary trees and herbs.
As a 50 metalworker, I get a quantity or quality increase almost every time I craft /shrug ...I don't know what is wrong with you all.
Fine, process ...I use a metalworking shirt that is a drop ( green), I forget the name and then regular JM pants/belt at +6. If I am doing something expensive like hq bronze or steel, I use the food and drink.
def works
I was more talking about mining quantity specifically but apparently it does work, just nowhere near the same amount of rating for a proc as the others I guess..
hi
I don't know if anyone's spoken about this yet; but with the Gathering Changes updates being pushed back, one being the end of April and the other two being in May, are we going to start Phase 3 with this same system of respawning legendary nodes? Because if so, it's going to immediately ruin Phase 3 economy, the same way that Phase 2 economy is ruined. People with time to camp the same node every 2-4 hours will be rich, and no one else will be able to find legendaries because they are all camped. I really don't want to start Phase 3 with the same broken system in place.
Ttk and gathering changes are required imo for a wipe, how that looks in terms of phase 3 starting I donât really mind. If they want to let people in for a bit and then wipe or delay p3 for a bit.
Either way the next wipe/fresh start needs all of that in
I really hope that either the first gathering change patch in April randomizes the spawns, or yes I would honestly just delay phase 3 until it's implemented.
I probs would delay too I just dunno about the optics of not letting people in that paid to get in then
I don't think it would be an immediate economic ruin.
It'll still take time for the "important" JM materials to even be gathered.
@sullen dock i think if you spent all week gathering, you'd probably be JM at least by the end of the week if not much sooner. We're talking some people play for 12 hours a day; these players already have a natural advantage, and they move quickly. Most casual players would not even be able to touch a willow before they are getting steadily farmed.
Still need the bench...
and they'd be at level 10 with legendary mats for their harvester weapon
What I'm getting at is the materials that made the market so tough cause they were camped were JM materials.
We likely wouldn't have the capabilities to farm those materials for at least a month?
Have to get node level 3 (without GM help) then get materials for all buildings
camping copper, ruby, basalt, hemlock, etc until then would already set them ahead of others by hundreds of gold
I'm just saying. There are levels to it. Sure, if they fix it before T2 materials, that's great. but also, it's still not good, they would have a gold advantage where they already had an advantage due to having additional time to play.
We donât have much info about the P3 launch yet. We may not get more info until the end of April.
Iâd speculate that they wonât launch the fresh start server(s) until they hit certain developmental targets.
Iâd also speculate that theyâll give P3 people access to the existing servers on May 1st instead of pushing back their access to coincide with fresh start stuff. đ¤ˇđťââď¸
(Iâd also speculate they do server-end events with PTR fast levels and gear for players to experiment on before wiping. But no wipe has been announced yet.)
Hopefully we can get additional information. As I said previously, if they simply randomize the spawns in that first gathering update, the problem is solved. The additional updates could be for surveying.
Why wouldnt Intrepid start P3 as planned on May 1st then wipe at a later time once rarity spawns, etc are sorted? In that case, a new set of internal data will be generated with all the changes inherent.
IF you wipe a week or two after letting all the new users in would be way worse then just to wipe at the start
Yeah i really hope they dont release the next phase and let a bunch of new players in, then wipe it immediately after lol. they would just quit
Wow, 3 quant boosts in a row?! Can I ask what your mining gear is like, and if that was with a pylon?
Would have to recheck numbers once servers up. But epic mining shirt and epic pick (all leg, heroic mold) and blue dunzen pants. Wanna say just shy of 1200 quantity with consumables.
No pylon , not 100% sure pylons do anything
someone may have already replied to that & I just didn't see it, but to be sure -- the warning message is poorly worded, what I lose when I cancel is the crafting cost and the fuel, but I get the main materials back. I first tested with just low quality mats but now I'm confident enough of it that I'll even do it with higher quality stuff if I realize I forgot to put on the right artisan gear.
Whenever you spawn camp a node. Try placing down a Journeyman pylon.
SOMETIMES it will proc 1 extra quantity. And that's about as most useful as they are currently.
Seems like pylons getting big change in the artisan changes im assuming 24th since gathering will prob get changes first in the 3 patches
Good to know. Thanks
Pylons provide a buff when you interact with them. That buff is meant to increase your gathering stats but they do not (at least not the ones Iâve tried)
They do not change anything about the spawned node itself. Nothing in the game affects the nodes spawning.
I use JM pylons on epic and legendary willow/braidwood
I usually get the extra +1
I think it is connected to the server's info about the node spawn map under the terrain mesh
I promise you, thatâs strictly rng luck with your qty rating brother. Iâve done extensive research on the gathering files. Just ask your guildie Aofri how Iâm so confident about this lol. Iâve helped him prove/disprove some othersâ theories about gathering
Same!
That's why I use pylons on Epic and Legendary Willow and Braidwood. Because I tested it on both trees. It procs when I use the pylon, but if I don't use the pylon it drops back down to 5 or 2
I couldn't test it on braidwood for the longest time because I couldn't ever fine one bright in the morning. Then they started randomizing the spawns after reset
just run around with 1k quantity and rarity rating without pylon instead? ur tool/cloth will do more than some shitty pylon does if u craft them as high as possible
But last week I was able to test it
They also do not change spawns on reset. Unless we are locked out of the server for some time and they run the servers during downtime which does happen, the spawns are the same when the servers come back up. Only after 20-24 hours in one location does a tree stop spawning there.
The only thing they have randomized is the respawn time which now instead of 4 hours on the dot seems between 3 and 5 hours to make it difficult to just log in and grab it, thank god.
Again, Iâm not speaking from perceived experience in game. Iâm sharing with you what the game is programmed to do. Itâs not a guess.
When you hit a tree (or any gatherable object ) it goes to a reward table. That table has a guid of possible rewards and a formula for quantity which takes in your total qty rating. Also a formula for rarity which takes in your rarity rating.
Apart from this, absolutely nothing decides what qty or rarity you get back from gathering
I know this already
Literally not telling me anything new
low key with the static nodes for trees/herbs/mining u wont geta rarity proc.
quantity i see often with lumberjacking since i have good stats but i never seen it proc higher rarity once.. keep in mind if its not already epic or lego i probably wont hit it several times tho so maybe it can proc up in rarity but myself ive never seen it.
also when it comes to mining quantity didnt even work at all but now maybe it does? cuz i saw someone post they procd granite x6 several in a row, ii dont really mine anymore so maybe its changed and working but it hasnt been working for the whole alpha2 for me at least (i didnt have good stat from cloths and stuff other than the actual tool which isnt very much stat gain tbh)
the day someone keeps picking the same thing and get it to proc up higher in rarity it will be a good day for many lol.
quantity is very good and should be a goal to get for most profession atm , rarity other then the low chance for coal now there is no use
Not trying to âtell you anything newâ man. Just trying to explain that the pylons are not affecting the qty, unless the lumberjacking pylons are are actually working now, which you can check by opening your gathering stats and watching as you interact with the pylons. My statement was that they do not affect the spawn of the node at all. Qty procs and rarity procs are 100% based on the characters gathering stats.
All I was saying
The day it procs up in rarity
Cheers to that mate đť
yeah lol, quantity still very good , i dont even use food and elixir anymore and i still see +1 +2 logs chopping trees at my 900 and 1000 something quantity/rarity rating. ive got so many extra lego braidwood paying for my cloths itself by now
Rarity rating determines only if you get an upgrade, but the chance per legendary, epic, heroic etc as that rewarded upscale is static numbers. Same as hunting. I have gotten different rarity from the same mining node, but white -> green, because the odds arenât as bad for that.
I doubt anyone will ever even know if they get lucky enough for an upscale to epic or leg because they wonât often hit the same node twice. Itâs gonna be about as frequent as hunters get a legendary carcass.
i spend alot of time gathering each day , but its also hard to tell if u proc rarity one something cuz if i know one thing has low rarity cuz i picked it once already im not even bothering picking it anymore. other than if i do city ticket turn ins for JM scrolls i guess. i feel if i see +proc on quantity chopping stuf i should have noticed a rarity proc if i ever got one.
but yeah rarity proc is probably lower% depending on how high rarity something already is, but i never noticed any rarity proc chopping the same braidwood/willow that i know is rare/heroic/epic
Would be cool if there was a visual indicator to when you actually get a quantity/rarity proc
Your odds of rarity proc on for example at white node at 700 rating, doesnât matter which profession they use the same curves.
Youâd have a 20% thanks to the 700 rarity rating, chance to get an upgrade. Itâs a yes or no roll. If yes, you have a set chance to go uncommon, rare, heroic, epic, legendary. Obviously, if itâs already static spawned as epic, you will not see an upscale unless you roll legendary on the second roll, it the odds are no different to get legendary, be it common or epic spawned.
u know everything is already set now what rarity it has lol , only thing its working as intended (or even worse) is hunting
everything is already pre calculated with these static nodes
No. There are a set number of each rarity that spawn for trees, mining and herb. 80-160 common, 40-80 uncommon, 20-40 rare, 10-20 heroic, 5-10 epic and 2-5 legendary (per species)
These can still be upgraded with rarity rating itâs just not going to upgrade passed green or blue very often at all
how many hours do u spend gathering? and have been the past 5 months lol , i run around daily for over 12hr ..
clearly u just readin what they said is the INTENDED system, we dont even have that everything is static but hunting
Probably the same but what Iâm telling you is nothing based on what anyone has said. Itâs based literally on the code in the files that determines these things man.
Literally from analysis of the code
But, good talk
play the game instead of readin a code thats not even working lol
insane lmao trying to tell people how the codes are set yet the codes not even working
so ur a data miner , and wanna argue how thing work with actual people who does the ingame mining for months
Itâs working exactly as written, but youâre not understanding it lol⌠code doesnât ânot workâ my dude. Code is literally instructions for computers. But ok. Iâll just say youâre right and move on.
Actually no, Iâm a software engineer who has logged more hours gathering in game than Iâd care to admit. But keep being hostile about things you just donât understand bro. Try to help be informative and just get toxic ass responses lol. Not sure why I expected different.
Any time youâd like to hop on a voice chat and go over some of these things in a civil manner, holler
i understand what the game code is saying and we all heard and read it , it just not working inside the actual game.
no im good i see enough proof from playing the game gathering :p
Ok. Then like I said before, youâre right. đ
Perception is reality after all!
Aww yes, code is infallible and never "bugs" out right.......
Not at all what I said, but youâre not going to get the fight youâre looking for
Think about it for a while or donât. Iâll just say âyouâre right tooâ
Interesting way to say you're wrong, it's okay if you're wrong.
No one will hold it against you.
Thank you so much for being so merciful dude. Just want to be confrontational for the sake of it. I get it.
Maybe you're getting the impression i'm somehow angry at you?
I'm just disagreeing.

May I offer soup?
I also finally took the time and learned about that "artifact" rarity.
Used to reserve 1-per-server items
I like that
Them: "how did you get that huge phantom hammer?"
Me: "17 unrewarded quests that each had 3 sub quests for a story arc"
Does anyone know if the rarity of an enchanting scroll matters in anyway what so ever?
Of course. It makes a shiny border!
But⌠it couldnât be a quest reward if itâs one per server! Unless itâs first person to complete the quest only!!! That would be something
Check the phantom blade quest item out.
The material is a reward for completing a quest. It's not THE. BEST.
But I bet it looks cool as hell
I did a bit of quests early on only to find that I could not finish them for one reason or another, some of which have left my character in a bugged state that I doubt Iâll ever be able to finish them even if they get fixed. Did that reason, Iâve avoided starting new ones. I look forward to it though for sure.
It's not a dropped item, so it must be a recipe I get after also getting the quest reward
I am looking forward to making quest guides and having community tag-alongs if you are ever interested.
I can clear all of the lionhold/samia's hope quests.
A few at Ruins of Sephillion, steelbloom.
And a whole bunch at carphin
One thing Iâm doing tonight after the initial resource rush is the quest for the extra Sanctus bag on all my chars haha
oh, we are getting an extra 4th bag? I missed that completely
So never lol
No. Apparently there is a quest for an extra tradeable Sanctus resource like bag from a quest
there is another bag, it the stockade sack super easy to obtain
there another obtainable one but havant found all the items to check if my hunch is right
Did anyone else see their quality rating on artisan gear change significantly? My total rating dropped 110 from today's patch.
What was ur pre-patch rating?
374 is now 264 (jeweler didn't have a jm station so I never got more than a belt done)
Our tailor went from 754 to 558
Yes
Healing Rating stat is unchanged. even with that stat change's
852 to 583 carpenter
Was the quality rating change intended???? I saw nothing shit out. That blows because Iâve spent soooo much time an energy getting my professions to hahaha
Artisanship was nerfed a lot. Not only quality rating, but the gear we make is worse. Lv 20 blue drops that you you can get in couple of hours is now better than enchsnted lv 10 legendary which takes weeks of playing to make
Crafting 1-19 is Econ only now
GL smiths, see you a month after p3 start
It seems that crafting gear scales with rarity a lot worse than it did before the patch
Perhaps it was just mayors fumbling around at the start of p2, but leveling, artisanship and node progression feels pretty unbalanced right now. Concerned these changes will make artisans worth even less prior to max level, which ultimately negates the value of lower level named mobs and recipes that aren't default before max level and grand master artisan.
I went from 773 down to 531 for armorsmithing đŚ
ya hunters rarirty also edropped by 15% or so
i mean technically it nearly cancelled out, as hunter elixir works and buff rarity too lol
Anyone test higher tier decon kits for better rewards?
would be hard to think that decon would cause the raw materials to go up in quality. the whole premises you are tearing it apart. It makes sense that you get a lv lower in quality
last week before the patch at least, rarity made 0 difference on decon results
I was using epics and Iâm not really noticing a difference now that Iâm using commons
Did anyone else get super hyped about the update to being able to craft from the warehouse?
well, good news, we can't yet/ but atleast we know what we have in storage XD
yah wont let you just yet says you dont have the required items lol
Yeah and be careful with trying. We had someone who had high rarity wood in their bag, clicked the same type but common rarity for fuel from their storage and it used the high rarity in the bag apparently
lego braid makes the best fuel
well i am glad my processign didn tstart when i was testing with lego joshua or lego braid lol in warehouse
so what do you feel is worth it, im looking at raw materials vs processed and theres hardly any vendor price difference? whats best to get some money early?
The simplest one is turning novice lumber into planks or dried planks.
Requires apprentice or JM milling though
ugh lol, well anything that can be done novice? like what is best return for the amount of time given
just vendor all the common and uncommon stuff you get you'll make a decent amount i think best i ever did in a day doing that was like 4-6g or something from 10 hours of gathering
Most everything loses you money after the processing fee factors in unfortunately
yea the tax rate is icky lol and the processing fees too
Yeah but if youâre low level the xp is actually pretty nice! If youâve got the cash to spare processing your novice wood to timber and then saving it until you can hit apprentice Lumbermilling to make it into planks and vendor it is a good plan imo.
thanks man, i will do that đ
Is rarity scaling of crafted gear just worse across the board after the patch?
?
i meant all gear, artisan gear and combat gear but yeah that looks wrong lol
853 to 593 Tailoring
Yeah it has always traded quality for a lot more xp rating
gear inflation hit vendors too lol
anyone able to demote professions? I demote weaving to novice and when i either relog or change server workers it changes back to apprentice
Recent update hammered artisan gear pretty badly. There is no meaningful incremental increases to it with quality anymore after the update.
- Try equipping common Journeymen carpenter's (or weaponsmith, or armorsmith or tailor, or leatherworker) shirt, toolbelt and skivvies
- Consume common elixir and food that are sold for your Profession at vendor
- Try to craft any item at your profession bench. Get the item stats.
- Improve the quality level of all your crafting gear to Rare
- Repeat step 3, crafting the same item with same materials
-> Stats of the item are the same, despite investment in gear - Improve the quality level of all your crafting gear to Heroic
- Repeat step 3, crafting the same item with same materials
-> There might be only a slight increase of the stats of the item, despite heavy investment in gear - Improve the quality of all crafting gear all the way to Legendary
- Repeat step 3, crafting the same item with same materials
-> The item has exactly same stats as in step 7, despite heavy investment in Legendary gear
Now to make the comparison even more jarring to the eye, please remove all of your crafting gear, remove all of your consumable buffs, which I assume was still on since the previous test.
- Become citizen of the Node
- Get a Node crafting buff from the mayoral commission board
- Try crafting the same item with same materials as you did before
-> The item has exactly the same stats as if you were crafting it with all legendary crafting gear and common consumables bought from the vendor, but w/o the Node buff. Except now you are naked. This is bad and makes no sense.
But on the bright side, artisan gathering bags now have more stat ratings! Yay! We got a buff there!
Armorsmithing gear from Befallen forge has different stat priorities and quality rating is not it's prime stat, unlike the way it is with default skivvies.
The update made the difference more jarring between two skivvies as now quality level do not improve stats that much.
Yup, still looks wrong
I'm stuck with one that keeps going back to Apprentice too. Glad to hear I'm not the only one...well...not glad. Sucks for BOTH of us.
Anyone know what mats are needed for JM sickle, not the one made of WW/Tin, the other one
there are lots of questions in the survey about the impact of the patch, but all are about TTK. This patch has much more impact than TTK, big impact on economy and artisanship. The biggest impact for me is that the time spent as an artisan player feels less rewarding, which gives less incentive to play. I look forward to seeing how they fine tune these changes, as well as the upcoming gathering update changes. Hopefully we will get back that rewarding feeling once at the end
One of the issues after artisan changes
Before and after series.
To note, that Dunzen smith skivvies was High roll heroic, nearly epic in quality. They were the best choice and had a requirement of the entire guild raid group farming them day and night. Now basic heroic skivbies came out better
I just noticed that it now takes a Mystic Lense to upgrade a faded treasure map. Anyone have any info on these?
what do u mean upgrade
Supposedly they are crafted from crushed monocle that seems to be a drop. But not sure where it drops or how to get the recipe. Also trying to find out more info.
Was kinda annoyed, because I went to restore a rare faded map and was thwarted by this new material
Check vendor for recipe? Otherwise maybe drops from same mobs maps do...
Question for you artisan folks, how do you feel about limited repairs before an item breaks? My thoughts are that it would make common - rare more useful as people almost never want them right now and from a pvp stand point people would only use their epic - legendary gear when it matters such as sieges and such. I've seen this system in games like mortal online and have really enjoyed it. Crafters are the life blood.
Depends, certain mats would have to become more available or have a wider range of substitutions. Right now most recipes only use the Riverland trees, due to limited desert and tropics recipes availability. During peak server population, willows and Braidwood become scarce. If there were 2-3 other trees that could be used either as a substitute or in their own recipes, that would help spread the load of limited resources to help alleviate the demand that limited repairs would create. Also, I think that in addition to deconstruction kits, different crafts should also be able to craft their specific Repair kits, so if you are in a dungeon you can use a kit instead.
Very good points. I also love the idea of repair kits. That brings another use for the resources
Iâm getting them dropping in highwayman hills so Iâm guessing itâs humanoids same as faded maps
The lenses or monocles?
Monocles which has a craft to lenses I think when I checked codex
Yeah, I just checked the JM arcane engineering vendor and he didn't have any recipes, so it must also be a drop
is the orginal map recipe gone?
A faded map to a usable map
When you go into the scribe station there are some additional sections. The tropics map and apprentice map are separate. But if you try to restore a faded map through the novice selection it now requires a mystic lense. However I can't find anywhere to craft that
So it must be a separate recipe
Thanks!
also means its changed cause there was always 2 recipes in the game for maps, though that sounds like they disabled the easy one
It has changed. I used to make the maps without the Mystic Lens, which is a craftable item
I guess this change to the treasure maps came in with 0.8.0?
It's frustrating, because the price of maps has now shot way up. I was making good money of the mats
I guess they didnât change the loot table
This is what I want in the game. The same applies to mounts. We should have durability for all items and over time they will become useless. Crafters will always have a major role this way and it will make people reserve really good gear for special occasions and will use rare or heroic gear as BiS for most content
Last night someone said they got the recipe in forge
Alright, I will head over to Joeva and see if any kind souls have popped it on the market
Alas, there was no recipe available in joeva.
Someone is selling a rare monocle for 2 g
journeyman Lumberjacking - I am now JM - so where do I get the recipe and can craft the JM ax? Is it at Azmaran ?
depends on your server but if you're Vyra, yes, assuming it hasn't been torn down
Sorry, I am EU Lotharia
yes
I did go to Highwayman Hills and get one Crushed Monacle to drop
Got 2 crushed monocle drops tonight on different toons, both from goblins below level 10.
Any issues getting the recipe for mystic lense?
I went back and got another Crushed Monacle in a short time and tho several other recipes dropped, the Mystic Lens one did not
There seemed to be a lot of people farming in HH, but I don't know if that is normal or not.
Yep, cannot downgrade professions since the patch.
Wonder if thatâs a bug or on purpose đ¤ it does give you one extra JM profession
What's good about the mystic lense?
A mystic lens is now required to craft a usable treasure map from a faded treasure map. Before this last patch, it was not.
Hmm. I don't know that I would run maps with the added step and current drops in the chest. Looking back at the 30 or so Rare maps I've run I think maybe 3 were actually worth my time. I only ran them because they were easy to make.
Yeah, the last epic treasure I opened was definitely not worth the time and mats to get it
is this working for someone?
that recipe looks bugged, it has two more materials that are not linked correctly. /bug it ingame I guess
Just if anyone cares and read this, you guys kill the game with the insane crafting/processing system. Remove the limitation on skills, maybe do small limitations later.
Personally big fan of the processing / crafting part in ashes 
yea its best crafting system i ve seen in mmo
It is definitely getting better, and it will be better with the planned changes.
What is a reasonable price for rare animal fat?
Any one get the mystic lens recipe yet lol been grinding mob thatâs says it drops it in codex all day and nothing
3-4g
If it was dropping, I would think that it would be available on the market in Winstead or Miraleth, but I haven't seen it.
I dropped a mystic lense recipe off of nurse in forge.
That's probably a good one to get it from since her loot table is like 3 items.
I've noticed you post these clips alot in the past day. Make sure to realise this isnt the place for reporting/shaming individuals.
Make sure to use the proper medium to handle those users.
They don't do anything when you submit a ticket tbh
Spam tag Steven is the best method

I've submitted a few support tickets and they usually get back to me within a few hours


Orange7 has a few videos in here with the speed hack. First time I've seen it in a caravan though...
I wish they would get the change in where we can specify how many to process
As much as I want the gathering and process changes in the bigger problem thatâs just happened is the whole artisan system largely became worthless with these changes.
Gear scales terribly with rarity. Legendary 10 gear is often not worth it over 20 blue drops. Enchanting scales terribly so thereâs no point sinking gold into it. With no gold requirements thereâs no caravans.
The whole economy and artisan system weâve all participated in all phase is now worthless. The current game loop is now mostly get to 20, farm some gear and youâre done.
TTK was definitely a problem and has improved with these changes, but the cost to one of the main pillars of the game is great as they are now.
question- are we only allowed 4 artisan abilities? kind of thought we could develop two from each category
Anyone having issues promoting skills currently?
make sure ur not at the cap
we're talking professions right? you can only have 5 professions at apprentice and above
Yeah on a fresh alt, my buddy too, he wasnt able to level lumbermilling to apprentice
weird, ya i haven't tried recently but it was working like 1 week ago?
maybe this patch then.
I agree and it seems like the appeal of enchanting gear has been thrown out. The amount of increase received is so minimal at this point, the cost to enchant plus the chance to lose the piece entirely doesn't seem to balance well with this. Seems like we'll see a lot less enchanting of gear even with easier access to JM scrolls.
This is concerning for the scribe and their ability to provide any kind of value to the server. Outside of enchanting scrolls they create stat scrolls that will be potentially ignored because of the scaling of primary stats at this stage.
It would be nice to see if they can provide other things in lieu of this, perhaps a scroll that can be used to enhance gear during the crafting process in someway, whether it's increasing or adding a secondary stat that has begun to hold more value to people.
As a side note that's somewhat relevant, I'd like to see combat stats removed from artisan foods. This diminishes the effort and value of food offered by cooking especially because they can be purchased for so little.
I agree, this was actually part of my concerns filling out the survey.
Do i like the risk level of enchanting... yes. BUT not for the reward given.
Even on a piece with 1000 power rating (which is a decent piece with this patch) +10 or 10% increase is still only 100 power rating.. so maybe ~2 power in the middle of the DR curve?
Same as say for example a bone earring. Common has 800 power rating, Legendary has 930 power rating.
So huge amounts of effort to find materials for ~2 power difference?
min/maxing!
I bought 2x EPIC lumadon earrings and 2x LEG lumadon earrings to see the difference... The power difference between the both of these rarities was 0.2 power....
i thyink enchantng after the changes need to be a little cheaper and less risky early on and risk ramps up when ur +13 and above basicly. Although we only have basic enchant scrolls the fancy ones might work well in this regard but hard to say till we get them
it could be risky as it is, but let us have +3% (instead of +1% at +1-+6) at the stages when item can get full reset and +10% at stages when item can disappear
theres is literally no proper reward for such high risk whn enchating over +6 or +8
I'm literally arguing this now over a YouTube comment section.
Let's not forget that the money and time dump into this at 1% is not worth.
If scaling stays the same going to level 30+ gear...what's the point of enchanting 20.
diminishing returns will have to scale with level since at lvl 50 with the current gear stat increases every 10 levels will be rather considerable đ
also one thing to consider lvl 25 and lvl 50 could work quite differently with the actual game u cant realy expect people to enchant and max there gear out every 10 levels you just keep grinding till level 50 which might have a larger gap between maxing thing out to the softcap compared to level 25.
well as it pointed out, drop rates will be significantly less in release, so you might find yourself crafting 20lvl gear on 50 lvl, just because you are not lucky with drops and there are no high lvl crafting sations yet
personaly i wanna see mob only drop white gear and some quests give green gear and everythign else crafted this would also slow down no lifers since they have to focus on node progression too craft somewhat decent gear to help level
then crafting 20-30 gear will useless because everyone will get 40-50 white items, and you end up with HUGE costs of leveling crafting between 1 to -50 because noone will wnat ur items
also got to take into account world progression spose to be a thing it possible high level mobs just wont exsist till world/biome progression to certain point aswell
that feature not in game yet though so hard to tell how much it will effect leveling process
that would be bad, you end up like some some chinese game liek tarislnd where people were capped at 24-27-30 lvl and so on after release. I mean if you want to gring to 50 on first week - you shoudl be able too, you shoudlnt be gutted with removal of 30-50 lvl mobs
there still be ways to level just not very effient in comparison
if you remove mobs there wont be
if u removed every mob from the game but the noobie mobs right now u can still hit max level
can even remove those if u wanted to actualy
yea and it will be like south park lvl1 pig grind?
u got all the quests available :p at release there be more of them :p but there repeatable ones in the newbie zone and then there commision boards :p
wont be pretty but if u realy wanna level u can it be more akin to black desert leveling though when u hit the soft level cap slow and painful :p
steven did say he wanted it to be a couple months to hit max level and limiting in the way of waiting for world development would slow down those no lifers a little and allow casuals to somewhat keep pace
bdo doesnt have level cap does it?
nope atleast not when i played it but when u hit 50 at lauinch level 51 was basicly the same as level to 50 again and then 52 was that again but doing it 3 times đ
here we have level cap, so its pointless its just rude behaviour to gut nolifers in favor of casuals
i think it more akin to say to the no lifers is there more than leveling in this game so pace yourself (im a bit of a no lifer msyelf btw nothing casual about me) just means they gotta balance leveling with node leveling to be the most optimal
rather than power ahead on levels and have the casuals do the node levling for you which they kinda did this round
i guess it will be same this time
i would assume so aswell although if vassalisation a thing on p3 launch it might be slighjtly difference since node level blocks other nodes from leveling so they may focus on leveling node they wanna be mayor off though
would kinda force them to grind just in the area around node zoi for maximum xp for ndoe so they can block another node from leveling đ like wouldnt surprise me if there a fight to max mir or winstead to level 4 and take it as mayor đ
vassalisation and ghathering changes i hope make it in for launch of P3 tbh vassalisation kinda has to be i feel since it spose 2 stop all node leveling to lvl 3 so i feel it need to be in
They could also add your crafted item to upgrade to a higher lv item later your lv 30 sword takes any lv 20 as a raw material
thats very complicated to balance
Because everything we have now is easy?
The crafting gear / accessories, etc... if I have the mats to make 30 common cloth hats please give me a slider to make them. I don't care if I have to sit there for the whole time to make them but stop making me load them 1 at a time please
I tried to demote my fifth profession on Monday and the demotion was removed whenever I logged out/in. My intention was to drop one profession to allow me to work another, but the Foremen in Winstead and the non-node stations NE of Samia's Hope wouldn't cooperate. I believe this is a new problem, so I /bug 'd it.
I'd like to see recipes, special items needed for the crafts and broken weapons that crafters can disassemble to get mats to help craft the items. 0 full items. At the same time any base tier item (copper, tin, iron) shouldn't be to hard to craft, and should be a stepping stone in the tier for better and more rare crafts
Samia hope is beginner stuff. I don't think you can do anything o y her then pre-novice
@solemn heart If you were referring to my comment above, I wasn't in Samia's Hope, per se. I was trying to make demotions work (and stick!) in Winstead proper and at the POIs to the north-north-east of Samia's hold in the Winstead zone. Neither worked. You're correct about Samia's Hope - it's just like Lionhold.
Anyone know how long the full fishing activity loop takes at journeyman with a decent fishing pole? Like from cast to reeling in the fish? Rough guesstimates totally fine. Just trying to calculate how much xp per hour is possible semi-afk
i can tell you, you get muiltipul fish per cast later on
as for time im not sure didnt realy pay attention
I think on average, with a green novice fishing pole and a basic novice survey pylon, it was taking about 30 seconds per cast and I was getting 38xp. Assuming 100% uptime, that comes out to about 110k xp per 24 hours.. which honestly, is not bad for the amount of effort involved.
Does "Healing Power" affect health regeneration? Specifically for something like the Ranger's regeneration passive? Halcyonite Earrings look like they could be pretty good for a ranger if so
not that ive seen atleast not regen, lifesteal maybe
ranger regen is like 9 hp a second so even if it did i dont think the healing bonus i tested with had enough to make it go to 10hp a second đ
That's a bummer lol. Recently redid my gear and I've started running into some serious mana issues while soloing. Got real excited as I saw those earrings in the build planner
there is a hp regeneration stat for gear too if ur just looking to boost regen im not sure how good it is th9ugh ratio wise
Oh? I'll have to look into that. I'm mostly looking for mana regen items - preferably with ancillary stats that aren't worthless to the Ranger
there mana regen too :p
Indeed - hence the ? about the halcy earrings lol
On another note - given the recent changes to waterfall stats, what's a good replacement for the Halcy ring? Obsidian jewelry in general is looking very strong right now. Especially the ring.
im not one to ask there i play an obscure build that people think is shit đ
dont tease me - what madness have you concocted?
shortbow additive dmg
look at forgelord signet
We're all new to the game.. whole guild is under level 20 lol
also anything that has additive dmg on is instantly harder to craft than any other item in the game for some reason
That isn't necessarily a blocker for us though - we like a challenge
additive dmg just increases auto attack dmg btw
all the big guild say it shit but it seems to be working stupidly well now with stat changes đ
Okay, that's what I assumed was the case, but wasn't sure since our mage just recently got a spell that lets them give elemental damage weapons or something
additive dmg is good for fast weapon aka shortbow and wands thats bout it
well and I imagine that would pair very well with a bard in it's current state - given the lack of direct high damage abilities and the need to weave in auto attacks for resonance
so something like this instantly becomes more attractive https://i.imgur.com/nopVyvS.png
that type increase fire spell dmg (not sure if it increases additive fire dmg though)
the ratio is 250= 1 dmg btw if i recall correclty
something worth testing for sure though
It's does nothing
Don't fall for it
am i understanding it right? that 3k additional fire power is like 3k physical power but without diminishing (because it doesnt add to ur current physical power) only it gives u extra fire dmg. Is it counted in abilities dmg? or only physical power counts when ability dmg is calculated?
negative 3k additive dmg is like 12 dmg bonus to your auto attack as fire dmg
abilities does include only phys power when counting dmg?
additive dmg is 1 (fire dmg ffor every 250 additive dmg) to basic weapon attacks
additive weapon fire damage rating is autoattack only
it only realy yuseful on wands and shortbows tbh
so cindersong beign longbow with additive as main stat is completly trash right?
yes
but also like, thereâs a patch tomorrow. might change.
AOC phase 1 returner here: Wanted to ask, how useful is current crafted gear vs gear that drops at top dungeons atm? I know there is possibly a level cap increase in the new phase but then im wondering if it'll be the same case until we get to max level cap. Thanks!
As of last week crafted gear is more or less worthless
thats straight lie about useless crafted gear, you still have nis items crafted only.
Crafted gear is very relevant..
Just need higher quality. Certain pieces are a lot harder to craft higher rarity.
And gear is going to change a few more times tbh.
Complete bullshit lol đ So much salt from people that enchanted level 10 year on an alpha
Well it isnât lol. Drops are so close to crafted items in most slots even when you factor in the extremely small gains from enchanting
Green drop that you can kill the boss one time and get or off Ah. Vs Lego boots which is way more expensive to make is such a minimal difference with way more time investment
Lego 10 enchanted gear thatâs way harder to get shouldnât simply be invalidated cause a lvl 20 green item dropped is most peopleâs complaints. Itâs ppl who havenât even explored the crafting aspect of the game (that the devs themselves said would be where the best gear is ) that just want random 20 drops to be better than stuff people have put actual effort into crafting lol
Well, depends on his question:
Crafted level 20 gear will be better than dropped level 20 gear just simply because legendary > Rare (heroic if youâre Uber lucky)
If youâre talking about lvl 10 and lvl 20 differences, Iâd say MAJORITY of level 20 dropped rare pieces are better than legendary lvl 10 gear even enchanted but it really depends on the stat spread, what class youâre playing and what gear youâre going for.
For example: Rosethorn shoulders Rare is somewhat comparable with the Mystic Leather Pauldrons, and Iâd say legendary mystic is better. But for chestpiece, thereâs not a single medium int piece at lvl 10, so dropped is obviously better
So long answer made short: Depends.
Every piece of green level 20 gear is better than legendary lv 10 gear lol
idk rosethorn still lookin better ngl
I agree a vast majority of cases is as you say, but thereâs a few cases of it not being true
And his question is asking whether crafting is worth it, and the answer is yes, because level 20 crafted > level 20 dropped.
Weâre assuming heâs saying lvl 10 crafted.
is this the only example of something being even comparable?
Because from like 99.9% of items i've looked at, the lv 20 version is like 30% better than the legendary lv 10 equivalent.
I donât know bout the others because Iâve not had an in-depth look at it, I think thereâs like one more for physical and an accessory or something, like I said, vast majority is definitely as you say, but there are examples
the only other option i've found is this one.
But i think the power rating > the mp
this is pretty funny too
Yo look at enchanted hoarders compared to white tin earrings from the vendor if u want a good laugh
I laughed a little when I took of my heroic +8 ones and my mp went up with vendor ears
i cried a little inside when i had to unequip my +10 hoarders lament
for some random green earrings i got in 5 seconds
Yeah. I mean Iâve cried a little every time I take off my crafted gear and equip gear from a random boss that took me 10 seconds to get and the number goes up
I like that 20 gear is better at times (as it should be if its rarity is high enough plus 20 gear just looks better) and the stat changes make ppl stat into different categories instead of just being power monkeys but currently thereâs very few cases where crafting good lvl 10 gear is worth it at all
Personally in p3, im not crafting a single lv 10 piece
You get a blue lvl 20 piece in first week of the fresh servers youâre basically BIS till JM crafting in 4 months 
Thousands and thousands of mobs farmed since start of p1 and my peak as a player loot wise from non world bosses is a heroic tin greatsword I got 90 minutes into ever playing the game 
I think the main issue is that devaluing the artisan system is basically removing a core pillar of the game design.
Requiring gold and rare materials is a lot of what has kept people interested for this phase.
Everyone who just grinded gear was done in the first week of the phase.
Enchanting and gear scaling with rarity has to be more worth the gold/time investment.
imagine the way they fix this is by just removing item drops from mobs
equally i dont want it to be less worth the time because the artisan system though it had issues is part of the reason Ashes has been great
Worst argument Iâve heard is people saying you can sell the high quality lvl 10 gear to people leveling as if theyâd have the means to trade it mat wise or gold wise for the effort put into crafting them 
ppl also must not remember how broke we were leveling up lol
yeah but asking everyone to just craft blue gear is still a problem because that does not take much investment
only real way to generate gold from nothing is caravans, and you ain't running many of those (if any) at lv 10-19
I dont entirely agree, but even if i did people were selling legendary braidwood becuase the time invested was worth it. And that paid off
Literally. Like let me just sell this lego 10 bow I made to some dude for a couple shekels because a lvl 20 Minotaur dropped me a green bow 
similar rarity level 20 gear should 100% be better than level 10. its just when the green or white level 20 gear is better than legendary level 10 gear that it gets a bit questionable
Level 10 Lego enchanted to +8 shouldnât be outclassed imo till either rare enchanted up or heroic unenchanted 20 gear. But Iâm fine with some set bonuses pushing maybe rare unenchanted 20 gear up over it if it is required to get said set bonuses
Best gearing hierarchy imo:
Crafted Wboss loot
Crafted JM Named Mob loot
Wboss drops
JM Gear crafts
App Named Mob crafts (LEGO)
App Lego gear crafts > JM drops till rare+
The rest
hopefully we see some more changes in the near future to some of this stuff. because as things are rn, level 10 crafting is just basically dead
Rewards getting bosses that are easily contested while also valuing crafting which is a large pillar of the game
not a single person is gonna spend any time or gold crafting level 10 gear when u can just spend the bit of extra time getting to 20 and putting on that gear lol
crafters are gonna be in for a bad time when they see that dont make any gold till JM benches lol
and what happens when they raise the level cap? even jm stuff is gonna be useless xd
Always gonna be a power struggle between non crafters vs crafters vs rat market flippers on trying to set prices 
first 1-2 months of p3 gonna be boring af
its literally just gonna be camping named mobs lol
ye u wont even need to run caravans cuz enchanting is useless now too lol
Wake up dear. Time to farm some more rings of invocation 
why for what
yeah. econ is gonna be dead af
ill just run like 1-2, get enough to repair my shit and im gucci
i mean. enchanting isnt as powerful as it used to be. but if u wanna be with or ahead of the power curve ur gonna still do it
Hopefully they add in new stuff for caravans. Would like to see incentive for ppl to want to defend the van to destination be it a few silver or some city tickets etc instead of everyone being pirates
before, the only reason i got any gold was to enchant gear, everything else i farmed myself
Enchanting sucking actually took the largest gold sink out of the game
And itâs not even close
na, i think ill chill with lv 20, blue/green gear unenchanted until level cap is 30
maybe, but im also in one of the most competitive guilds.
Ppl (probably) aren't gonna waste hundreds of hours and thousands of gold for like.... 10% power increase
some will for sure, but me probably not
plus who cares if u can get 10% more power, just recruit 1 more person and u get way more power lol
đ¤ˇââď¸ im not arguing with you that its bad lol
Use your dodges effectively and itâs worth 30% power 
min maxers just be min maxin
oh ye, i think we're both agreeing
you didnt even mention the fact thats basically a 1 power upgrade đ
Ermmm actually itâs 1.2 
Surely they will speed up the node leveling for us right..... surely
i think the only real power form enchanting is gonna be hitting the soft caps for power faster, and being able to spread out into other stats
Hopefully ppl spread out more cause tropics and desert nodes gonna take forever to level 
as everyone in this chat is on the same page đ
how much does 1 power actually affect how much you hit for?
I gained 10 power, and it made my jest / lovely serenade heal for 12 more.
so, tl;dr it depends on the scaling of the spell but basically nothing
ah so 1% power gain is... a huge 1 more damage.
So chasing the "little difference" actually doesnt make any difference
imagine, you could have these for the low low cost of 1k+ gold
and itll make you do 2 more dmg!!
đ
when you have maxed out gear, every bit of damage gives you the edge over the other person
thats why people go through the risk of enchanting and breaking gear in korean mmos
ye but if we're going with the bdo route, you gain way more than 1-2 damage per enchant lol
The best plan for p3 is: get green/blue gear lv 20, and then play other games cuz theres actually nothing to do in ashes now lol
as we already know, stats arent in their finished state, but the point remains the same
and wait for lv 30 cap
And the real point is. The 5 months engaged a whole range of people and systems while the 1 week just had someone hit a few mobs
Incentivising people actually wanting to engage in the artisan systems is good for the game
Do people not remember how annoying it is to get JM scrolls?
Basically 0.0001% of players will be doing jm enchanting
and that .00001% will be making bank
is crafting them any less annoying? assuming we have the tables?
making bank for what?
No still gigga annoying
thats unfortunate
for whatever they need to spend gold on
like what đ
There isnât anything to spend gold on with no gear chase
thats a lot of stuff lol
Grandmaster profs gonna need something from every artisan eventually 
yup and it requires like 5 different jm stations which wont be built right away (probably)
gear, mounts, carriages, other systems that still need to be implimented.
people who are crafting stuff arent always going to be the one with the good gear
they probably wont be because they are investing in something like that so much
đ¤Śââď¸
im just worried intrepid is going the way of appeasing casuals by taking away the gear chase
which would really suck
Donât need vans if we donât need gold. Donât need gold for gear if weâre just getting some blue 20 gear. 1 person the server needs to train animal husbandry.
That makes the game super shallow. All the good artisan loops are wasted in that situation.
if someone who plays for 3 hours a week is effectively 80% as effective as someone who plays hours per day. thats not good
Listen, if you wanna spend hundreds of hours and thousands upon thousands of gold for a 10% increase, have fun getting it all replaced at lv 30 cap
when there are more stages and once crafting gets properly tuned, it probably wont be thousands of gold
it wont be the max enchanting level, so people wont pay the max amount of gold for it
Have you seen the enchanting cost of lv 20 gear lol?
as soon as theres more stages, another stage of crafting becomes irrelevant
thats the problem with this system theyre going after
even if the scrolls cost $0, its still like hundreds of gold per slot, or more for weapons to get +8
JM enchanting is currently let me pay minimum 25g for the scroll itself then gamble anywhere between 1-10g for the chance to gain 0.001% power 
and +8 is only 8% increase lol
And we donât want legendary gear to be easier to get, we donât want enchanting to be easier.
We want to have those things have value for the huge time investment
lower level crafting is supposed to stay relevant by requiring salvaging of lower level stuff to create higher level stuff, so how is that a problem with the system?
hopes and dreams of better systems in 5 years doesnt help anyone
they are already trying to impliment the salvaging system, and the system rework is happening within the next month(hopefully)
yeah theres supposed to be a lot of things happening in the next month đ
have you done any deconstructing?
Salvaging system is great imo atm. Just needs to give better mats/more mats if Iâm using epic or lego decon kits
im assuming that it will eventually give more mats with higher rarities, but assuming doesnt help much
However when I salvage 15 named mob items and get not a single crafting mat I wanna tweak 
If you deconstruct an item, it gives a chance at getting the exact same materials it was crafted it.
It doesn't somehow magically convert those materials into something you use for the next tier.
Salvaging should also give chance at recipe to drop. Whatever they changed with recipe drops recently feels so bad. Killed some named mobs 30 times before I saw a recipe 
wow! what a suprise! a system that isnt fully implimented yet hasnt been fully implimented yet
Well it downgrades the rarity currently
Aww yes, the classic....... they promise everything and we just have to wait 5 years for them to put it in
no one can critique the current system because "it's all gonna be fixed in the future"
that would kind of make sense, but idk if they would go for that


