#alpha-two-artisan-chat
1 messages · Page 23 of 1
My main concern currently is they just made all the artisan systems not worthwhile to engage with. It doesn’t matter what they add if it’s not even worth doing.
And we’re in the artisan channel… everyone in here loves the artisan side of the game
They already put in a patch where recipes are supposed to drop more frequently and once you learned them they stop dropping for you. Named mobs just never seem affected. Real talk tho how do you add recipes into the live game that don’t work or are missing components 
Don't worry bro it's just placeholder theyll fix it in the future.
I don’t understand what the purpose of testing all these incomplete placeholder systems
Why aren’t they just waiting for a system to be done to put it in lol
Idc what anyone says using the one book in melee slot and then wand focus felt so good even if it wasted resonate stacks 
Did less damage but felt better weaving in autos between book animations
I reported it to Steven 
Where’s my fox
That deserves fox more than twerking on stream
mounts are only given out for finding dupes
wrong reply
I could find the most game breaking bug and report it to devs to fix and I’d be strung up as an exploiter by the community if they gave me a reward 
yeah they definetly need to figure it out, but as long as things end up getting balanced, and crafted gear is the best, then it will probably work out
although people would probably be unhappy that mob drops are so bad. "what is the point in farming x dungeon/boss if crafted gear is just better"
Mob drops need to happen more frequently while also keeping a good power balanced of crafted > drops
I'd imagine there "fix" for crafting is just removing all item drops from monsters.
now ppl are forced to craft for items 🙂 🙂 problem fixed
Ppl opposed to mob drops must’ve never played an MMO before I swear
Just have mobs drop components and everything need some mob drops
They’re just the artisan only players hoping the make the gamer miserable for everyone else if they don’t participate in crafting xD
we just need every high end crafted gear to require a .01% drop chance item from a boss that respawns 1x a week
pvp+farming mob
pog
Maybe I’d buy their stuff if they didn’t try and price gouge 
Yeah this blue ruby is def worth 2g per 
Wdym this piece of gear that took me an hour to gather the mats and make isn’t worth 20g?
Everyone laugh at this chimp
Tf is gear ascension
🤷
Also whoever made that picture can’t spell
I mean. Is any of that list in the game? 🤔
its probably a way to increase the item rarity
ya i was gonna comment its "ascension"
Player shops. And I guess node leaderboards
Said this verbatim earlier. Named Drops + PvP is the best of all content
Ah good. 2/12 at the end of p2 😂
On Friday, August 16, 2024, we broadcasted our Ashes of Creation Alpha Two Roadmap and AMA live on Twitch with Steven Sharif (Creative Director), and Margaret Krohn (Director of Communications) where we provided an in-depth overview of our Alpha Two plans. Afterwards, we went over a plethora of questions the community provided.
Upgrades baby upgrades 
scroll to the bottom if u wanna see the list of what they promised in p2
I’m sure it’d take over a year + to get everything he promised for p2 into the game
Node advancement capped at lvl 3 just like p1 ✅
Economy in shambles ✅
Vassaling not in the game ✅
Hol up. I’m pretty new here. But weren’t nodes force leveled on the back end cuz they were broken?
And the economy completely fucked by duping?
Miraleth hit level 3 and level locked the other nodes
Assume it’s something with vassaling system they had partially in the code that they had to disable
Spear 
Tagging named mobs should flag you 
Make dungeons just lawless zones
Everyone wants this until i drag a name mob through ur leveling group
that would definetly help with some of the worries people have about just ignoring pvp and focusing bosses down
you could still ignore it, but the attacker has less of a risk since the enemy couldnt just refuse to flag to corrupt them
I just hate named mob timers bro
literally as bad as resource timers
Static spawn location for them is ass too
Make them spawn randomly anywhere in their poi
Just 20 ppl toggling auto or aoe ground spells hoping the server picks them as the tag
If you don’t get first hit on a mob I’d much prefer the color of the nameplate change
at least we play bard, just gonna cc everyone as its gonna spawn lol

half our guild is rerolling to bard too cuz i mentally broke them in scrims
Yeah I won’t believe it till I see it
“40 bards in the census” my entire pale white ass cheek
If we break 15 I’d be happy
Need bard dev to make crescendo baseline cause song weaving is how bard needs to be played 
I really wish we didn’t need App benches for the tools. I’d much rather let ppl rush to 10 and then get chopping the willows if they want to off server start
Instead it’s a whole ass server event when each bench goes up and the 100s of willows or braids or iron you saw before disappear before your eyes
Contextually, I agree
If you could song weave and get 2 different resonant weapons we would be the highest damage burst in the game.
As we should be
Highest skill class deserves highest reward right
I picked up Bard about 2 weeks ago. What is this song weaving yall speak of? 👀
Theres a passive that allows you to "weave" two songs, but it's basically useless because if u get stunned or silenced it turns them both off.
It also doesn't give you two resonant weapons.
That’s interesting. How does it decide which resonant to give u if it doesn’t do both?
The one ur currently channeling is the one it picks
ah. u also have to give up the passive that makes ur 1 song stronger
that sounds. not all that great
I enjoy it for dueling for sustain but the singular stronger song is almost always better
trying to line up the songs for when u can burst someone with resonance has to be a headache too lol
If the passive even worked like that it would be very simple, keep menacing on 24/7.
You're about to go for burst, Alacrity -> Fortissimo -> Activate Cathartic -> 1 shot someone
is the cathartic resonance better than menacing?
looks like prob better for killing other bards and clerics xd
Personally no, because you lose 30% dmg by losing menacing + fortissimo.
I already have max wound stacks because i play longbow with 2x wounds.
If they made it so your stuff applied to a whole raid rather than just your party, counterpoint might be worth it.
Oh, and it’s really good for leveling/pve
I guess
I do wonder if Catharthic will be better now that they’ve messed with lifesteal, have you done any tests on it?
Yes, not worth it for me.
Fair enough, I thought it might be good since people said lifesteal was good now but I’ve never tried myself so I can’t say anything
Cathartic is still the exact same as before the stat change, they just made the lifesteal stat give more.
Oh, well, that sucks
Ye, i personally prefer turning my 800 hit into 1040 with menacing + fort
rather than rng chance to heal.
I feel you, I do feel like that song is really weak compared to the rest.
Like —
Menacing — Dmg
Pensive — Mana
Epic - Speed
Cheerful - Healing
Cathadic is kinda just like, meh.
It still has its uses, cathartic is definitely strong in zerg vs zerg
Yeah, fair, I just thought it was too RNG, is it nerfed now too then since dmg in general is nerfed, healing gained is also proportional I assume
I asked AI and they said
But when I play GvG, I usually just pick 1 person and pocket them lol
Rest of my group are second class citizens 🤣
name mobs should have a palce holder and each time that placeholder dies there a chance for the named to spawn there. Just so you need to activly farm places for names not run through every hour like befallen forge boss runs
Hmm...artisan chat?
in korean mmos enhcanting past the point where it could break gives WAY MORE THAN bit of dmg
and it did give way more than a bit of damage, but it had to be tuned down because it was too much more than its supposed to be, and now they need to properly tune it through testing. i said that stats arent finished yet
enchanting has never really been balanced around using it at any point in a game. usually its basically pointless in the early game because it only gives you a tiny bit of damage like this, or you cant do it, or its too expensive but at max level it ends up giving you quite a bit
even in western mmos, enchanting is usually only a couple of points/basically pointless in the early game, and then hundreds later
say it to wow classic low lvl weapons chanted +40 spell dmg
low level twink BG days
You can temper gear using tempering kits and other resources to improve your current gear
welp time to play around with new system
Where does one find Novice Ashen Sifts?
anything dropping these or did they forget to add the recipe
just decon items
decon an item looks like it can go from 0-10 for Resdium and 0-2 for Sifts....
i was really hoping tempering would be a way to add a new stat line to a piece of gear, of our choosing, allowing more build diversification
that is what gem/socketing is going to be for most likely
it better be, we need it
agreed
Yeah I'm a bit confused at the layout so far. Crafting to make gear, gear to make crafting gear better, enchants to make gear better, tempering to make gear better, ascension to... make gear better? Seems like a lot of unnecessary systems. I wish they would come out with a video explaining some of these things and what the ultimate design is.
If they add unavoidable item destruction at some point, that will feel like losing something like a child that you invested so much in
If we demote a skill do we have to re level it?
It will go to 10.99 or 20.99
Ok, so it isn't entirely debilitating.
Thanks!
Yeah you can functionally have 5 skills at Journeyman by just demoting and promoting (assuming they haven’t changed it yet, I haven’t checked)
Are you still able to use the appropriate gathering tool, or will you have to remake it?
You can keep using a tool you no longer have the certification for but won’t be able to gather things that require the cert
Man, crafting is unecessarily complicated so far. I hope it is worth it in the long run.
I’m not sure it is after the gear changes but before the gear changes I made soooooooo much money off of polished tin gear
Is it intentional that you can only deco items if you can craft it?
(E.g) lvl 10 heavy piece can only be deco’d by App Armorsmith?
yes
Why did they add material cost along with tempering kits to temper item?
- There literally zero reasons to temper any item below legendary, because its cheaper to craft it from scratch with better reagents
- There are HUGE costs to temper leg item (LEG FAT STEEL ETC)
getting leg tempering kit was a problem in itself, but adding material cost along with that is overkill
for example to temper my leg flashripper i need leg mold (lol)
I haven’t tested the system myself since I’m at work, but can you show me if tempering, for example, a heroic piece to maximum, could it be better than an untempered epic or something?
not it wont
What’s the limit of tempering?
codex can show you
there is quality to all items
just check 100% quality of heroic and 0% of epic
I’ve been out of the loop since the initial desert updates just before rouge. Can someone point me to a good collection of the current newish deconstruction and tempering info?
You're assuming things will stay as is. If they make heroic through leg gatherables a lot more rare than they are now (which I think they should) this system works pretty well. If they stay as is then yes, this whole system is only an end game legendary bis system
i think the tempering system is good, but the real problem as previously discussed is how little all the artisan systems give you for the huge amounts of time/gold invested
That's a balancing thing. End of Alpha and betas is where those things get fine tuned. Looking for feature complete and a few itterations on systems first at least. Can't balance a system when its not even 25%? complete
A.) Can you see the vision of the system. B.) Is it working in the way they want initially. (base functionality) if yes go to C. C.) Add more to or modify the system to get more to what the final stage is supposed to be. D.) Fine tune to get good balance for the final product
I agree to a point, but I think theres a fundamental problem since the TTK update. Because all the scaling is so bad.
A lot of the reason people have been testing all phase 2 is the gear chase that is now not really worth it.
And they want economy data, they need people to be playing the whole game. And regardless we should be talking about these things as feedback anyways.
artisan system get there patch next week spose have 3 patches for artisan one starting on the 24th (probaly gathering for first one) then i think 2 weeks for the next one (processing im guessing) then week after that io think is the crafting one time could be a little off cause all i remember 24th of april was first set of patch and last was around mid may and one inbetween
gathering changes will make good materials harder/more time consuming to get.
As much as i want those changes, it actually makes my concern worse in the short term
gathering changes 100% need to be in before p3 imo or atleast removeal of static rarity nodes
processing and crafting i think wil be fine to do somewhat after, cant have economy messed up from static legeo nodes the moment P3 starts with fresh servers
i 100% agree, im just saying that right now the Artisan system is a lot less worth while that is has been for most of P2
And considering were getting an annoucement this week it wouldnt surprise me if were getting a delay with a wipe
it become alot more worth if they removed gear drops from mobs :p i think they should only drop white gear personaly :p
even white gear is problematic. Legendary 10 gear is often worse than 20 white gear... even though one takes 5 mins to get and one take weeks
i dunno first random piece seems like it considerably better as a lego lvl 10 :p
white lvl 20 seems to be aroun heroic lvl 10 level in regard to armor and the 2 stat lines but heroics does get 2 more extra lines
and armor set bonus too
We were talking about it last night theres loads of examples up in this chat
those are both lvl 10 ones
weapon seem to follow same as chest harder to compare since stats differ more in weapons but going with power though
although power is equal at purple lvl 10 though instead of heroic that armor is
this one then?
seems to be jewelry issue then if anything all the post around that area up there is all jewlery
ive done 2 pieces of armor and 2 weapons and they seem to be fine
regardless if your tin greatsword example is too close?
One takes no time and the other takes a lot time
Not really, if you look at everyones gearing loop. Most people will take a few days to get lvl 20 greens and blues.
It will take most people several months to get epic/legendary lvl 10 gear
depends how many people needing weapon and how lucky people are with drops if u need 5 specific weapon heroic crafted 10 are probaly more viable than hoping for 5 specific lvl 20 weapons drop.
however i do think artisan building need to be buildable a buit quicker
And my concern is also with rarity scaling. The time it takes to get a blue sword compared with a legendary sword and the power change is tiny.
remember i said i think mobs should only drop whites so green and blues out of the question
you can make white crafted gear as soon as the bench is up
well its on the vendor -.- but lets agree thats gotta go anyways
benches might go up quicker tbh this time round
if vassalising system in game (it realy should be) for freshstart guilds might focus a little more on towns leveling over their own so they can make it to lvl 4 instead of being blocked
they wont though because thats my point. Currently the whole artisan system is so devalued the power gains are marginal all over.
So noone will prioritise it
and its supposed to be a core pillar of the game
remove gear drops then
thats only one part of the problem
Can you still trade an item you’ve tempered?
there is no soulbinding in game - prof tools are going to be tradable - so yes
this sorta is a tempering issue too though - ya gotta destroy legendary items to temper legendary items - whaa? whats the economy of that ? like when wont legendaries sell?
tempering should be a armor / tailor skill using normal mats ...
Though - someone posted an image of a stat-less item - maybe stat less items are a thing that is supposed to be used as tempering mats ?
Will gear tempering transfer if/when they bring in gear ascension?

Anyone know if survey pylons will be tradable from the AE profession?
I wonder if the eventual item repair/ repair kits will use some of the same tech that went into tempering.
Is ruby worth anything? or am I kinda just grinding till higher crafting to make any money.
im assuming you will need to hit 100% in tempering before u can ascend it, if i was to take a wild stab ascending allows it to go up a quality rank, So temper a green to 100% then u can ascend it to a blue at 0% that what im guessing ascension gonna be (legendary to artifact)
That makes more sense than just being able to bypass it.
Currently in game for physical bows we have:
firebrand
tumok
dunzen
carphin
and the forsaken blades bows.
All of these suck compared to rividium and iron longbows, maybe rividium shortbow also.
With the stat balancing they did
Grey rividium longbow is better than heroic firebrand bow. Please give more options or at least ONE named mob we can farm for bows. There are like 6 named mobs for MP focuses. Also please give named energy focus mob 
The 2k health regeneration rating on tumok bows is like 4 HPS. It’s poopoo
Also addative damage is only on auto attacks - if it scaled better and applied to abilities that would be cool.
Maybe I’ll make a forum post
Yeah additive is pretty ass right now.
I wouldn't say the higher tier bows suck, but I do agree their waterfall stats lacking compared to the others.
On the higher ilvl bows they got a lot more penetration and raw phys. Which depending on where your sheet DR numbers are at could make the other bows more appealing.
The tumok shit is definitely garbo.
yeah physical users get shafted complet;ly with named mob loot on ranged weapons , 0 named mob short/long bows, 0 named mob physical wands or spell book too.
Meanwhile mages have like 10 different wands and spell books from named mobs 😛
might have to wait till elf land before we see physical bows :p haha
Are Surveying Pylon's intended to be bound to the player who crafts them? I can't seem to trade or add them to the market, and received confirmation that others in global were experiencing the same
They’ve been like that forever. My guess is it’s unintended, but that it won’t change until the gathering/surveying changes over the next few patches
Additive damage would be cool if it was % based, so like instead of adding +5 fire damage, if it added +5% fire damage.
5% of 0 is 0dmg though :p
If you want to make fire dmg spell do more there an entirely different stat bloxk for that which is fire dmg bonus i beleive it was only couple thing give that though atm
Wdym, if my auto atk hits for 1k and i get +5% of that as fire damage? thats not 0, and it makes it a very viable option
Its viable right now to be fair
i do wonder how much dps my additive dmg build dishes out compared yo people conventional power/crit build do :p
That's what I figured as well. Just wanted to be sure I wasn't missing something obvious. Thanks!
There are 0 named magic bows or magic greatswords also
atleast there physical greatsword :p bow got legit non physical or magic 😄
Does anyone know where you pick up the quest that gives a second sanctus resource bag?
Its a guy in Lionshold, he is sus looking behind a building at the south end> wants your medallion for "reasons" if you do that quest you get that bag
its like the South eastern building on something on the south side of the building
Hoping someone could help with direction, if there is one, what armor should I start tryng to craft after my ambituous acedemics gear?
you cant enchant/temper artisan tools?
Hello Guys, our JM Tailor has a problem with the "The Brace of balm" Craft.
He learned the recipe but cannot see it in the JM tailor bench at Azmaran.
Is there any other JM tailor around to check if it is a bug or not?
Or is there a Trick we missed? Someone told me we may have to craft it in Forge.
anything that takes glittering strans or ingot need to be done in the forge or i beleive a bench with the forge relic activated in
It's a forge craft
im assuming special weapon/gear recipe = forge crafts
whats the betting the anvil relic unlocks the recipes but not the procssing recipe for in the glittering ingots needed for basicly all forge crafts 😛
Thanks a lot guys
Currently, husbandry is a placeholder. But can someone direct me to a guide on wht is is meant to be in the future?
Weve got it at Joeva in EU and it doesnt work 😛
Even the physical mitigation is bugged and it gives block mitigation
no recipes if u click on the relic or town crafting benches :p
Sounds bout right though 😛
im not sure how relic work with there active or inactive states
weve checked all the benches, JM or Apprentice theres nothing different
its active atm
tried clicking on the relic itself im assuming it an item in town somewhere when it active
it isnt yet, thats planned but isnt implemented
ok im guessing the recipe will be a thing when it actualy shows up in the town since i think there just gona make it the crafting benchin the forge but it town instead
its either bugged or not fully implemented anyways 😛
yeah shame realy cause forge crafting is complete pain in the ass 😄
talking of pain in the asses.. i wonder if youre going to be able to "survey" the coal drops. Is that being too hopeful 😄
well we shouldnt need matching coal atleast after the artisan changes coming in the next few weeks :p
thats true.. 🙂 Are all the hardcore artisan people really relevelling all their professions and benches twice in the next 3 months?
2 more fresh starts seem terrible for Artisan focused people. Im thinking of just waiting until August to restart and just testing what we get.
I made a pair of these at the forge last week.
There was still a bug with it… the item I crafted didn’t contribute to the light armor 3/5/8 pc bonus
Oh you know, taking out the trash, changing the oil on your mount, cleaning the gutters
is there a known issue making tin defenders blades?
are all your mats in inventory? it counts banked mats toward the requirement but you cant use them straight from the bank
my experience yesterday
All are in my inventory, even in the primary inventory. not a bag. Logged out and back in. No change
tried the weaponsmith in sunhaven and miraleath
whats a point of enchanting past +8? in archeage and lineage you had big bonus to stats when enchanting past the point when it could be destroyed, here u have same % as you did +0 - +1
Yes, it is bugged. Believed to be due to no slot for slate weapon mold. I reported day of the rogue/dagger patch, no change yet.
flayer flashripper for lvl 10-20
cant find befallen forge map on ashes( can someone help with link?
why does there have to be "fuel" for everything crafting, very annoying
recipe seems bugged there should be a weapon slate weapon mold in the recipe
it seem to be required on the back end but not being displayed in the UI for some reason, Dunzen bows had the same issue when first came out
Everyone just needs to settle for white gear and duke it out all over.. world war for 3 months 😂
Who’s excited for everyone looking like bandits with a mishmash of random gear
Paid cosmetics are gonna sell really well, cause players are gonna look shit
I hate the idea of cosmetic items. I like knowing what my opponent is wearing.
You are getting a extra chance to practice a fresh wipe
are they going to be releasing all recipes and their items after May1 or aug1? Like the ability to make Rividium Caravan Items or the ability to get wool for farming?
Ive already done P1 start twice, P2 start, various PTRs i dont need to do the start that many more times 😛
Curious about tempering kits - I'm seeing different results possible when I cancel and click on the weapon again - for example this bow goes from 7% to 14% to 21% - randomly - are these just the possible results?
Not sure if this is the correct channel for this - does anyone know how many kits can be used? Is there a limit?
Here is results for Epic kit with Epic weapon - Apprentice level - This goes between 5% and 10%
Ah - I see on the rare bow Quality says 21% but the scale under says 0% and for the Epic to Epic the Quality is 10% and the scale below is 26% - so I guess you need to use the rare temper kits on rare weapons?
Well that might not mean anything - I'm confused - Maybe there is an article on this?
From the small amount ive done.. theres no limit how many temper kits you can use on an item. The upgrade seems bugged because you can reroll the outcome by just cancelling out the menu.
The patch notes i thought said you needed to match kit rarity to item rarity but i didnt actually test that
Thanks for info 🙂
Making a epic weapon mold for each sword tempering is a bit much!
If you’re using a high quality decon kit you can likely get yourself the mold during deconstruction
Hell yeah! Decon all the epic+ weapons and armor for molds!
deconstruction gives n-2 quality currently - so the highest achievable is heroic mats from lego items
With Hunting ... Do/Can Scorpion Broodlings spawn as huntable?
i thought that glittering metal could only be common?
recipe is bugged item cant be crafted
even in forge?
just what ive heard
also the recipe calculator isn't perfect - in your example its treating the strand like its part of the quality rating but its not
The nurse gloves should take a glittering ingot no? Since the strand is used to craft the ingot
some recipes reqire strans not ingots
have anyone hard about crafted ones?
Thanks for the info
Can be, the strand contributes to the craft, so its maxxed out at epic
Has to be done in the forge
ah interesting thanks for clarifying
some misinfo going around then 🙂
Hmmm I can't find any criteria in the recipe to exclude Glittering Metal Strand from the quality calculation...
Is it the the same for all recipes that use it? Then maybe I'll exclude it manually in the calculator
Nvm, I just read the rest ;p I think I'll have to at least mark forge recipes though, people are always confused about it...
Negative, we crafted one last week
it could be crafted only as epic i suppose? and cant be tempered since it needs epic glittering strand which couldnt be
Call me crazy, I am of the opinion molds should be reusable a certain number of times. Just like in real life, you can reuse a mold repeatedly until it breaks down. So maybe 5 or 10 usages per mold, even if they went as far as to make it weapon and armor type specific, I'd be ok with that. (Sword mold, mace mold, shoulder mold, etc)
weapon molds for tools is diabolical
We should be able to reuse molds! Hard agree, and fix Pylons! Make tools tradeable!
then they just make the molds cost 5-10 times more mats to keep resource sink inline :p
Rarity of mold can scale with how many uses it has
Good idea
what if each use of a mold had a 50% chance to degrade it by one quality tier
I heard you like Gacha, so I added a Gacha to your Gacha
That's a good idea too!
Maybe, but considering the time and effort per mold right now, and how little value the actually play into outcome (when many mats are req) i don't think I would mind a slight increase for having charges on them.
I did the math and if you include all material processing (fats, wood, thread) it takes 10 min to make 1 mold. This of course doesn't include the time to gather materials and travel with them.
At the crafting stage, however, the value of a mold is the same or less than 1 ingot or 1 hide, etc. When we put in an average craft, we'll say the mining pickaxe, you are doing 10 ingots, 10 planks and 1 mold. One of those ingots (2 min craft) holds as much or more value in the outcome as the 10 min mold does.
This will hopefully feel less bad through processing changes for rarity, however, I think it would be better gameplay for charges on molds to make their value line up better with time investment compared to other materials.
the time and effort for the mold right now revolves entirely around the shittyu drop rate of good qualit ycarcasses.
10 minutes to make 1 mold you know it like 3 minute for a single piece of wood and u need like 10-20 of them per item instead of 1 :p
most cringe about those molds is that you need epic/leg mold to temper epic/leg item. Idk disenchanting enough leg jm weapons for 1 tempering already cost a shitton, why did they add material cost for tempering, make gold cost significantly higher and remove mat cost, and this would be great gold think
i feel thats a hunting rarity issue there more than alot
i think the reason the material cost is in tempering is cause it gonna tie in with gear ascention, im guessing when u hit 100% tempering on a piece you be able to upgrade quality via ascention which will bump it up to next colour up epic goes to legendary and then legendary goes to artifact.
it allows people to craft a lower quality piece to use and then upgrade to max level over time but takes more materials overall but your not waiting a long time just to crafts a lego flat out
I understand, however only 1 piece of wood is equal to 1 mold in other words 3min = 10min and a lot more mats to make the mold
Imo, tempering is only valuable at peak of that rarity and only if an ascension of some kind is available in the future. The materials and gold required to temper are insane and if you simply waited and saved you could easily craft at a higher rarity instead. This is only good if you get a significant jump from one rarity to the following and spend minimal material to do it
At some point you can't craft higher rarity, as of right now you cannot get max rarity legendary even with maxxed out rating
and there a rank above that too :p
guys i bought the game and downloaded the launcher but not able to download the game please support .
i want to download it before the server is back
You cannot download while the servers are down. There is a strong chance there is a new patch anyway so you will have to download stuff as servers come up. Soon 🙂
👀
They sometimes do preloading for downloads and let you download a few hours earlier. May or may not happen today.
Whenever the patch is ready
@marsh vigil is the plan for May 1st to still have mobs/bosses dropping gear? After the stat changes most gear (even green drops from mobs) is nearly equal to crafted. There doesn't seem to be any reason to craft now 😦
having 0 mob drops would make the game incredibly unfun.
I personally probably wouldn't play, maybe they just need to make the crafted gear a bit better.
Crafted gear needs to be substantially better, which it was pre-stat change. Now a green mob drop from a lvl 20 mob will be better than anything craftable for 2-3 months. That makes crafters not wanting to play. No crafting = no gathering = almost no-econ and a ton of systems not tested.
I suppose if they just made mobs not drop lvl 20 gear, that'd be okay for now.
@steel harbor and I had a talk about this.
I think the crafted ranges for stats should be offset / different than dropped.
If green dropped is 1000-1065 phys
Then green crafted should be like 1050-1115 phys
With ranges increasing as the rarity increases.
Something along those lines would keep the crafting relevant-ish
How jm stations can take for so long ? 3 month bro its insane
Most gear needs many stations. We only got JM weapons very recently on vyra.
But the issue is leveling will always be faster than node progression, so the only way to keep crafting viable is to make it so dropped gear sucks or crafted lvl 10 gear is better than lvl 20 drops (which is not the case now).
Mayors was banned afk on vyra so thats why. Should be in game mechanics to change mayors
I agree, but that alone doesn't resolve the core issue. It will take many months to build up to GM crafting. So everyone rushes to 50, is geared in mob drop gear, and crafting is pointless for 5 to 6 months? That is not going to work.
fun fact - steven said that crafting should be core at gearing
Where do i go to make Pylons?
Arcane engineering station
just craft something else doofus
well in new world u had this issue, but leveling benches was far easier there, but anyway u rushed max lvl there, and couldnt craft anything, only drops
Does anyone know which node the hunter journeyman tool is on?
depends on your server
@nova chasm it was in Miraleth. There were plans to destroy it and build journeman fishing. Destruction was bugged, not sure if yet fixed, so your best bet is to check Miraleth if it's still there
Unfortunately there is no Miraleth
It’s really not when you consider it will take a year to get to max level for the average player… this game isn’t about instant gratification.
I’m quite sure things will end up how Steven said - with crafted gear being stronger than gear that’s dropped in most cases…
Just give them time to work out the mid-alpha balancing.
I'd like to see dropped gear go away completely. That would give good motivation for EVERYONE to work on nodes to get past the basic vendor starter gear.
I don’t think gathering is plentiful enough to support everyone making their own gear. Or fun enough
On a fun scale it’s like a 2/10 trying to mine copper or tin nodes the first two months
with current node progression and voting/waiting it will take month+ to get Jm weapons
That's true, but they could fix the nodes getting locked to higher mats.
2h cd is too much
i think they could have dropped gear play a role i typicaly want it gone too however with there system i think there could be a place here.
Mobs drop crude weapons/equipment or broken equipment (of any quality more on this later) this roughtly 50% the power of white gear currently.
tempering this gear to 100% will put it on par with crafted high end whites when at 100% you can ascend the gear to green quality and repeat the process to keep upgrading it.
As for broken items these act as items that can be used to deconstruct for material equivelent to deconstructing crafted items used for tempering.
Its not an effienct method but it allows people to progress gear when still waiting on crafting benches even if it a costly/time consuming option compared to just crafting it. It just allows the no lifes to feel like they can do something for progression while waiting on node benches
I rather no gear drop personaly but other peopel freak out about being time gated by nodes but i like to think as node progression is a soft cap to help casuals keep up, so it gets less effienct gridning mobs when your so far infront of node progression due to using low level/quality gear
Everyone isn't supposed to make their own gear... They're supposed to actually trade with dedicated crafters. Since it's a social MMO, different people will have different focuses and all combined will make the economy.
Wait.. just noticed what you were responding to... Yeah you can't completely remove dropped gear... There aren't enough crafting players to support literally the entire server.
it would be much easier to do that if they let us have the same crafting benches for crafting and processing in the same town tbh :p
if we have the wood processing and carpentry in the same town crafters know this is the spot to get those wood components for there black smithing and so on
There definitely would be enough crafters to support the whole server. All the big guilds have their own and then the artisan guilds and solos on top of that.
The hope is they remove all the vendor base gear & allow mobs to drop different rarities of broken gear to deconstruct for mterials to make gear up to level 10. After level 10 you'll need to find a crafter to put together items from mats collected or disassembled gear .
Right now level 10 gear is pointless..
it seeems like they will be remoioving alot of vendor things
when leveling level 10 gear will be important at start
there a lvl 10 piece that BIS for my lvl 20 build though 😛 lol
A couple sure, but overall dropped 20 gear is too easy ti get relatively
i still think mobs need to not drop any gear so people leveling progression is soft tieds to node progression
also level 20 gear will be a month out as most requires at least 3 JM stations to make the bear minimum.
have mobs drop broken gear that can be used to deconstruction kits for tempering ingredients
and then u have gear ascention eventualy that i would assume allows you to increase an item from 100% quality white to a 0% green
100% in agreement with that, same wih artisan gear, it should have to be crafted.
everything should be excapt maybe lvl 0 gear should be some vendor ones or quest ones to get people going
That's what i said above.
i like the broken gear drop for tempering materials cause it allows peopel to still farm mobs and get that gear progression sense outside of crafting/buying the gear especialy when ascention comes a thing assuming it what im think it is
I’d rather have no full gear drops at all too and no vendor gear. But I’m very much an artisan focused player but so is most of this channel probs
if they realy realy wanna keep mob drops make the flaw of white quality gear so much larger so that mob dropped gear is well below crafted whites.
Like mob dropped tin sword the dmg might be 200 as a mob dropped (call it rusty tin sword if u want) but any crafted tin sword will be 351 minimum
so it there an an option but kinda shit compared to crafted stuff
some people hate the idea of being time gated by nodes unfortuently cause they wanna rush to 25 persoanly i like the effiency of leveling being tied to node progression since it lessens the gap between no lifers and casual (im a no lifer btw)
Just crafted a legendary JM tailor shirt this morning only to realize, 552 rating which I was at, to 610, which I am now at, makes no difference really. Can't save on mats with the jump. Biiiig expense
oh no what will I do without my upgrade scrolls 
so when will the changes to gathering and artisanship going to be again?
had a question for you guys for weapon and armor smithing is there an efficient strategy for leveling it more efficiently? like how carpentry has crates?
We do not need weapon speed when we have DEATH BY SNU SNU!
Guys does anyone need if having an oak ship hull rarity better than common has any value?
fist changes spose to be may 1st now which im assuming is gathering changes since they comfirmed there removing static node by may 1st
Interesting they changed the treausre map reward tables to take all the wood and ore out of them, so theyre no longer a shortcut to JM/Apprentice materials without tools
what do they give now?
flowers and rubies mostly
Looks like herbs and gems mostly
When? I just got like 32 uncommon weeping willow this morning
maybe im misusing the codex..
what type?
in fact I think I had uncommon and common ww with rare riverlands
hmm there's 2 map recipe on codex that look exactly the same
are they new maps or old maps? did ya make them since the lense change
(or get them if theyre drops)
Old maps
wonder if thats the change, because the old recipe is still on codex
So could be that I guess
i should note, i havnt actually tried to craft a map since the monocles came in but im pretty sure people in here said that you can only use that recipe now
Yeah, I haven't tried either, just had like 10 rare maps left from before the change and was bored
yup only the new harder recipe
2 results though? so maybe its actually you get a map with wood and a map without
the new maps are substantially more expensive anyways so i wonder how viable theyre gonna be to use to bypass gathering anyways this time
Has anyone had any luck finding "Fire-Scarred Chestplate" or "Dun'mor Helm"?
IMO maps should be like RuneScapes cluescrolls and less like big resource generators
That’s just me though
i think it would be nice if they had recipes in there
Talking of recipes can you actually solo farm the carphin recipes, or does it actually have to be the mobs inside the tower
did the make the change where you can mix rarities making weapon and armor molds?
not yet, soon
Looks like they added new "cluster" spawners
Outside of node towns there's large deposits of rocks and flowers all over the place
No on Dun Mor I’ve been curious about this too
Stumbled on this older message, at https://www.ashesforge.com/crafting-lists you can create a crafting list and then it breaks down all the raw/intermediate materials required.
Can we hunt elephant now? 🐘
I did find that but unless im being dumb there’s no way of scrolling the tables? So you cant really add more than 1 item to it
What do you mean by scrolling the tables? Should look like this when you add some items to a list, not really seeing anything that needs scrolling
Keep adding stuff and you’ll realise there’s a limit and it’s not actually showing you all items
Even in your example there’s no weeping willow in the raw materials?
oh good point, didn't even realize
This is fixed now, the tables no longer have a hidden limit
oh cool 🙂 is it your website?
Yeah it is ❤️
thanks for the hard work! 🙂
How do i make coin to pay the hardcore crafters for what they make? Should I just gather? Play the market? What is the meta for making coin?
Caravans
I have roughly 100g left after going on a spending spree recently, I've purposely not leveled to 25, and have done nothing but gather and sell. I have another 300? G worth of leg. And epic stuff I could sell in my bank. Gathering is a great way to support a guild or make money for yourself. And I did this without the static rarity tracking except for just a few items we used.
I've never run a caravan in this phase
man i love this site.
@hot hatch might you be adding crafting stations for each city?
I've been thinking of doing this, but it'll be hard to maintain because it would be manual trying to keep up with all the changes at each node. There isn't really an API or anything to gather that data. But I think it would be valuable to have so I might get to it soon
yea i thought that was well after i sent that
I have it setup in a spreadsheet, happy to collab
I have to manage it manually atm but hoping to automate it more down the track
Does anyone know how to pop Cairn in Gravepeak?
So when do we get potion recipes?
any new mounts with this update?
Is Miraleth supposed to have a metric crap ton of flowers and basalt EVERYWHERE?
Every node has a ton of stuff outside it I think. Mira/desert nodes have it at least from what I’ve seen
New Aela had trees that would be a double resource ... Basically, you chop it down and there was another one right under it. Stand in one spot and chop 2 trees, that at first looked like one
different rarities
Basalt should be near water and since Mira has a river maybe that’s why 
Djinna had a metric shit ton of herbs
We'll have JM in no time for gathering AND processing ... just need the benches lol
how long till appreintice benches it was last time?
apprentice goes up quick tbh when people are actualy ginv gtup materials 😛
quick is one week or?
depends how many people putting in resources most major guild neglect them early om
can probaly get get apprentice benches up within the week if somone realy wanted too
be like 2 days to hit node lvl 3 then it like 1-2 days for mayor election then 1-14 days for a bench depending on how many people wanna turn in materials
never guild neglect, nu uh, the massive guilds only care about the server
Given the short 3 months of the next test, I am down to contribute heavily if we have an organized and established plan for node.
The zerg politics though I feel will not be conducive to this scenario in my opinion.
feel free to tell them that
they're going to PL up to 25 and start killing people for fun, because that's their end game
Nah, they won't even do that, because they don't want to corrupt. They will just continuously grief by training lol.
i didn't say how they were going to start killing people, just that they will. it'll be part of their "testing"
and don't forget the land grab, so that they can own the majority of the freeholds and not do anything with them
Yep!
and the buildings placed in the towns will be subject to their egos, unless they're just happy getting their flying mount and don't do anything with the town after getting mayor
Dear Artisans: The <Cavalry> Wants You!
As someone who is going to PL to 25, I have no interest in interrupting low levels. I just need the glint to flow for artisan stuff
Steven Mentioned crafting q-ty changes for May 1st. After figuring out current crafting system thoroughly, I wonder what the changes would it be
I think you can select how many craft you will do. If you have mats to do 10 crafts you wont have to do 40 clics
artisan changes spose 2 come in 3 patches early may im assuiing gathering will be first then processing then crafting at end would be my assumption
Steven said today that may 1st will have temporary solution for static rarity, with fully intended solution a week later. May 1st will include nerfed item drop rate, adjusted glint drop rate, crafting recipes have had the ingredient increased (maybe it will take 40 fucking ~~trees ~~ wood instead of 20 to make a bow that should take one good branch haha).
How dare you use logic and facts against me....
It was in Steven-speak so there's some interpretation. My understanding was 1 ore = 2+ fragments, not that 1 sword would take more fragments
I'm hoping... or it could just be as simple as, you can craft more than 1 at a time now (like processing lol).
Or sliding scale on processing....
Or something completely unrelated to crafting, know steven-speak haha
Dude could not stay on task this stream. The "playthroughs" were the teams voice, with steven flying all over away from them lol
4 high rarity adult trees* which since everyone gathers around the moment a bench is up all of said resources are farmed off the map.
Shouldn’t take 40 planks to build a bow
maybe for caravans or ships I could see large amounts of mats but come on now
then they should have tree give 1 mat for small or 2 for grown tree and have it take 10 planks instead then :p
Well then if you die with one tree's worth in your inventory you lose it all :p
So I’m confused backed on the live update. We don’t have static rarity spawns now, but something changes on May 8th?
I was a little confused as well. Wasn’t paying full attention. Sounded like we don’t have static rarity now (good thing) and that more things were changing next week.
Okay that’s what I got from it as well. Interested to see what they took away from the vendors. That and the lowered drops should massively help out the crafting economy
Now if only we could get custom job sizes
Expedited removal of static rarity… temporary solution… for today, with the more permanent solution next week.
I think crafting needs significant work to feel better. Will see how the different conversion changes from processing and to crafting that they talked about play out.
Removal of static rarity was a huge win at least. I don’t know why that was even a thing cause it just flooded the market with high rarity options. Made it basically non existent to even go out and gather when anything common can be bought by vendors
anything common can't be bought now
I thought we didn’t know till servers open what was actually removed from vendors?
Actually, level 5 gear and novice bags can still be purchased
Roshen gave us some confirmation last night, and they never say certainties unless it comes from the team
Yeah. The reduction of vendor sales is a significant change as well. Eager to see how it holds up after the initial complaints when people rapidly outlevel crafters
Ah okay nice!
Enchanting…. Food… etc still significant.
yeah, enchanting was removed before servers went down monday
This will incentivize benches be brought up for farming/cooking too
The zergs and sweats will want their min/max buffs
Yeah that should make a big difference in market demand that people just can’t buy all the common stuff from npcs
Tailoring too for all the common crafting gear as well
Never liked that anyways, personally. While I spent all last test leveling 19/22 professions to JM, I am not mainly a crafter. I still didn't like it, because it's not going to be that way at release, and I want to get as close to the real experience as we can.
Means the scribes and cooks who have no semblance of economy can now charge even more for their common buffs that took them 10 seconds to make 
As something who didn’t even bothered to enchant or get buffs last phase, that sucks lol
Do you know how many animals have to die for your salads. price of dropping is about to go through the roof
no shit!
From what I understood of the stream the change from static rare spawn is a quick-fix, with the full fix coming next update.
LFW APPRENTICE WEAPONSMITH SHMOL
soooooo
3:1 raw:processed, on each step, has us needing roughly 950 braidwood per bow etc
90 rubys per scroll 
hope gathering give way more, but bags stacks seems to be the same
spell books are no longer made from paper, but from 35 metal ingots, which is fitting because i want to hit someone with it
Did the xp per craft increase to reflect the material cost increase?
afaik no
36000 rubys to get scribe to level 10 if its still 100xp per craft 
minus some if you get some town xp buffs
has anyone actually hit a node to see if you gather the same amount 😛
popped an oak earlier- 5 wood
unless quantity rating is DRASTICALLY improved, the game is like 9-27x as grindy. Even with dynamic rarity and the ability to mix, thats a ton. I'll have to try it out, but I was already spending 20 ish hours a week gathering and processing. Frankly, I don't have one hundred and eighty hours a week to do the same things I was already doing.
appears unchanged
So it really does appear that everything is gonna require a lot more gathering to achieve
though i guess we have no idea what respawns are like yet
even so, unless its quite literally raining ore from the sky (let alone hides, holy crap leather armor was already cursed), people are going to have to spend an entire work week to get a pair of pants- what is this, an early 1900s sweatshop?
once someone manages to craft something, check if the crafting xp is changed plz
update notes didnt say anything about it but you never know
so about those 1 week apprentice benches... 😂
wait what the fuck are they doing to crafting? It was hard enough as it was you assholes
- Static rarity will be removed starting May 1st.. This is a temporary solution until the full system is online, likely for May 8th.
Maybe when the full system comes online we will get a lot more mats?
Lets just 10x everything like we did the base stats, cause why not making it a mess of garbage and everything seem like a game of Accounting Simulator 2025 loool.
It's still givig 5 per tree and I doubt thats gonna change. I truly think someone made a mistake.
ye going. you have to craft everything but it costs 3x the amount.... kinda crappy since people are just gonna farm gear from mobs
i wonder how much the gear drops actually got nerfed
has anyone crafted copper fragments yet? How much fragments do you get per 3 ore
3 copper -> 1 fragment
That better be a mistake
its bad... really bad if its not
only 20 large copper nodes to make 1 greatsword
That'll be all the tariffs
only about 21 fully grown willow trees to make 1 bow
think thats bad? check out the JM enchanting scroll
Or any JM recipe really, 945 Braidwood for a Steel Long Spellbow for example.
which you can't make, since you need all your bank and bag slots to hold the wood
for the scroll you need 2430 braidwood, and 2430 weeping willow
One thing I hadn't looked at, dear god.
just 486 adult braidwoods
I don't want to think about that on their respawn timer.
disregard that, and think about the idea of over harvesting causes the node to slowly deplete its resources
9 droppings for a simple salad. so about 60 animals had to die for that salad
and to make 1 filet you must sacrifice 3 fish
Nodes are the same amount.
These tarriffs are out of control
I hope so! Otherwise, the grind to lvl will be worse.
Can someone from intrepid explain the reason behind making the wall of artisan progression even larger? It doesn't make any sense
i would say theyre a little busy right now 😛
My money is on sadism.
I think we're gonna have to wait until they get the server wrestled down
Uggg...just died due to lag, lost a lot of processed green and blue materials. This is...frustrating
oh so to make a novice scroll I now need 90 freaking rubies! for 1 scroll which lasts you 3h. Goodluck mining for 3 days just to do that!
Loud noises
hopefully they fix it soon or this is gonna be a really short test befor everyone gives up and decides its not worth there time
The new gathering changes are still being implemented - what we got this week was the patch job on rarity, with more coming next patch.
Good to give em feedback on your initial processing/crafting reactions, but I’ll let em cook a bit and try to see the full scope and how it plays out.
3 droppings per flax and 3 flax per linen with 11-20 linen per craft is a big pendulum swing from what we had before.
It's more on them not having a "Medium" to go to whenever they adjust a dial for something.
I hear that, seems extreme. Would be nice to hear a little more reasoning on it.
We also don’t have crafting artisan trees yet, there’s a chance that ties into things as well.
This is Beyond extreme. that's why I'm asking what the thought process is
It doesn't make sense that I need 35 copper frags to make a novice level sword
I think the intent is that people were hoarding higher rarity as well as just trashing the lower ranks or vendoring them.
So to make the crafting more valid increase the amount needed to craft in order to use the materials stored
How did this change bring validity to crafting? How're you supposed to level anything? You're gunna need 5+ People funneling materials per craft. That's insanity.
This made crafting a joke
Like again, I stress the understanding of the medium, Not these insane jumps!
And on top of that, Lets talk about trying to find Rividium Recipes for end game cleric? We didn't even have them before previous wipe, And now we're lowering the drop rate to nothing?
They haven't mentioned anywhere quantity changes to gathering though have they? Needing 1k braidwood for a bow in no scenario is okay
@paper bloom i had all the rividium recepies except for the Breastplate
is fishing bugged for anyone else? My char just shrugs his shoulder most of the time lol
Yea I can see some of the needing to increase materials but not in this weird spikes way were one items needs 10 times more. And even worse was putting this on consumables. Things that are constantly being used up unlike gear. We also need way more sinks for novice and then apprentice level materials once you go higher as there is only a tiny use of them. And now only in tiny quantities comparatively
did the xp get tripled for crafting?
It was not mentioned to be changed
It should have been, considering how hard it'll be to find the materials AND process AND craft.
wow...that is insane then...a triple crafting nerf...
I had been planning on getting around 27 people to join on this wipe...now...i don't think it will be fun enough to retain them...
Not to mention the cost of crafting along with roughly 16 hours to process the 1k braidwood needed for 1 bow.....wtf
https://i.imgur.com/reGCHIF.png skill issue ❤️
I honestly think an intern forgot to add a zero and it is supposed to be 3 raw to 10 refined material.
We can only hope. But I felt like the same thing happened with the spindlehemp caster gear and that did get changed.
3-3-3 as the ratio schema was misaligned. There will be an adjustment for Saturday mornings update fixing the ratio for gathered - processed - crafting requirements to 3-2-1 instead
Any thoughts on making consumables like scrolls back to old values of 5 inks or less as they are an item that gets used up and would be wanted in bulk?
i get it for lvl 20+ items but consumables its hard enough to craft things
Can I ask what the thought process was for the increase in material requirements was for or the problem it was addressing? Or what the eventual plan for storage to be able to deal with the quantity increase will either entail or the timeline for that storage rework to happen?
Fantastic question! I was trying to articulate a way to ask exactly that without sounding smug!
Is there also someone going through the recipes to make sure, that they make sense?
Secondary, please increase the recipe's drop rate. Telling ppl to do artisan is one thing, but that does not work if ppl can't make them
I second this! Looking for Rividium Armorsmithing recipes during the past few months seemed like a very low drop rate as it was. To lower it even more seems like you're basically removing it from the game. While I understand that some things need to be rare, This seems a little too excessive. What exactly is the mindset behind this? What is the overall idea that's trying to be achieved?
he said yes consumables will be lookeda t by tuesday and some others
I've been testing this at the moment. Seems like some trees aren't "There". They're visually there but can't be interacted with and can be walked through.
I've been going back to basalt hot spots and nothin
after like 10-15 minutes
basalt man
xD
basalt is a 30 minute respawn after they turned it up at the beginning phase 2
This change still creates an imbalance if there is still drops happening, With your luck stat on login, people can still "game" the system by doing multiple logins until they find a login that hits on the loot table 1-2 times out of 10 kills.
This would be the meta until people are geared out completely negating the necessity for crafting in general because of how hard it is to craft items now.
Especially with how little nodes are respawning and completely overcrowded populations, gathering everything.
One thing I'm noticing that's quite annoying is you often aren't positioned quite right to gather a node, so you press F, it does the first frame or part of the gather animation, then it fails silently and you have to press F again.
Probably want to up the allowed radius on that
Anyone else notice that?
Yeah happened last wipe too when i was playing.
In some places there are also double trees, cut one down, and another one was inside it all along..
Also when hunting the 3 part circle animation means you spend what feels like ages waiting for 1 segment to complete, you're not sure if it failed or not. A little white noise animation to show you the gather is still active would be a nice improvement.
yes it's been that way. Needs a fix and make sure to report it using /bug in game
Yeah I just don't want to spam known deficiencies into their tracker
Do it once and move on tbh, i dont do multiple either
Please do, the number of reports they get on a bug helps them determine its priority to be addressed
Oh no I'd only do 1, but I mean ones that 1000 people have already mentioned
So far they already solved the freeze bug so they doing good, one bug squashed.
Also, when I'm fishing, I'm finding that repairing my rod is taking over half the copper I'd make from selling the caught fish, and the processed fillets are worth much less than the fish. Is that expected?
kill me now
no. We refuse.
everyone here is already dead thought you knew
how can I get ruby?
I've been getting it 1 at a time from Basalt and granite. Ore types in nodes now seem to be gated by node progression tier. Didn't even see a single zinc/copper node.
Mined a bunch when servers came up and have barely seen anything since
I mean, I saw some iron in lionhold, just sitting there.... mocking me for my loss of grand master mining.
Honestly, if they wanted to up crafting costs, they should have done it at the final item level. Just make [Bundle of X] processing with the mix and match changes for each recipe of each type and use that. Then your overall multiplier is just at the end, with those going into expensive items.
Leaning into 3xⁿ scaling is bad, because you get nasty exponential scaling.
Holy, carpentry is dead :/ even with 3 2 1 its not worth the time and luck youll need to find the the amount of materials needed
210 braidwood for a bow ...
don't even think about the future that we are supposed to need lower tier materials in higher tier stuff
Omg
You can find the recipes in grave peak from the forsaken blades and the enchanted warmages in front of carphin
We did the grind and got 6/8 pieces but jeah really low dropchances
Even with the changes to drops and vendor available items, the balance for node dev, leveling and crafting leveling is still absurd and doesn't lean into making artisan more valuable even at novice or apprentice stages.
Simply leaving the recipes as they were or a very small increase in material requirements may have been okay, however, people are far more likely to grind their lives away for low gear drops on mobs at low levels than worry about trying to get a ridiculous number of materials that have to farmed.
I can't even imagine what apprentice and journeyman molds look like now.
People will just live in common level 10 and 20 drops until things balance out, but that will likely take more than a month and people will have dropped off by then, allowing materials to be less scarce so we can procure and produce these pieces at uncommon or rare.
My two cents, some of which aligns with what others write, some - not
If you want to focus the test on artisanry:
- Do not reduce the drop rate of recipes, some recipes re extremely hard to get. Spent couple months trying to get Dunzen's Smith shirt recipe
- Do not increase the quality of boss drops. Farming bosses would be the best way to gear up, until artisanal ratings on gear would be able to produce way better gear
- Make processing and crafting interesting and engaging, and not a chore. Gathering is fun, other two are not as much, imho.
I do not mind such great material requirements.
It actually reminds me of crafting in some other MMORPGs like Lineage 2, where you had to gather thousands of materials for the craft, upscale them with processing and go for it if you got the recipe.
What you also did there is you increased the price of caravans. You made that having one and at a high quality is truly an investment.
This should definitely help the economy and inflation. Try to keep it there, if you can.
Like the changes regarding that.
As a cons to that, losing a caravan to a bug now will hit morale and coin purse much harder
I think the changes are definitely a step in the right direction in terms of making crafting useful in the game. Clearly it’s hard now given everyone is at the same level and nodes are not leveled, but once that is out at least making level 10 gear should be pretty commonplace. I can definitely see the issue again though of people rushing to level 20 without any of the nodes being able to get to journeyman for crafting. That is more of a player base issue though of focusing solely on leveling vs world building though
how do i get profession clothles?
Have someone craft them
but which profession? cant find it anywhere
Pretty sure it’s tailoring
But if they took the recipes out from the vendor, then I have zero clue how to get them
@marsh vigil Your Post of Adjusting from 3/3/3 to 3/2/1. Sorry mate, it should be the other way around 1/2/3. That is how it will make Processing and Gathering not a Massive Grind fest. 1x Log should give you 3 times planks, 1 Ore should be 3 to 5 Shards. I don't understand the obsession with wanting us to Harvest 10s of Thousands of Materials to level Artisan skills, it is what every other BAD MMO does. Crafting should be keeping up with the Leveling of a Character, if I reach 20 before I can even make a full set of Basic Level 0 Armor, what's the point of using any of the early recipes???
oh i see
I am all for increasing the time it takes for processing to process our materials, it doesn't require the player to waste their time standing at a bench, so it doesn't have a big impact on their game play, Gathering time investment should be rewarded, this current system and the proposed fix, doesn't feel like it rewards us at all. I imagine, gathering for an hour should give me a yield of useful products that may take up to 3 to 5 hours to process. Those processed goods should be enough to contribute to at least 2 to 3 levels worth of crafting. As it stands right now, I have to spend all my time Grinding for Gems which after several hours hitting rocks and looking for Ruby Spawns has yielded me nothing, our entire small guild of 20 members has scratched together less than 30 Rubies, a Far cry call from the 90 needed to create a SIMPLE ONE USE Guild Scroll, so we can make our Guild. That is not right. Instead of us grouping together and doing Pocket dungeons or just guild activities, we are just all trudging around looking for rocks. Not engaging gameplay. I love Ashes and I want this game to succeed, but I feel right now, Crafting, which is the backbone of this game. I feel the players who have the loudest voices about this are not the crafters that will keep the economy going.
I agree 100% ,the new crafting changes have ruining crafting for me and my guild. We were a crafting guild last go around but now I dont know what we are going to do cause I refuse to put this much effort for the small amount of gain that we will get from this system. Its totally bonkers.. I wouldn't have so much of a problem with the increased materials needed to craft if processing gave more, or if processing was at least untouched. I like the idea of putting a random element in processing because IRL that may be the case. you find a chunk of ore and you have a chance of getting anywhere from 1 to 3 fragments out of it maybe possibly getting a higher rareity on a fragment or 2.
They said that the plan they executed for the fresh start was based on overwhelming community feedback. I hope they take this feedback about crafting into consideration, because I think even the one's upset about it are underestimating exactly how much this has taken crafting out as an option altogether.
Granted Steven said it's going to be like 3:2:1 or whatever, that's still ridiculously damaging to anyones ability to craft anything in a reasonable amount of time. We are talking about a guild of 40, all gathering, pooling materials to craft 1 weapon (common-rare because you ain't getting the number of mats in a higher rarity, forget about it) over the course of a very sweaty week (4.5 day testing period) or longer. That's my take on it, but time will tell.
ye doesnt really feel like they are respecting are time even with a 3:2:1 layout. by the time i get enough resources to craft a level 10 weapon everyone will be lvl 25. i could get behind making rarity actually rare and requiring artisan gear and other buffs to even get a slim chance at epic+ but just increasing the amount of resources required doesnt feel good
All Basic Recipes should be in the vendor, for all levels of Crafting, it's the better quality In between levels that should be needed to find
hopefully they develop the crafting abit more this round
Made lvl 10 fishing and cant catch fish anymore, I cast & wait, cast & wait and no fish, I upgraded my fishing to apprentice but still using starter pole. and no fish ... thoughts?
Having the exact same issue after I upgraded my certificate
And regarding how leveling crafting professions currently is:
I can understand that they want it to be an investment. But with these new changes what is required to level some of the professions became borderline impossible.
I also don't think that it makes sense, that the best way to level a crafting profession is to spam novice items only. So why not tweak the required resources a bit while changing it, that you only get EXP for novice items until you hit lvl10 in the profession. For level 10-20 apprentice items need to be crafted and so on.
And for the love of god, remove ressources that we cannot gather anyways. What use is it to have T2+ Ressource take up spawns for T1 stuff?
where are copper rubies and zinc? saw only one zinc node at early start and it was bugged. never saw another one and I traveled ~10h around Riverlands
This likely is because of the dynamic spawning changes they made. If I were to guess, it's spawning t2 and 3 nodes in place of t1 nodes and the respawn of t1 nodes is likely broken in some fashion.
this is just what happens when theres 7000 people running around hitting rocks
and T2 / T3 resources taking up spawns.
Last night the common resources werent respawning in their designated 15 minutes or less. Something was up with them code wise. Unless there was a backend change again from what we had previously
I sat on basalt to test
Hey so is it 3-3-10 currently, 3-2-1 soon? Because it takes 10 red ink to create the scroll not 3.
anyone trade common Grem carcass to uncommon?
The ratio change is too punishing and unnecessary. It was already going to be much harder to craft good stuff (rightfully) with the randomness being added to gatherables. This is just too much. We have four miners and have still not gotten enough rubies to form the guild.
Im wondering how much of this is because of artificial scarcity- caused by a few people going around gobbling up copper and zinc and the respawn times meaning now those resources are too scarce for others. Yall mocked me when i, a newb when yall were leveled, was complaining about spending hours looking for copper and zinc, and now yall are in the same newb boat i was in
Can we buy a skinning knife in lion or do we need to make it?
This is like our 3rd time going through this for many here. We went through it in p1 and p2. Changes were made to make it slightly better or to fix things like t1 nodes not spawning properly because of a change or things spawning underground.
Everyone always insists that it's because too many people gathering but then like 2 weeks later intrepid patches saying there was a bug
Honestly, it's not mutually exclusive- it can be both! There can be bugs reducing an already reduced resource further. Basically, I'm saying that the process itself at lower levels is unbalanced. Because of higher levels always needing/always farming every node, newbies suffer, and when everyone is a newbie, everyone suffers. There needs to be some sort of balancing to act against node greed or else this will aleays happen, bugs or no bugs
i dont get that problem.. i always find copper everywhere i go.. i just dont pick it up, yet.
I absolutely agree it's not mutually exclusive but rather the impact is greater because of aerver population. I doubt anyone who has gone through this every phase would mock someone, maybe just say "another phase change, another node spawn bug"
Well, honestly until things change with how crafting levels up, you're unlikely to see higher levels not wanting those t1 nodes. Even then, things like brass and bronze requiring t1 materials continues keeping them scarce. The nodes require already scare materials to level so we have stations to use them in the first place.
Sounds like a mistake or a troll tbh 🤔 anyone who sees copper should be hitting copper.
Went through 5 nodes yesterday leveling and only saw basalt and granite, with the changes to gathering and crafting it's silly to pass any copper.
Heck, in its current state, it's worth flagging to loot a corpse with common copper on it
neither. i dont make mistakes nor do i troll when it comes to my artisan work. i have to test something new
Unfortunate for the miners that want it then lol
the advice i usually give. "think outside the box" .. dont go to places everyone passes by
Yeah I've noticed over the last couple phases the people scooping up most of the mining nodes don't go where the mobs are so nodes that spawn by goblins that are too high for them to grab are usually available
now you get it x)
I've gotten it for awhile
how much ink will it be to create guild after the ratio change? hope its 1 lol. like before
10 ink is 90 rubies. thats not happening XD
10 ink will need 20 powder, 20 powder will need 60 rubies? I believe that's the 3 2 1 explanation Steven gave
I don't do math though
If those ratios hold, then crafting will be the exclusive province of medium to large guilds.
I'm even more confused by this ratio that Steven mentioned. This is not 3-3-3. Pre patch vs post patch
This artisan rework killed crafting in my opinion glad im not willing to play until august ...
Its was even hard to get to 50 legendary braidwood on an empty server... On a full server no way ... And we are talking about hundreds of wood
I'd like a put together response to the inquiries over Intrepid just putting out an update and saying here's what we actually wanted and then not answering the questions and worries from the community. Though I get they are working on multiple things and a lot of these can feel as repeated complaints.
I won't be able to create a guild for me and my irl friends with this ratio. so we will just not play/test lol. not farming 60 rubies. you get 1 from granite/basalt, and you will need to mine more than a thousand to get it. cause you ain't finding rubies on its own no way with this pop. so I think we are out. why does creating a guild need to be crafting anyway? like all other good mmorpg. just pay a fee and done.
metals seem pretty rare...been in game for several hours and not seen a single node of copper or zinc, and just two of iron. And I've been looking
600 nodes of granite and only got 1 common ruby and 1 uncommon copper...drop rates atm are horrible...haven't seen any copper or zinc and saw 1 iron
its insane, its like they change things without revising it. changing numbers in coding and launch, no way people though this was good if it was in ptr... don't wanna be critical towards the devs but this aint it XD needs to be changed asap
I feel like I am in the pantheon discord again. Guess you just cant escape having issues with big changes to a new game.
they didn't test any of this in ptr
they smoked a little crack in the board room right before release
I'm sure they tested it. What they could not have done was to bring in 2000+ tester for simultaneous resource distributin test
i promise you they didn't test it
Maybe they actually intend for not everyone to be running around in full legendaries
Thoughts? Seems too good to be true
Its totally legit not everyone should run around in full legendary gear ... But think about how many braidwood you have found when the server was full
Even a heroic will take ages to craft ... Weeks, months ?
I mean, if you ignore the braidwood its feasible I guess.
You mean mostly NO ONE will be running around with Gear of any good quality. This is a PVP game, are you saying sorry 99% of the server we will only have a game with a few people with massive advantages to bad for you. If you are not in a massive guild and someone of importance in that guild, you don't get to have a fun PVP experience. I would like you to fight someone in Legendary or even just Rare gear, vs just common grey gear, see how you fair.
No only the early players that grind dungeons will have you looked up in general earlier someone picked up a heroic level 10 already. The. Look at crafting that we can’t make any uncommon novice piece yet because of the upfront cost.
man i wish they bring back lv10 gear back to vendor :/ you will stay super weak until ppl start crafting
Gear Drops are supposed to be Super Rare, from Steven's Mouth himself. He wants Crafting to be the primary way of getting gear, so what you are telling me is Crafting is NOT how we get our gear?
you can't even craft gear at the moment
Your logic makes no sense though. If 99% of people are in rare/heroic gear, then 99% of your opponents are at the same level. Having one person with gear a few tiers higher than you makes fuck all difference in most pvp situations. The difference between rare/heroic and legendary is actually not all that big with the new gear system either, particularly with diminishing returns.
That’s my point I want crafting to be the main source of gear but in one day we already have a drop like that and no crafting period. How do you think it will developed in a week
it was an exaggerated answer and no most people will be in grey gear mostly
I agree, this change has been a major mistep by the team and I don't think they intended this at all
Sorry, what? Uncommon and rare mats are not hard to come by. I don't think they're balancing things based on launch week either, nor should they.
What game are you playing??? I am talking about the MATS you actually need to make anything.
I agree that it wasn’t intended to feel this way but the current only response we have is instead of 27 times the amount of raw materials it’s going to be 6 times which is still ridiculous with how hard it was to craft even in the last part of the phase.
How much Basic Gear have you crafted?? something you can make right now?
I played for about four hours, crashing and error 33-ing and made 1 green and 1 grey piece of leather armor. But seriously dude, i know grumpy is in your name, but you need to chill out a bit. When you start resorting to ad hominems (which you've already done twice in 10 minutes) it's not because your argument is strong
You just proved my point. Also Leather armor was the least affected by the change, if you bothered to learn anything about what was changed.
Ok. I can do this too. You're acting like a petulant child, not a grumpy old anything. I'm fully aware of the crafting changes as I'm a guild artisan in a fairly large guild. You've made no actual points other than whining that crafting takes too looooong now.
Poor babby
Maybe use more !!!! And ????
lol how am I acting like a child??? pointing out how bad the system has changed for the worse? Grow up. I can see talking to a moron like you is a waste of time. I wont bother wasting my time with you.
Anyway to all the intelligent people playing, lets hope they Understand the mistake they have made and adjust accordlingly
Artisans. Lend me your ears.
Tomorrow morning an update will hit, that changes the qty requirements to 1-2-2
Thankyou steven
so 1 log into 2 timber then what 1 timber into 2 plank or 2 timber into 2 planks?
A little more detail would be great. Is this a rework of the 3-2-1 reduction you already announced or a new way of saying the same thing?
@marsh vigil Now all we need is the actual resources like copper and Zinc and the other less common resources that are no where to be seen even after many hours of play
There will be resources that are nowhere to be seen after hours of play. That is an intended game design.
@marsh vigil Well can't wait for those Resource based Events then 🙂
Just to follow up here: Im not sure if its working as intended.
It appears as if when we server restart all nodes load in properly. After they have all been mined nothing respawns aside from basalt, sandstone, stone.
This is exactly how it was at start of p2, so it's pretty safe to say it's working as intended.
I promise you, it 100% was not like this in P2.
Hmm. We haven’t seen this
I promise you, it was. The complaints were the same too.
Let me ping Econ and ask to check
You have thousands of new players who need t1 resources, they instantly evaporate.
and mostly riverlands only stuff
Like the parcel quest that people are bug reporting. I've watched 6 people dismount on top of one and race for it.
Might make sense to increase the spawn rate just for stress test.
So we are going the other direction now? 1 wood = 2 timbers?
Much appreciated!
In the example I am noticing its almost as if Ores and Gems are being overwritten by stone types. If you flew through sunhaven at the moment you will not see a single ore or gem.
If @gloomy tartan was correct we would see respawns of T2/T3 that would not be minable at the moment. Even those minables do not exist.
Nothing found in Az or Aith so far either
They do though? Ran over quite a few in just a few hours of playing errr crashing.
Higher tier ores i mean.
thats because nobody can mine those yet
Yes i am referring to the claim "even those minables do not exist"
Tomorrow morning’s update will rebalance processing recipe general material costs to
T1 = 1 cost T2 = 2 cost T3 = 2 cost
Nice!
I think GM Intervention wiped higher tier mats to allow other stuff to spawn because all braid and willow disappeared as well
I've noticed an issue with hunting. There are nothing but deer in the mixed spawn areas if the server has been up for a while. It seems the respawn logic is to spawn a random huntable animal, so if there's been players active for a while it gets filtered down to only deer, since we can't gather them as a novice.
This sounds like a much better 1st pass (since I began testing, maybe not FIRST pass) at making crafting more significant, without putting it out of reasonable reach!!!!! ❤️
So braidwood would be 2 wood per timber, 2 timber per plank, 2 planks per dried plank? OR 2 wood per timber, 1 timber per plank, 1 plank per dried (for example)?
I hope in the future we can see the inclusion of more novice and particularly apprentice materials in jm and higher level crafts.
We have confirmed this issue and are investigating now
Doin the Sandal Lord's work my dude.
Beautiful thank you for the follow up so we can disprove the gaslighting haha
I kinda hoped for long term progression in crafting, taking months to finally get a legendary piece is much better IMO
too bad that everyone starts panicking and screaming as soon as they hear they wont be able to be full build in a single month lol
The issue I have with the change is it doesn’t target legendary or even epic specifically. It hits all crafting. Even your white gear and consumables. And for those it is just too much.
gamers just want to speedrun content game for 18h a day to get to max lvl in 2 days and get BiS gear in a week so they can just go PvPing till they are bored and can move on to the next MMO 
anything that goes against that idea people gonna complain
I hate to have to agree with Liniker.
I'm good with running white or green gear for a while, and for rare gear to be.... well, "rare"
Yep
but I guess... people want to see the golden item equiped
then lower the higher rarity spawn rates which isn't what this did. it hit all the crafting and not just the higher tier stuff also they need to look at what they want to have mob drops versus crafting be because I think they need a dev discussion on it
The intended design is that the majority of bis gear will be crafted with some exceptions for raid and worldboss drops.
isnt the fixed change still 3x as long as before?
I mean, 3x longer than a few days still isnt what I'd expect of the difficulty of obtaining a "legendary" piece
I'm more on the side of making legendary pieces take Months of grind to get, not days or weeks 
You're only saying that because you're gm of a large guild and will still get those items first
I jest.
I agree with you
my guild is competitive
we dont give gear to the leader or officers lol
I compete to be in our top rankings and grind every piece
xD
I must be confusing you with Tmx
I was like out 6th best equiped cleric
probably
I mean potato potahto
@winter prism
Possibly the best use of this meme in at least a few days
I mean thats the beauty of MMOs, casual competitve and RP players have fun in different ways playing the same game
The issue lies more in the balance between leveling, node development and crafting availability. It's fine to make gear harder to obtain and even to cost more, the issue is now that we have bugs with the node spawn, we have recipes not dropping at all, we don't have access to apprentice stations (and won't for a bit) as people start hitting 20. Instead of waiting for crafting to finally catch up to the rest of the game and those that want to be 25 day 2, they will grind for really really low gear drops at level 20 which won't even be available to craft in the next 2 weeks.
This issue has several causes, the requirements for voting and collecting node materials, node gold, and waiting to build. Then with every artisan skill being so linked together, we see that we can't do anything without certain stations being present. We see people finally getting their apprentice tools and all the T2 nodes because impossible to find. T1 nodes remain difficult because they're still required for leveling your crafting skills and the node development and tools.
Increasing the amount of materials required for crafting, we can look at Jeweler which needed 2000 zinc to go from novice to apprentice - with the current state - that will require 6000 zinc - please tell me when you think that happens? Apprentice to Journeyman was 8000 zinc, current state would be 24,000 zinc. That's simply a nightmare no guild wants to deal with.
This could be adjusted by giving more exp to the apprentice level crafts that make it work processing the more difficult things so they balance better for leveling/time/material requirements so that people will move away from novice for leveling. Another part of the reason people just do novice crafting for leveling is that no one needs any of the apprentice crafts by the time we reach that stage so it's largely throwing away mats and effort that could be useful elsewhere.
holy
Wow
I have been considering this since phase 1 as it hasn't truly changed
I'm gonna let my tank die at least 5x reading that, thanks 💀
No you are missing it even white gear required insane levels of mats. Like one jm white enchanting scroll needs like 1 -2 thousand braidwood. Level s that take insane times to gather and process to even get white gear
Will you write my book report for me in exchange for 5 rubies?
If you want your progression to last months, my advice to you is to have healthy boundaries with your hobbies.
right now that's worth quite a bit so maybe
I just wanted to chime in here, that while I appreciate the change, I still think for higher tier crafts that require multiple processing steps, this is still too much.
So say, making a JM bow, requiring now 35 wood.
To make that one bow, you'd be looking at:
35 x 2 (raw to Timber) x2 (plank stage) x2 (dried stage) = 280 wood
Does that not seem.. extreme?
With how rare those resources are anyway?
its too late for be, been in this lifestyle for like 20 years 
Never too late to change

3 days/wk semi retirement ftw
I feel like there's a meme for this
I too also sell drugs
I honestly think that when the world is full out, this will not be as big of an issue - it's still a lot for sure if you're looking at even rare/heroic braidwood - but if we start seeing freeholds that can do JM this phase, BW might be easier to take care of. I do think it seems super strange that there are 4 novice trees that are literally everywhere in the riverlands and only 1 apprentice and 1 jm tree that are super scarce without anyone chopping them down. Though, this likely severely underestimates the sweat level of some people and they will still make it all disappear.
I rl lol'd. I work with extremely complex needs disabled people.
They sure do make it disappear. The only time my somewhat smaller guild finally started getting hands on Braidwood (and Weeping Willow before it) was when the server pop dropped so low, we finally got a shot. For us, it was after 3 months of Phase 2. That's when I was finally able to start crafting the good bows with Heroic/Epic level BW
As someone with many words, Mel is right though. Right now every bis bow needs braidwood. Once things are built out you will likely have several options. You can already see this design direction with some of the mage gear that was put in with the desert and tropics.
Like i could hunt dragonwood, braidwood or date palm for pretty equivalent items
Sure, but needing 280 for one bow though? To me seems insane.
From my view it seems Intrepid is trying to do the economy scaling and balancing before they finish all the systems that they have planned like the dynamic spawning properly in and while I appreciate the iterating they want to do. There needs to be a better amount of communication and a spot to provide proper feedback for these things. Instead of dropping it on our head the day a new super-server opens
I actually hope that they integrate some of the recipes so they require a little of each to force trade.
Yeah, the day they open the server having reduced item drops to near zero (I agree with). To shine a spotlight on crafting! Where crafting is now impossible lol
I was big into the artisan stuff (I was the guild spreadsheet creator if that tells you anything lol). But oh man, this just killed my interest for now.
I think it's important to distinguish between intended design and things that suuuuuck because this is a partially finished alpha stress test.
Yeah, totally. I'm going to step back for a bit, and see what the outcome of the changes are when they roll out.
I just don't know WHY the change? what were they trying to fix with this?
@turbid peak whispering sweet words of grind in steven's ear
I asked yesterday but got no response so who knows. you can look at stevens comment in this thread 23 hours ago
I actually think this play was similar to what they did with the stat scaling recently - it was like the weighting of rarity on items was too small to reach a preferred outcome on the developer side, so they increase materials required so things balanced differently. This is just a theory, but it makes sense imo - the problem is the implications for the rest of the artisan things
Those new tokens needed at the vendor, where can you get those?
i think they drop from quests
I don't mind working as hard to craft items equal to the work to raid a boss. I just hope they quickly make it easier to transfer items to alts and fix the market system although anything I want would go against the caravan system. I would not be upset if "processing" was not a actual craft.
how do i unlock tier 1 proccesing ? right now i only have the 0 cost options from the tutorial when i go to a workbench
just got to mining 10 and have found a whopping 2 copper
I usually go desert for copper
outside of cities if i find a crafting stations those work but inside cities they dont is tehre something im not understanding or is it just bugged for me ?
If by cities you mean lionhold and samias, those aren’t cities. The benches there are strictly for “Sweat of your brow”
oh got it thanks
Yes, please make legendary items legendary 
Epic should also be way more rare than it is right now.
Theres a difference between making legendary items legendary and making white items impossible. I think we all want to feel rewarded but I for one dont want to no life camp mats and or play a game to make 1 scroll
obviously, the current material requirement for all crafting items is a known bug
its not just requirements its spawn rates too
it's good that gatherables are getting a full rework in the next few weeks 
hopefully they can get it to a nice point, but I'm personally not a fan of dynamic spawn rate in the sense that the more players are in an area the faster they spawn.
wonder what they'll go with.
well whatever they do is better than what is currently happening lol
is 39 still fked?
Can you not buy artisan shirts from vendors anymore ?
nope gotta craft them
Yeah would be nice if rare and heroic had decent value, and legendary was something you worked up to over months
They need to make copper and zinc more relevant besides the leveling period. In other use it has is excavation kits besides that they become kinda useless
I thought i saw novice shirts at the independent stations
They have made copper and zinc used for node development, it's used in many t2 recipes, it's used for deconstruction kits and settings for lawless trophies
copper and zinc is used in everything lol and you cant even gather it at the moment
Haven't tried deconstruction.
Just bad timing I guess
na my timing aint that bad. There is definitely an issue
I got over 100 copper so I think is bad timimng
but you arent getting it from copper nodes themselves are you?
Yes from copper nodes
I dont believe you
Only issue i have is flax
Haven't seen none. Remember there's a spawn timer on minable goods
which is currently not working. Steven confirmed that not all nodes are showing up and are being overridden by stone soooo you just must know the exact time and camp it because there are no nodes in the world
or you got it all on day 1
Mostly day1 last night I manage to get the spawn timer while getting wood picked up 7 copper nodes 4 zinc 5 rubies nodes
well then you are a lucky man but Ill tell you this if this is working as intended nobody is going to play this game
I do agree they need to fix it little but not obvious enough that ppl can camp those rss
Halo
How do 24 braidwood planks fit into one sword?
And 40 for sword of briarhome. What is this wizardy?
They gotta stop trying to balance everything around end product amounts
And start balancing by the raw input of resources
Too much higher rarity resources > adjust rarity curves.
Too many higher tier resources > reduce number of nodes or increase respawn times
If you progress from novice to apprentice fishing, you don't catch anymore fish
Then when you get that into a good xp and feel for gathering alone
Then move on to processing and work that into the way you want while still making it feel good
Then you do end crafting
They’re focusing on everything all at once, when the artisan stuff needs to feel good just by itself
Cause 99% of players aren’t going to be leveling every artisan up
You have to drop back to novice to catch fish
so no salmon? lol previously you could catch both tier 1 and tier 2, if just tier 2 then thats good too once thats implemented
I saw Pylon in Active Skills but couldnt drag to tool bar
at least in the alpha stages, they should just remove the "wait" time on construction of stations up to apprentice and reduce it on JM. The node progression itself feels fine, its just that because of that wait, with the renewed focus on crafting, there's effectively a cliff at level 11 that progresses much slower than characters themselves. Additionally- they should significantly up the drop rate of set recipes (e.g. enchanted bronze) if they want to encourage crafting rather than farming of gear, maybe allow recipes (like boss mats) to drop, regardless of level range, just at a reduced rate too.
ya, i thought node progression was tested enough already previously, no point wasting tester/players time with releveling again but meh thats just me
atleast for the early stages or level of nodes
Like, the recipes grind my gears. Seriously. I spent HOURS farming for recipes, and got very few, because by the time people were asking me for enchanted bronze, I was already level 25, and the only mobs that would drop it that i could farm were the 16-19 armored knights
I agree with Kim - crafting should be much more encouraged and a far more reliable way of getting gear. Random world drops should feel like a pleasant surprise, not the optimal gear farming method. Mean time to farm a set should be something like 10x the time it would take to gather and craft
Yeah, maybe with the exception of certain world boss drops. Recipes need the most help though - the need for them and the drop rate/level clamping basically force humanoid farming for 20 levels.
maybe let beasts have a high drop chance for "chewed up <armor type> recipe" that a scribe can repair
Ithats y i dont count the use of copper and zinc donations to node progression since rewards vs time doesnt add up
Oh absolutely - world bosses should be reliable ways to get random craftable gear and rare/unique stuff. But you shouldn't be farming lvl 10 bandits as a reliable way to get set items. Farming mobs should get you glint, and you use that glint to trade craftsmen for gear. Similar to what games like Albion Online do to handle the PvE/crafting dynamics
Edit: For example, a "unique" drop table and a "craftable" drop table could be added to rare bosses. You'll get an item from each
I don't know how to handle beast farming but honestly imo if they just reworked hunting to skin corpses like in games such as WoW it would make beasts more valuable in their own right if you have the appropriate professions
If we dont make recipes more common, what about borrowing and remixing eve's blueprint copy system? A player who is a scribe and something else could make copies that when used, grant a portion of their quality rating as a bonus when used? That would encourage scribe-crafting combinations
I would say recipes arent uncommon but they are commonly lost amidst players.
Ive had issues with them due to the +- 9 thing.
No idea if this "bug" is by design.
Not sure if this is what you meant by the Eve system but I was thinking of scribes duplicating recipes. Scribes could duplicate recipes of their other professions as long as their scribe rank is at least one rank higher than the recipe in question. So Grandmaster recipes can never be copied. A Grandmaster scribe could copy Master level recipes of, for example, Alchemy as long as they're also a Master of alchemy. Perhaps the scribe-copied recipe would allow the user to produce that item up to common quality, but they'd need a world-dropped recipe to unlock higher quality. The number of Scribe + X combinations should ensure the market is diverse and limited enough it's not flooded with recipes. By capping the quality you prevent saturation.
thats an itneresting idea, but its too deep, and i think devs wotn bother with it thatmuch
Yeah, the eve system allows players to "Research" a blueprint (Recipe) for better time/material efficiency - theirs takes months. They can then make "X run copies" of their blueprint and sell them for a nominal fee. I was thinking you could make it at any quality you want, just like a normal recipe, but you would get a temporary bonus to that item based on the crafters quality rating, but have a limited number of "charges" on a recipe you dont own.
so if youre a blacksmith/fighter and want say, a steel chestplate, you could pay a few gold for a 1 run copy of the steel breastplate recipe, and get a bonus on the one craft youll ever do
Reliable no, but there should be the rare occasional "World Drop". Aion's system in that was pretty good. They were never top tier items but made for a really nice surprise leg up.
No salmon without t2 pole
I don't think it's a horrible idea but personally I'm turned off by crafting systems that rely on stacking various buffs from loads of consumables. It would make me not want to bother with crafting as I'd be checking off if I've gotten every consumable, calculating the cost of consumables into my work order instead of just playing the game. Just my feelings really but I do understand some people enjoy this
I was thinking it would be nominal(1-3%). Was trying to propose something that preserves the value of having the original recipe (because ive had shit luck getting recipes), gives scribes some consistent but modest income, and also allows crafters who only need to make a limited run of an item be able to do so, aat a slight premium.
forgot abt that part XD
I feel like if I needed temporary access to a recipe I'd normally work around that by simply finding a crafter and trading my materials + money for the item I need
So what is going to change this update? Is my scepter that requires 20 zinc fragments and hence 60 zinc going to go back to just needing 20 zinc?
I don't know if there are situations where you personally would need to be a crafter of something for a temporary time period
Any update on the investigation into this, Has been the same past 2 days. Within an hour and a half of server being up after the morning restart no more gem/ore nodes seem to be spawning in.
Yes
T1 1 for 1 T2 2 for 1 T3 2for1
I agreed that node leveling seems ok right now, it's more how it balances with crafting and character levels as a whole that doesn't make sense. Especially at the start, we see it where we cannot even get requisitions up for the node until the voting period ends which requires a lot to get started. For instance, I believe last night we saw the first 25s on the server, meanwhile nodes that have hit 3 have yet to even begin voting periods for a mayor which is required to start building stations. Once we start requisition that takes days to build up the node materials, node gold and then the voting process for the actual buildings and the building process itself. We wont' see apprentice stations for a few days yet.
I honestly think this can be a simple fix, put apprentice stations on the independent crafting areas or possibly have requisition quests up as soon as the node hits 3 so people can start contributing immediately, maybe both.
I think the greater problem is the increased population and lack of resources in the new areas, and doubling a lot of level 10&20 recipes is going to be pretty harsh as well unfortunately.
Easiest way to think about it is: 1st Processing is 1:1, any further refinement is 2:1. So Ingots, for example, are going to be twice what they were before the megaserver
Does that mean armor plating is going to be 4:1?
also, steel - how does that work with already limited coal supplies?
am i missing the crafting adjustments from the patch notes @marsh vigil ?
I've found more coal than i have copper
Depends on the recipes since they changed too. I'm showing that plating is cheap
It might be good that future updates that affect crafting ratios include a small flowchart
• Updated processing system to improve efficiency and reduced resource conversion balance.
So yes you missed it
I think the processing changes will affect the crafting recipes so that's what the vague sentence says? I guess we'll find out what that means
jep, i'm blind
That's it
Crafting didn't change, or need to change. It was just the processing that was borked.
Many recipes are vendor sold because many don't know if they are needed or not and the market system is too poor to promote selling. You pay to list it for a few days and most of the time they don't sell even at barely over the vendor fee. Not to mention who is going to run to 6 different cities, taking hours of your time, to find the possibility of one recipe being listed that you may need? Big guilds may not be put out but many many just don't bother.
Has the processing changed regarding needing the same rarity for processing?
Crafting recipes definitely did change.
Like for example, Slate Weapon molds used to require all items to be of the same rarity. Animal fat, Slate, etc.
Yes they changed, but they are fine in their changed state, unlike the processing.
I respect that. I volunteer in hospice, so what you do is really awesome.

Anybody that is serious about crafting will bother. Everyone in my small guild always looks at recipes when we are in towns. You can't referr to how things were in the last test, it's a whole new ball game.
I didn't see a mention of material spawn fixes
yeah, looks like its all basalt all the time. Reminds me of november single tear
Yeah I don't even see T2 stuff when running around which is impossible the entire map is mined of everything all the time
its because its not respawning
I know thats what Im saying. Nothing is other than granite and basalt lol
Made a spreadsheet for mounts and BOB's 😁 Eventually I'll have quantities on hand in the spreadsheet as well if anyone wants to buy
https://docs.google.com/spreadsheets/d/1-kDYa24rXxrNV97vqZ_9rWCtpOxDUIFgWdP1KYv3jLM/edit?usp=sharing
I was seeing nothing but halyconite, sapphires, etc around the Lion's hold craft area (wit hthe tannery, smith, etc)just before the server went down
I jsut had a lvl 18 murder me for a ruby node
this is the type of shit this trash system is promoting

Can someone tell me which nodes have apprentice up already?
None, we have to wait until the towns have mayors
When does that occur?
Usually elections are at the start of the month so currently I do not have that information for this testing period. Maybe next weekend?
Yep. Resource availability is inversely proportional to the % of player able to harvest it. It was stated multiple times before the alpha that this is going to be primarily a scarcity & conflict engine.
anybody know the timer on material node resspawns?
I've (roughly) observed anywhere from 15 minutes to 4 hours
thats a big window lol
It is only a an alpha, so the devs will be tweaking formulae a lot. It also has to be constantly balanced for population to force competition.
can we get better axes yet?
Im all for competition but not for T0 mats lol
why is a sanctus greatsword so much better than a green muckmaw's
the sanctus stuff and the ease of it's acquisition is imbalanced
prolly not for a few days? mayor election then time to build the station so maybe 1 week+ not sure of how long it takes exactly to build
Anyone been finding flax?
wasnt there meant to be a crafting patch today?
they did change crafting
should I be processing basalt and granite?
How do I start to craft lv10 gears? I want light gears. I have 0 clue lol I quit the game 2 months ago 😦
Where can I get apprentice mining certificate?
Did they fix the resource spawns yet?
Need to wait til a node builds it.
Need to wait til nodes build the processing and crafting stations.
whoa, I just saw 2 iron nodes literally disappear right in front of me
now I know where all the mats are going
where can I get my mining certificate?
@wild fern your question was laready answered above.
This is part of tonight's special patch
I have also seen Iron nodes just disappear while I was mining granite.
Special patch, also what my wife calls my back hair
Here is my suggestion.... make copper/zinc/flax nearly as common as Western Larch... reduce the quality rate so we aren't flooded with higher quality mats and let people start making crap common gear and saving up for the higher quality stuff. Then Tin and Bluebell be like willow, and Iron be like braidwood.
Because honestly ... the wood situation is pretty decent.
Has anyone looked into fishing no longer working after updating to apprentice? Unable to catch anything afterwards.
Have you tried to downgrade it at the manager and try again? Wonder if it has something to do with being an apprentice without the apprentice tool?
Will try that. Thanks
@wild fern i got apprentice just north of briar farms
U went to lvl 10 mining and found a single copper ore lol
And a single zinc
My armorsmithing dream is crushed lol
I*
yeah, it was like that in november. Like.. I dont know how they managed to mess that up. It was fine
The only copper ore I’ve seen is while staring at the crafting menu
that was a bug in early P2
Tbf i mined for like 2 days lol

