#alpha-two-artisan-chat
1 messages · Page 24 of 1
Realistically is there any other grind spot for weapons than HH for level 10?
HH is the only place that drops the forsaken blades weapons which are the best 10-19 weapons for the most part
would be nice to have some other spots around also.. but it is what it is
what rarity of basalt and granite should i bother saving ?
i may be missing something obvious, but where can i see the progress in artisan level/skills?
i only get a message when i level up, but don't see the progress bar or something
press p
WTB RECIPE - BEAR BUTCHER - PM " BISCUIT " IN GAME 🙂
If you're a lumberjack and suffering through the weeping willow shortage get on now. There's a lot
doesn't look like the copper shortage was addressed
so now that Im apprentice how do I craft a new tool?
town gotta have the bench Im assuming?
did they remove the vendor gear to help with mining and woodcutting?
if so how do we get it
well copper is extremely rare for some reason but you can still buy the normal stuff
where at been at the vendors and its not there
we gotta craft everything now
thought so 🙂
nah...I bought my copper daggers
what is a good node for cafting ?
he asked about gear for artisan
But I've never seen crafting tools for sale
last phases you could buy the armor pieces to boost
ohh....your talking the skivvies
I think thats what hes talking about
yeap been watching old stuff and walking around wasting my time
OK. My bad
it really looks like when they wiped they wiped some of the old fixes. Copper was rare at the start of last phase theny they fixed it. But now copper is once again rare
well it is the rarest of ALL the ores... lol
it really is
I meant IRL
I finally found one copper node, the animation goes and it doesn't mine anything.....I wanna cry.....lol
Make that 2 nodes now
what benefit does fishing have atm? or is it just what you would think, fish for cooking?
cooking and i think you can use it as fuel
theres no way the new recipe for apprentice mining pickaxe requires 10 brass ingots right
really doesn't seem like they give much thought to crafting
newbie here, so i got some oak wood... sells for 5. Went to lumber bench. costs the wood + some ash fuel + 8 cp to make oak timber. And it now sells for only 10cp ? math not mathing?
so upgrading mats and sell to vendors is not profitable? ok
not really but u can level upo that skill of prosc them
Copper and rubies still quite rare it seems...is this a bug or a feature?
yeah
level 7 mining 1 copper and 1 ruby
is there a place to make the apprentice stuff at yet?
what's wild is i have found about 20 or so rubies just from mining basalt/granite over the past few days. Haven't logged in to mine or anything since the patch last night but that's been my experience
how do we get more storage ?
once nodes a town you can buy more tabs for gold, and you get extra for being citizen
I have some questions on Hunting since it's apparently changed since I last played (Question 1.... is this true or is it still static?)
- My understanding is killing mobs in an area now triggers hunting spawns, is this correct?
- Is it tied to a certain animal - like killing grems spawns grems?
- Are those spawn points shared with other hunting spawns or mob spawns?
- Are hunting spawns shared amongst all hunting mobs or are they "static?"
Well I managed to nab a copper ore from a basalt node. Progress
@wintry swan11 mining, I've seen 1 copper node, ZERO zinc, ZERO ruby (I have some copper, zinc, ruby from granite/basalt nodes)
So from my testing thus far (trying to grind to apprentice like a masochist)
Yes, huntable animals share spawn locations with regular.
It depends on what spawns there normally, if its ONLY a grem spawn, it will spawn a grem, if it's a shared spawn, it could be any of the animals there.
The problem with the way metals and gems are spawning is that gathering quests count the number of nodes harvested, not the number of ore recovered. These quests are unfulfillable with the current spawn rates.
Is there anywhere to hunt grem besides the spot outside of lionhold? I spent some time last night running around vera looking for a suitable spot to kill/hunt grems and no luck. Found a few spots to kill some grems but there were no huntable spawns.
Looks like raptors are still static i don't do a lot of hunting but I have seen those still there as normal.
It is that some huntsbles spawn as you kill them in the area and others are static. I don't think that's changrd
Right. I am looking for another spot to level hunting instead of outside of lionhold with no luck. For grems that is
darn, only 1 copper fragments per copper, that's dissapointing
are there any that can craft Mining bags yet? Apprentice or JM, please let me know. Thanks
West outside of Lionhold, cross the bridge with the bandits, some on path to the right and more on path left towrds the wall.
I'm confused by the T2 resource fix, how can anyone get T2 resources without Apprentice tables?

if there are any lumberjacks looking for willow or braidwood please report to the western crafting area near lionhold as there are more of those trees then oak
can we have carcases also maybe give droppings as well. I feel like the drop rate on those is crazy low for being needed in so many things lol
Until nodes have elections and construct correct buildings, @leaden zinc , people can't make the tools required to get those trees 🙂 They just tease us for now.
Unsure. iirc the node commissions created by mayors help drive building constructions. I think non-citizens can contribute to those buy orders but can't remember.
The current artisan system is shit
We hit level 20 before a single level 10 crafting bench is started
Making leveling take longer doesn’t fix the problem, just makes the game worse
Yes you can
OK, how can I help?
Well we don’t have mayors yet, so can’t do anything
Gotta wait for the election to finish
OK, what processed material is most needed? Wood timber I'd imagine
All novice materials usually
So granite, oak
OK, have 50 oak cooking now. Will keep storing that as I make more
copper is going to be a problem
All sorts of materials can be required by node buy orders... typically a combination of 2 resources (e.g. granite + oak wood, or bluegill fish + daffodils), quantities of 5 or 10 of each. Usually unrefined raw resources for most node buy orders. There's a node commission NPC right beside the node storage NPC that you can check in with to see what buy orders are running in a node. As @potent parcel mentioned, we first have to get mayors elected before they can create these orders.
OK. Thanks
What town you working on?
I don't know. I was just trying to figure that out
yknow. i just wish that it didnt take so much materials to make NOVICE gear. it sucks to do anything right now
I guess the town that has metalworking plans
Well I think all will eventually, who will be quickest the question. So if you going to be Mining metal and want to help protect the resources of metals are is where ya wanna be
I wanna build boats and sail seas so gonna help one of those grow
Joeva started elections last night but unsure if they’ve finished
Does anyone know if upgrading fishing to apprentice still bugs out [if bug] and not get T1 fish even with T1 rod?
I think this was referring to gems/ores not apprentice level
no crafting stations for apprentice even out yet, so there is no one able to even think about crafting apprentice things
no one can chop willow and braidwood as they require tools that aren't availble for crafting yet
does this apply to mining as well I take it? no way to promote and make the next tier pick?
So what’s the current spawn situation. Are we still static spawn spots with the dynamic stuff coming soon? I was confused on where the system got left off for fresh start
supposed to be dynamic not certain if it's actually the case, I'm sure someone is camping to find out
correct, without the apprentice gathering stations in place, we don't have tools even if you promote
Is there even a place to promote mining yet? I didnt find one granted i didnt look incredibly hard yet
the independent stations should have a place to promote, however I am reluctant with the reports of fishing not working after promoting - uncertain if it is affecting other gathering
no, doesnt affect mining, lumberjacking, or herbalism* I didnt upgrade fishing cause of the said report, will try it when i am near cookhouse and 10
so, anyone have calculated how much resourses would be needed to lvl atisans to lvl 10
6000 or so?
So, have the spawn rates for anything/spawn timelines changed?
Just found mah first copper node. I was shocked
Stopped playing a while before the wipe
If nothing else, this test is revealing a lot of cracks in the crafting economy.
why wont my crates seal once I pack them?
Can some please help me. I can’t figure out why I can only process one kind of wood
Which right now is withered. I get no experience for processing any of it
So does anybody know if all nodes did elections or just Joeva?
I got a question. lets say in arcane crafting, i craft a copper wand. all needs to be common to make common copper wand. can i swap those mats with uncommon and make an uncommon copper wand? or you need to learn a uncommon copper wand recipe?
the lionhold stations are only the tutorial stuff. there's stations spread out around the world by like briarmoor farms and avons end, and any of the lv3 nodes will have stations too
So I have to cook the fish to eat? What is a simple recipe available to everyone to cook fish? To cook my perch
no idea. If they have I'd expect the Miraleth and New Alea to be the next ones
Any level 3 node has an election started. It runs 48h from turning into a lv3. 24h to register as candidate and 24h voting. Results for miraleth and joeva are in now I think. Winstead will be next
Joeva and Miraleth have mayors.
Yeah I knew Joeva did, but had no clue about Miraleth
Looks like Miraleth's is actually doing something.
NA is still voting
How do you get seed? Like flax seed etc
Which guild is Overlaw, mayor of Winstead with?
Thats me. With Monarchy guild. I won? I cant connect i keep getting error
I'm open to collaberate with neighbor node. Mayor of miraleth inbox me. Lets make this happen
@magic mauve ^
sent a message
Honestly, the node plan in the shol discord was pretty fire.
Link it?
pushes tools to desert where possible, so most processing hops are short
basically, as much "active" stations as possible are centered centrally. With the extra nodes, im sure it could be optimized, but isnt a bad starting point.
I wouldn't hate that layout
Id prefer to see weaving and leather swapped on it, but it seems otherwise fine to me.
Perhaps arcane engineering and jewelry swapped too.
I guess the other thing that wasnt accounted for in the design is that you can now swim across the ocen south of the divine gate, might need reshuffle to ccount for that with mounts.
There's also the nodes in the carribbean as well
But we only go there for the sun and the pretty waters anyway
Hey im from the caribbean XD aruba island boy here
is the amount of materials available to gather on the map working as indented?
I feel like I barley see anything besides basalt and daffodils
i would like to know how you guys feel about this idea... they should make "Common Gear Drops" you know, common, and keep higher quality gear drops super rare.. leave the vendors bare so people can make money off of crafting their goods.. put uncommon quality gear in the surplus token vendor so people still have a reason to do their token quests.. i think ashen haunt gear should also be a very rare drop.. make the ashen materials[ and recipes more common so people have a reason to craft and sell said armor on the market.. getting gear drops from killing mobs is part of the fun of playing this game.. plus it shouldn't be difficult to get basic gear.. idk what do you guys think?
Please, for the love of the game, stop the T3 broodling mount exploit!
It is pettable as Novice, Trained as Novice and cost 60silver to cook. It is faster than the T3 lion.
(last time Intrepid just removed the broodling pettables, but did not address the mounts already made) Please address this. Dont encourage testers using features that are not intended.
Lmao, i actually laughed when i saw this in the novice pool. Extreme cringe.
Yeah, a fast mount gives a competative edge. Especially so early on a fresh server.
It will ruin the economy, if you have a horde of broodlings chasing slow caravans at day 5.
Especially with no fast travel. So question is - Get your mount now, or dont get your mount and suffer the rest of phase 2.5.
or Intrepid fix the issue
Saw a group of 5 speed leveling alts with broodlings yesterday 😬
zoom zoom
Scouting for copper, No problem
WRRRRRRRRRRRRRRROOOOOOOOOm
This is a mayor issue (for players) and it can cause exodus in phase 2.5
Im not competing vs gatherers on a broken 180% mount
or doing pvp
recipes i think should be green quality and rolled on in groups 😛
especial yte boss ones
PLEASE CONSIDER COOKS FEELINGS:
P1 —> can’t craft anything above common rarity
P2 —> chickens and cows now are inventory items so you can’t stack 250 in your materials tab and your MAX batch is 50
P3 —> 3 fucking dropping per vegetable? What kind of mega fauna are you growing? Fucking James and his giant peach out here.
get out there and shit on ur own plants stop using droppings from animals
eat a bowl of han's hella hot chilli and go to town on dem pl;ants:P
Has anyone actually managed to get to apprentice armor or weapon smithing? From my math even at the cheapest without the xp buff from the shirts it will cost 45k copper for weapon smithing and 62k zinc for armor smithing and that is just to get to level 10 in those crafts or is my math wrong…
I really hope my math is off by a zero
off by a zero, 450k copper and 620k zinc
That’s what I got for jm
I am a newcomer as of wave3 and I can confirm that copper has been scooped. Eventually I got enough for my novice pickaxe, but it‘s been a massive bottleneck compared to basically everything else.
And it‘s going for like 11s a pop on a basic one, you cannot buy that stuff if you are just starting out.
I see a lot of stuff actually, but it is mostly apprentice/journeyman mats which the majority of players can‘t harvest I guess.
So like in Phase one are Copper nodes and others clipped under the floor?
Sort of. At restart, stuff is seeded randomly. Much of it(t2/3) isn't minable. Upon mining what is, it has the most chances to respawn as granite or Basalt, and a different chance to respawn as a t2+ mat. Since no one has the tool benches, if it lands on t2+, it's basically in jail until resart.
The end result is lots of granite or Basalt and lots of stuff that can't be mined yet.
where aboutsa do i find tailoring vendor? for the artisan shirt recipes
The only one in aware of that's up right now is west of lionshold at avons rest
Not sure if he has that recipe though
How much is epic copper rn?
Putting tools at the nodes that are last to be developed makes very little sense.
3 gold 30 silver in joeva
per 1?
yes
yes
Ty
I'm thinking long term end state in terms of travel time.
I'm not considering travel time, but rather that many people don't actively play in the nodes so they take significantly longer to develop not only to village but earning gold and getting requisitions completed
Yeah- assuming we dont wipe in aug, I'm fine with whatever for now as long as stations exist, but long term I'd like a layout like that. My guild is fairly small and I was metalworking/stoneworking/mining/armorsmith. Probably spent 30% of my total playtime running in a triangle between miraleth, aith and sunhaven
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Node Progression Sheet.
Added mayors located in New Aela, Joeva, Winstead and Miraleth.
Added Buy Orders at Joeva.
Do you have to Make Novice tools in order to make and Use Apprentice tools?
No, the burner tools work fine.
Can i make the appprentice pickaxe at a normal workbench in the wilds ?
nope, sorry fam
fixing material spawns was pog
Were do i need to go to craft one ?
You can craft something in a node, send it to the warehouse and then you cant access the warehouse without paying 3g?
Like I crafted ash timber, sent it to the warehouse and now I cant see it anywhere lol
Novice tools can be built in any node. For Apprentice tools, we have to wait for the nodes to start upgrading and then you'll have to go the node that has the bench you need.
Idk if this is a good idea or not but allowing something to boost or lower the quality of a material would be nice. Maybe a trade for the workstation to convert 1 uncommon for 2 common or something similar? Example being like 1 uncommon dropping for 2 common exchange
there is a citizen tab that is unlocked already when you become one in a node and it probably is in there. unpacking crates can also do that
why does the uncommon variant of the cloak look like that? it's the exact same cloak but on the left is common equiped on ranger, on right uncommon equiped on rogue
The character on the left is a human, the character on the right is an elf.
Different racial models for armor for the most part. Dwarves for instance get really blocky plate armor, while humans get more mercenaryish armor
Im thinking about suggesting major artisanship changes for the game. I feel like the crafters/artisans dont have enough an impact early on in the current state of the game and might feel bored or like a fish out of water for a long period of time.
I believe that we should make it so base stations can handle both novice and apprentice crafting from the get go, so that artisans actually have a way to play the game and contribute early on in phases that diverges from the normal "go farm mobs and level your character".
The reason I believe this change will help is because I feel crafting early on is pointless to focus on because of the current bench mechanics, it forces players to avoid a part of the game they might enjoy, and it removes a lot of the pointlessness and mononity of the level 0 crafting which is largely useless.
If this change goes through, artisans can actually play a massive role in the early game by providing level 10 armor and gear to those who are leveling and have a more enjoyable role tailored to their tastes earlier into the game instead of delaying it by weeks/months from launch.
Id love to hear other players/devs thoughts on the idea
I have no idea how anyone is getting enough copper to play
You basically need to level up and grind mobs to do crafting, to get t-maps for copper
this has been highlighted as an issue in P2, and never truely addressed. Adding random drops to sh...resources like granite or sandstone is not a solution Intrepid.
I agree, esp with the speed of how 1-10 levelling will be, even at launch, even if they "Slow it down" you are not in noob gear for very long.
what crafting station do i make a hutning bow?
i need to use a hunting bow to get grem carcas to get grem skin correct? i want to make leatherworks
You should have a hunting bow by default
my counter argument is yes, we do level up fast but due to crafting being locked behind town upgrades, if yuo want to be competitive y ou might consider getting decked out in lv0 gear while you wait for upgrades.
I think 1 to 1 for ruby powder feels a little high. Like thats a lot of ruby for 1 salve
or atleast make the outcome like 5 instead of 1
or even for scrolls. like 10 red ink for 1 scroll? thats wild
This has been a discussion amongst peers too!
Tied to other knowledge points like ilvl of certain pieces.
Higher item level pieces be locked behind the apprentice/journeyman stations, but the lower level ones be available immediately.
basic 20 gear you can farm easily out competes any of the gear youre making
are the certifications working? to get to say mining journeyman
any apprentice work benches for harvesting ?
Does cooper just not exist
not really
Been all over the map for hours and haven’t found a single one
over farmed and low respawn rate
I've found a few copper nodes, but most of the copper I've found has been from Basalt and Granite.
I managed to find a decent copper/flax farm last night over a few hours. Managed to get around 2 stacks
Which if you have seen the competition for copper/zinc nodes is a lot relatively
Due to the critical nature of the bugs we are actively addressing, I have decided to push our promotion of the .10 release by 1 week to afford more time in stabilizing the .9 version on Production.
Our efforts this week will be spent on stability and performance of the .9 build
I believe the issue with copper may resolve itself as people start hitting level 10 mining. Part of the problem is T2 nodes taking over T1 node respawn spots and being left there with no one to mine it
Developers have been on point with addressing issues with T1 availability, at least as it concerns how it was on Thursday
There's a few farms for copper/zinc and one dangerous farm for flax lol
Is anyone here willing to trade 9 copper for some heroic snow drop and western wood?
Where is this cooper farm???
if someone has a copper farm in this current state, they arent going to tell you lol
Except there isnt enough copper to build the buildings to allow people with 10 mining to make the tools to mine it and solve the problem.
We're basically forced to rush treasure maps to get copper
I promoted myself to apprentice fishing and can no longer catch fish. Anyone else having this issue? I did submit it but just curious
known issue since -reset- wipe
Thank you
In case you haven't figured it out already, if you demote back to novice you'll catch fish again.
keep in mind when the actual game releases, there will be 80% more map and 80% more places for copper to spawn
Did they say how many starting areas are going to be in the final release?
I know the next phase is going to add a second starting area.
That will also help
yeah, this is exactly what I have noticed aswell. There is a lot of mining nodes out there, just barely anyone can mine them and then the nodes are blocking potential respawns.
That makes armorsmithing a long way off.... a very long way off.
One thing I know (knew) for sure, is that each material is limited in how many it can spawn. So all copper/zinc/ruby mines being scooped up, would never lead to ALL of them being replaced by something else that can't be mined, unless they just never gave enough spawn points to accomodate for this terrible scenario to begin with. (this is possible)
I agree, but it would be the most efficient timewise for individuals after they're up. we have enough node slots that we could use one of them as a "shuffle" to let the tables eventually settle in the most efficient layout.
There's going to be nodes across the current world from each other that are required for others - vis a vis tailoring and leatherworking for armorsmithing and weaponsmithing, for example
but I can see how this is efficient in other ways. Most ways =)
Yeah, I just want slightly more optimization than we had on lyneth (and we worked well together as a server, given available nodes) - i was spending like a third of my time running back and forth in the miraleth-aith-sunhaven triangle (small guild, small one-off runs)
daily reminder that if you can't harvest, you can't craft, which means even if drops of completed items have been lowered, they're STILL THE ONLY FUCKING ITEMS YOU CAN GET
why do they keep doing this to us, it's as if they're pushing crafting even further away
I’m of the mind that a lot of these issues will be solved with more starter zones, splitting the amount of people in one area
I crafted my entire first set of armor because I got weapons with my surplus.
See it can be done!
Is there anywhere where I can buy better artisan gear?
Better than the Crude base stuff
You can make the novice stuff if you have enough copper fragments but journeyman requires the artisan tables
Yeah, that has me qquestioning something - if mining isnt going to be up for literal weeks, because of its location, how are we going to get the higher tier materials for ... anything?
a lot of artisans/crafters have told me they like this idea so im sending it around to get some vision on it, take a look
I feel you, trying to level up hunter is hell rn
I may not agree with everything, but I agree that a change needs to be made - apprentice stations take far too long and leave artisans with little to no purpose for anyone until JM station hit (possibly GM when the full levels are available later)
Many of our crafters have just been leveling, not only because of the mess that was gathering and processing at the start of this phase, but also because we are largely useless to anyone outside of our adventuring classes right now. As artisans, we serve almost no purpose early game, even with the removal of some crafted items from vendors.
It's easier to just grind for gear drops or sit around in the level 0 gear from a vendor and the bags & rations are good enough for now, that no one is very interested in anything from the novice artisan crafts.
In addition to adding apprentice stations to independent artisan location, it would be neat if the artisan gear had a better way to upgrade or promote after being crafted. Perhaps adding a "crafted by: XX" flag onto items, it will allow the devs to push through certain things that apply only to crafted items, whether it's an increased stat range availability to crafted items only, or giving them access to different kinds of upgrades like tempering or utilizing the previously crafted items to make a higher level version of it.
Our cook is also sad and didn't want to play half of last phase because of it - especially when they found applesauce and started making as much as possible only for the AE station to pop up with JM foods that had crazy stats and only cost 45c at vendor where it took 3s for them to craft it
^ 100% my chicken market tanked with AE showed up with 73 magic crit rating.

what node will have appentice stuff 1sst ?
do you need to be a citezen of a town to put stuff on the market?
or is there a level req?
Yes, level 10
ty
why i can´t craft it? does it need common ressources only? mixed them diff quality
try to have all your needed ressources in your inventory not your warehouse if that is the case
It was in inventory
then Idk
Do you have the copper to craft
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Updated Buy Orders
Miraleth has built Factory.
yeah inserted
I mean in currency to buy the craft
This feels mighty rrough 'n I'm only at the start of my artisan legacy
Craftin' and gathering is usually a side job so it doesn't feel as egregious but when part of the premise is that every class is of some import to the ecosystem it becomes a struggle
Cause I understand the point of limiting item availability from vendors to artificially increase the import of us artisans however can't help but feel like that is a band-aid fix in that sense
It also feels bad for combat classes who go without gear for extended periods of time
S'pose I'm curious what kinda fixes they'll put in place regarding the feel of artisans
Could always do a split with crafted gear being competitive stats wise with drops so people'll mix and match between crafted pieces and farmed pieces
True, adventuring leveling and crafting leveling are not possible to be the same. That is not issue with crafting but with leveling. Just cannot see why it should be possible to level to max in 48 hours? I think it should take a few weeks at minimum as it does for crafting or even more. But it is the world we live in. People would quit if they had to do what crafters have to do to level to level their characters.
is there any other way to get cotton other than seeds and these stupid ass droppings?
That's the only way. Might also be available as a drop from maps or certain mobs, but primary method is farming.
Does anybody else feel like 1 dropping per textile is a bit much? Maybe 1 per 5 would be better? You dont throw fertilizer on one plant and get 1 crop
or cows that give only one glass of milk
or 1 whole big ass ruby that only give 1 powder
Let's hope farming is still a placeholder
I mean I feel all processing is a bit rough
waiting to see something that is not a placeholder
true enough
road map says artisan skill trees in phase 2, no? 🤣
these are quick tweaks were talking about though lol just change some quantities
cooking, alchemy and anything dealing with textiles are pretty much useless right now
They have said they are close to hunting rework, maybe more processing love is coming too
it wasnt a huge deal when we could just buy our food and scrolls but now to craft them is just useless
you need 10 red ink for 1 scroll...
spider cocoons shouldn't be dropped either imo. Too big of a constraint as a low drop drop rate
yeah, materials costs are just stupid right now. Even after being fixed.
scrolls and potions or food should always be in some sort of bulk per whatever
espescially coming with nerfs todrops
they are clearly trying to slow everything down
I mean we get 5 grem skins for 1 carcass it should be 1 dropping per textile to match
and maybe make rarity impact exp gained from crafting. I just crafted 3 pieces of heroic jewelry and went up 10% in lvl 1 lol
anyone know why I can't gather outside miraleth? I'm a citizen, but the gathering nodes are appearing at all?
I have the same issue, I've had it for all of yesterday and today
it's inside the miraleth limits, it made me think that everything was decorative or no touch for some reason... but I would like confirmation on that
if that's the case, it wasn't always like that, a few days ago I was able to harvest without issues
nodes are just bugged they were able to be harvested yesterday but not today for some reason
well, that's confirmation enough for me that I'm not crazy
LOL same
it's definitely a city limits thing though
I'm wondering if the boundary is set to the level4 or 5 city distance, and not level 3?
it is
Sometimes, leaving the SW and coming back resolves it.
I was just afk in ttown haha
Hello guys, do you know why there are moments I can gather wood or stones and the other I cannot even interact with them...Happend since Miraleth went to lvl 3 :/ ppl around me can gather. After restart or repair game it wont work. Just a random moment
we're not sure why it happens
Hello can anyone point me to where I can find an agricultural vendor? Last time I played I swore they were in cities but I can’t find them now.
Thank you so much
np
Since nodes have only just started developing there are no buildings up in the cities yet so you have to use independent locations
yeah, it's a citizenship not being recognized by the server and being confirmed by the client thing
basic query to client requests aren't hard and use minimal info for that handshake... wtf is going on with your threadingg to block stuff like this?
bug report is in though
I have not paid much attention to the citizenship thing (played previous phase nodeless), but from what I read above I understand that citizenship affects your ability to gather? Is that true?
No
Oh ok, I was getting confused by people mentioning that they are citizens but could not gather.
I think they mean that they’re not a citizen and so they don’t get the full buff from the node?
Anyone come across a bug where you can not Gather anything at all
Yes, I found that if I logged out and back in - the problem resolved itself.
wish they would increase the amount of droppings from mobs
Anyone notice they increased the amount of wood need for an excavation kit from 2 to 10
Seems a bit extreme
the heck are is AHUS?
I heard if you shout at them before they die they have a higher chance of dropping droppings
Wish I knew, guessing it's the same reason you need 16 zinc for a pair of boots or 35 copper for daggers
or 14 copper for a ring...
it probably coincides with the consumable increase like scrolls now needing ten ruby
i was going to level farming and cooking... iv spent the last few days solo killing grems and other animals.... im no longer going farming or cooking since i will never get enough droppings to level them up. so unless they have another way for me to make fertilizer or something farming and cooking are just not going to be a thing for me
Leatherworking is basically impossible to lvl up lol
i just dont understand the design choice behind having common materials be this scarce
Yes but why they said something like "we want to make artisans more important so we're going to remove crafted items from vendors" then proceeded to make it 8x harder to craft is beyond me, eap as a large portion of the testers are already hitting 25 and we're still hoping for apprentice stations next week.
you need cotton but cant get cotton without seeds and droppings. Only one place across the planet sells the seeds and Ill never have enough droppings
uncommon+ sure, thats aspirational. but the bare minimum not being accessible is a poor design choice IMO
anyone have any crafting skill up to level ten in the first place?
people with a guild feeding them and exploiters i'm sure
It's mind boggling that they would throw obstacles in the path to their own goal
alchemy is lvl 8 i think
LMAO nope
thats processing. easy to level, alchemy and lumbermilling you can actually get the materials for
weaving too
... i cant really make anything useful from alchemy
I'd guess there's a few out there, many people who want to do artisan stuff are largely ignoring it right now
I made 4 pieces of jewelry 3 of them heroic and went up 10% in level 1...
I feel rarity should also boost levle a bit faster
well its abit imbalanced what the point in trying to craft things at the moment no nodes have workstations and resources are reasonably rare
well phase 3 comes out in 3 months so artisan stuff is kinda pointless since its gona take 6 weeks or so to get the nodes to the point where lvl 20 gear can be crafted.
noob question, just started playing yesterday, picked up masonry and wood working via quests. do the other crafts quest locked as well?
No other quest. You just need to have the items and go craft them
Doing sweat of your brow quest unlocks everything
What Mel said
thank you
It isn't actually locked just you don't have tools until you do it so you can't gather
Is gathering totally random now? Or is it still so you can locate an epic node and harvest that through the day?
Pretty sure they just lowered them
Any ag supply vendor sells them. It's just that at the moment, there is only one.
where do I get the Novice shirt for Stonemasonry .. shouldn't I be able to buy it at the Stoneworks Vendor by Briarwood farm?
It might be crafted only now. I recall bags being on the vendors, but not the clothing.
odd .. was able to buy the hunting and cooking ones last weekend at the respective stations. According to the codex it does look like its that now
Hunting ans cooking shirts seem oversight, the specificly pulled all the others plus cusumables and higher level items off vendors to force people to rely more on crafters.
Its not an oversight you can buy the most basic stuff. I have a weaponsmith shirt
The lab and woodshop at briarmoor don't have their shirts through.
they did hence me not bothering with it since after like 8h of farming grems i have less than 150 droppings
It's pretty... crappy imo
to be honest im at the point where i might just come back for summoner update and then phase 3 launch
To be sure, any desire to test the artistan stuff is dying quickly. This is completely the wrong direction.
Tbf the crafting stations not being ready yet isn’t caused by crafting being made a bit more difficult
but whats the point when we compleatly out level the gear by the time the stations are up. by the time we can craft anything lvl 10 everyone will allready have lvl 20+ dops that will just be better
there are groups allready taking down world bosses that drop gear
It’s an issue for sure - I just wanted to point out it’s not related to the crafting changes like mel implied
Can we craft apprentice tools yet?
it's listed under novice 😬
only buildings we have are factory so far
Maybe i tried to hunt the wrong scorpion then
it does
The big ones are Jman I think, the go-kart small ones are novice
okay i bought freehold for lulz
any info what i use it for xd?
dam, how th ehell did you even afford that lol
used for farming trees/plants or animals
i dont got 1g to my name and u rolling with 100 spare :\
They need to make the bosses a lot harder if people are already killing them in the crappy gear we have access to.
No but that's not the only obstacle they have in place. Multiplying the rarest mats for novice crafting substantially, making it more difficult to find those mats and not adjusting things on the node level to make it more efficient to start on apprentice crafts so artisan can stay relevant with the rate people are able to level is crazy to me.
How can you test economy and artisan skills around this in a way to make any decision other than something needs to change significantly or it's not going to work the way we planned.
If you read that again though, you'll see i was referring to the changes they actually made and then in addition to it, the fact that we won't see apprentice buildings creates more frustrations as a whole.
Of course the stations not being present in nodes is not the reason, however it makes it feel even worse this early in the game as we know that should we have access to the materials needed at a higher rate and if recipes were back at phase 2 levels, we could be level 10 by now but still have no access to crafting at apprentice
This right here has been my biggest gripe about crafting in ashes
Looks like mira area was disabled for gathering 😦
extrapolate out further, its going to take even longer to get to master and grandmaster stuff. Potentially 4-8 months. Crafting is going to be absolutely useless until then
or it may be that the area is bugged? some others are gathering
Just wait until the first apprentice axes are made and the engine erases all of those WIllows in response. There will be gnashing of teeth by the masses 🙂
I've been through it a couple times.
The only way to make crafting relevant throughout the playing experience would be to restrict quick leveling. We're only 5 days into the reset and there are quite a few 25's running around.
crafting a legendary level 10 item will be INFINITELY more powerful than a heroic L20 dropped item of the same base.
THAT is the crux of crafting.
I hate that we have lvl 10 and lvl 20 items and there is nothing in between 
what do you mean same base? because if you look at the same level of iron item to a tin craft it isn't true that heroic level 20 is worse than legend level 10?
A heroic tin sword will be worse than a legendary iron sword.
a heroic iron sword will be worse than a legendary copper.
a heroic level 20 item will be worse than a legendary level 10.
Asking to clarify because right now that isn't true look at the stats of a legendary copper and a heroic iron
I'd be completely fine with a crafted epic/legendary item being better than a common/uncommon dropped item that's 5 levels higher, but I think 10 levels is way too big of a gap for rarity + crafting to cover.
even a heroic iron sword is slightly better than a legendary tin one
so a town has an apprentice bench?
i have not found one
do all your mats have to be same rarity when crafting something?
No, but processing, yes.
Which should be changing soon??
oo cool, thanks 😄
I'm here to second this. Or however-many-times this
Is there any good spots to level up your hunting lvl? I’ve literally ran for hours across the map and haven’t found any spots and I’m only lvl 5
Not being able to custom process a certain amount is really dumb
coming tomorrow mbe
not worth it dont waste your time
Ya, i would just lv hunting as you come across them, wasted few hrs today too
Is there a way that an Apprentice Axe Drops from mobs?
no
Come on, we need a lumberyard Nodes!!
if there was, I'd be done. At that point why is anyone leveling a node?
Anyone have an idea of the broodling mount drop rate from hunting broodlings?
Also, are they spawning as huntable versions at any time other than server resets?
I hit 5 of them this morning and only received venom glands
It's not great, also have only had glands drop
Is there a post or anything showing what stations/buildings are going to be built and where?
Yeah there is
And keep in mind this is tentative. Could change based on the mayors elected.
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Halcyon now has a Mayor. Congratulations, @sacred crescent !
New Aela has built Trade Bureau.
Updated Buy Orders.
Appreciate this, but is this part left over from Vyra?
https://discord.com/channels/256164085366915072/1369378164052328591
I have a simple suggestion that can be a solution to the current gathering processing and crafting system.
Solution: Have all stations already at apprentice level in village nodes lvl 3. Have all stations at novice level in lvl 2 encampment. This includes vendors and trainers for each prof.
Benefits to solution:
- Crafters gain ability to make level 10 gear in step with the fast leveling curve. ( especially blue rarity is needed to be easier to plan for and execute )
- Players spread out to nodes earlier and have the ability to stay closer to chosen node and gather process and craft more locally up to level 19 or so.
- Fun and rewarding leveling experience for novice through apprentice.
- Nodes have more benefits to players. Both access to all stations and access to storage allow for more efficient gathering / processing / crafting - this will improve the ability to focus on skilling up and crafting for the essential levels 0-19. The necessity for the time gated / player effort gated - more complex and spread out gathering - can then commence at journeyman level workstations unchanged.
More T1 metals.....wahoooooo
Now if only I could process a certain amount and not just the fixed batches
Damm, I was waiting for apprentice stations to be up before selling my copper stock but looks like that I should have sold earlier this week 🙄
Has anyone said anything about the later crafts? As it stands right now it will take 280 braidwood to make 1 steel longbow. Or 56 adult braid wood trees for one steel long bow.
Even the forsaken longbow will take 140 weeping willow to craft 1
I would think that the increase is mats is driven for the use of the market for trading as well as the use of farming for getting the requirements
Yeah but no way is it even close to realistic to require 28 adult weeping willow trees to make a singular bow right?
theres been discussions in the feedback section and in the forum but no response from intrepid at all
From a realism standpoint I agree. But similar to EVE mechanics the higher tier in ship or equipment you go the more mats is needed or different mats from other sources is needed
common material of any level needs to be readily accessible so people can make the bare minimum, engage with the economy, and be able to actually play the game. quantity needed for crafts can be high if supply is high. if willow is as common as the 4 basic lumber types it wouldnt be a problem
uncommon+ can be aspirational
gonna keep repeating myself until steven wakes up from a nightmare repeating that phrase
I would like some communication on Intrepids end because they probably had some idea for the change but I don’t know if they thought through all the consequences
There seems to be an issue with Miraleth. All the trees and Basalt is not gatherable
honestly just make crafting to the highest level available on any bench, and make promoting professions not require a high level bench.
You want to make the nodes important, just make the higher tier crafting benches reduce the resources required by 10% per tier.
Allows you to craft items earlier, but as the node and the bench levels up you can craft them easier.
This would fix the “cost” problem overtime, and fix the “availability” problem immediately.
It's way faster to farm for uncommon/rare longbows than it is to craft them at this rate tho
its gonna be worse when we can get to lvl 50 and everyone is spread out over the full map, they need to rethink the crafting progression because they are gonna lose alot of people in the first 6-8 weeks while people try to level up nodes because people are gonna hit 50 and not be able to make anything above lvl 10-20 for a long time
maybe making it so inital crafting stations can still craft higher lvl stuff but only at common levels. make rarity and recipes the progression not the level of the crafting station
The reason why benches are like that is for a reason. Because freeholds will have the only crafting benches that can crafted the highest tiers of gear, same with processing benches. Asking for them to restructure their entire system because you cannot get geared right now isn’t feasible.
It’s not feasible to have the current system at all if it’s not going to be used 🙂
I agree. If players would harvest the t1 items in order to get the willow and such to spawn is something that should happen. With the changes to spawn rates coming this is something players will have to do in order to get the other types to spawn is what I think
The bench system is already in place, them being on the freeholds yet is not. 😗
Except there are no benches, and people are sitting at level 25 unable to craft gear.
Have players lvl up nodes in order to get in to apprentice is something that is good from what I think. It shows player interaction with the systems in place to lvl up area.
How is that relevant to the system
In the real environment, people will be level 50… unable to craft gear. Do you think that’s a good system?
Yes I have seen this in this current in iteration. And a lot of players want drops to come back. If those players want to help with loving then they should work on gathering to support or other methods.
With the current state of the nodes getting to JM is going to take time and materials
Yes that will be the case, which is what risk vs reward is about, want to race to end cap then do so, but you won’t have any gear for a good while.
If I take my time and work on crafting I will… be unable to craft gear. The node isn’t leveled. So no point in crafting right now, because I can’t craft gear. Why would I spend my time?
all i know is i dont feel the current system respects the players time and efforts of the players trying to craft. im hoping the gathering updates will help improve this but as someone who like to focus on crafting im gonna take a break and wait for phase 3
This is game is not like other mmo where u farm for gear or run instances and crafting is secondary or not really used. Crafted gear is meant to be the lead
Okay but I can’t craft. Yall seem to be missing that.
You prepare obviously.
Prepare… by farming what materials? The stuff I can’t gather because I can’t level gathering? Don’t I need the bench to promote that, too?
Gather your materials before you can start crafting the gear. As far as how you acquire that material is very much your own business
That is due to node development which is being worked on my the players in the game. Once they come up in development then crafting can then take over. So focusing on max lvl generally in this type game has its place but players should be willing to help get the nodes up
You can’t level up gathering? Are you not capable of seeing gatherable materials on the ground in game?
There is a lot of novice Mats in the world and they just added more metal spawns today.
So farming those will get you to lvl 10.
Then the apprentice stations will come up at the nodes in order to start gathering the apprentice mats as well as continuing to farm the t1 to get the t2 to spawn
Novice mats for level 0 gear. Very cool. definitely helps me out at endgame. Yall said “prepare to craft” but you literally can’t prepare with the ACTUAL materials you need, because you’re forced to wait for the node
So again, I cannot prepare, I cannot craft, why have the system at all? It’s just an end game gearing system. That’s all it is.
Novice mats are used in gear thru lvl 10.
Yes, you start at 0, not level 10 bud. It’s called progression.
You will need the level 10 mats to finish level 10 gear.
Cool, I started a week ago and I’m unable to progress my character because I cannot farm better mats, and cannot craft better gear.
Getting locked out a WEEK into the game? Super good system
What mats are you looking for specifically.
im just gonna give it a few weeks and watch for the gathering updates and come back for summoner and phase 3, hopefully things will be better by then.
Apprentice and journeyman?
Are yall really defending this? Crafting is 50% of the game, and you cannot do it because the node locks you out. How is that defendable?
You cannot farm better mats? Then you can help the node progress to get those crafting stations up and running at the npc by banks in each node that asks for novice material to help build those stations. So, do that and help the nodes progress
how do you think I leveled gathering
If you looking for apprentice you have to help the node(s) lvl.
How is that relevant to the advice I am giving you?
Yeah that’s the problem.
Maybe this game isn’t for you then
Have you checked the nodes to see what they need for mats to support building the node?
The person for that is next to the storage vendor. If you are not a citizen then get citizenship then farm the mats that are needed
My gear requires apprentice and journeyman gear. I’d love to prepare by getting the resources early, but I can’t. Your advice sucks because I’m one person it’s not solely on me to level the node, the node shouldn’t be the REQUIREMENT to higher gathering or crafting, it should give some benefit to level the node but you literally CANT PROGRESS. A WEEK INTO PLAYING. YOU ARE STUCK
Bro again, what do you think I do with all my novice mats, vendor it?
In a week players took most of the nodes from lvl 0 to lvl 3 which is no small feat
Amazing, and I still can’t craft
Then there is the mayor election in order to start building the node for the various bench’s and such that mayors choose to put in.
Cool and then I’ll mark my calendar for July right before reset
I understand the frustration you are feeling but having apprentice station in the world at the get go would lead to the same complaint all the way thru which would defeat the purpose of a node / farm being able to provide a interaction place for people
No because you can give huge incentives to level the node without making it a requirement
It could reduce the costs of crafting per tier of the bench that you have
No cause then the complaint is focused on node development then players would want JM cause in 2 days the maxed out again
Say you save 20% with a journeyman bench, but you can craft it at a novice bench anyway. More expensive, but most people would want to save hundreds of gold to do it after the node levels
The cost is in mats the higher in their you go past novice. The silver / gold cost is generally flat from what I observe
So for instance to craft a halc ring would generally cost 6 halc stones. Now it cost like 12 or more
Exactly, so instead of requiring an apprentice bench, it should just reduce the cost.
I think people agree the costs are too high now anyway.
You need to join a town and contribute to the relevant mayoral buy orders to help progress the building faster . It’s working as intended. Yes it’s a very short phase tho on the games release it will be way more relevant. As blue dragon said having nodes already at level 3 and on the way to tier 2 buildings isn’t easy .
Having apprentice benches at the start is wrong imo . It’s fine how it is .
just have costs of resources high, limit rarity and increase crafting and processing time for low level stations but dont limit the level of gear you can craft
That is a general discussion that is going around. But my take on it is I had some much mats just sitting in market or bank as well a gear that did not move and was generally priced well.
Anyone know where to get certification for hunting and cooking?
Yes because no one wants to buy your novice crafting mats when making a helmet requires 30 copper or whatever
yea ive been there all day but the guy isnt there
are you sure
Guy standing on the pier ?
I realize and understand what the design intention is, but as many people have seen, the design is bad and leaves crafters unable to perform their main function, at least on a fresh run. So on launch it’s going to be the same story of being level 20, 30, 40, and 50, and being completely unable to craft gear or gather resources.
On top of that, you need hundreds of T2 mats to begin crafting T2 gear, which you also cannot gather. I UNDERSTAND that the node is designed to lock you out to promote people working together. It angers me the same way any other game would anger me with systems that use “time-gating” as one of the requirements for progression.
Any time-gated system is a bad system that deliberately and intentionally stops people from playing the game.
They promote this as a sandbox but tell you that parts of the sandbox aren’t allowed
question, is there another way to get decent gear? or just crafting? been fresh gear csnt really be crafted atm so if we are say lvl 15+ we still should be rocking starter gear ? unless u got lucky with dropsn
@marsh vigil I am begging you, consider some sort of system for Artisan/Nodes where each different Artisan skill has the ability to produce some of the node resources like a comission. It would mean that people are able to be training up their Artisan skills in a way that feels like the materials/time/effort isn't being wasted, because rather than ending up vendoring a thousand swords, you're getting materials you can use to actually build the nodes. And since nodes need those mats to build stations and do upkeep, you're meaningfully contributing to the node.
AND it also helps address the problem of extreme resource scarcity early, because resources are no longer quite being split between people trying to level professions and setting mats on fire, or levelling nodes.
The basic tools, furniture, weapons and whatnot
And how there are different turnins for basic raw mats versus apprentice or JM processed stuff
unable to get exp for fishing even after promoting it
do we need to craft a novice pole?
There are white diamonds that identify where people can go to get cert increases for gathering / processing and crafting
yea i grabbed it 🙂
ty
now my issue is i cant get fishing past lvl 10. people in winstead say fishing is bugged or somthing
Have you played EVE Online or other similar games that have progression times ?
A game with 4,000 players is your comparison? I was hoping for a good game, but I guess that’s just me!
Eve has like 30k daily players where u getting this 4k from?
Where are you getting YOUR number from, a decade ago?
wait so whats your issue with things right now?
No from MMo population. But I also play it and can see the player count when I log in
30,000 bots for the 1,000 real players. I’m not really interested in Spreadsheet Simulator as your comparison to how things should be
There’s no market if there are no items lol
I see some green level 10 gear going for 10 gold, is that healthy?
Then take up crafting to make items and farm for recipes
How do I make level 10 gear if I don’t have an apprentice bench
We are going in circles
common quality material should always be easily accessible so people can engage with the economy and play the game.
uncommon+ can be aspirational and difficult to obtain/feels good to find.
the resource issue is going to be significantly worse once vendors stop repairing and gear can wear out
resource issue IMO will be a non-issue when the extra starter areas come out and we aren't packing so many people into a single main zone
There will be 10x the players at launch optimistically
no
copper wasnt a problem until about 3-4 weeks ago. tin was perpetually light and so was iron
We were at 8k concurrent in a single starter zone area for this server
They're shooting for 15k concurrent on each server for live
Theres also gonna be 2-3 more starter areas
thought live was 10k concurrent
Nah, they bumped that up some.
50k accounts, 15k concurrent per server is their goal
I t hink it used to be 10k concurrent 30k accounts before they had some major success with increasing that
@unique flint you seem to not grasp the concept of an alpha, this is where things are tested and if it doesn't work it's changed bruh
but yeah, 2x more concurrent players with 3-4x more starter zones
Except I was suggesting changes these people wanted to argue that not being able to craft for months is fine
Having 50% of the game not available? Totally cool guys everything is as intended
actually, journeyman will be months before they get everything set up for it
@floral moss get wrecked son
took about 3 months on the last servers to get enough journeyman benches up to make all the interconnected shit for gear
apprentice is usually pretty quick though.
IMO the biggest issue for lowering gear drops is outpacing the early node and crafting. Should be MUCH quicker to get level 10 and level 20 gear and then slow down a lot more for level 30 and 40 gear
It’s gonna be funny, at level 50 people are gonna be one shot by level 30 mobs and people think that the gearing system is working fine
Go into HH with level 0 gear and tell me how it feels to get punched.
Maybe two hits, tops, before you fall over. I saw a mob use whirlwind in steelbloom the other day, killed 4 people with two hits. And you can’t craft anything so that’s just how the game is; getting one shot because your gear is ass
No, clearly the model is not intended to be level up and then go back and artisan. Somehow they are going to have to incentivize people to play the artisan/build game. I don't think they really though players would want to avoid all the node building mechanic.
My advice sucks? Bro, you're literally asking for the entire game to be reshaped to your playing style. You're pissed off that the rest of the systems cannot keep pace with your insane progression, that isn't the systems fault entirely. The best solution is to simply make content in the game so difficult that you cannot speed run to 25 in 4-5 days. I'd understand your complain if the server had been up for 2-3 weeks, but it has not even been a week yet since Shol went live and you're in here raging because the rest of the systems in the game cannot keep up with you. That is a YOU problem.
😃
fishing locked at level 10>
Insane progression? I’m locked out of gear at level 17 bro.
With the current system, you are either going to be level 50 with level 20 gear, or you’re going to quit the game because it feels like ass
Right, but you have focused on 20% of the game. You are at level 0 progression in Artisanship.
I’m level 10 hunting, gathering, mining, and tree chopping
So, keep going, help build a node etc.
Well try out another character - This is a test notlive
Already tested all the characters and I know what I’m gonna play
I shouldn’t have to make an alt because my main can’t get gear, what?
Yes, and I am sorry you're locked out. But the crafting system needs to be intense since Intrepid wants to create interdependence within the three systems (gathering, processing, crafting) to stimulate the in-game economy. That's the entire point of those professions to begin with, if players can just grind the best gear in game off of loot tables then there is no point in professions to begin with. Making it so that professions only serve to create heroic, epic, and legendary gear is counterintuitive. It would lead to those other professions losing money because no one would buy that gear to begin with, then those crafters would have no incentive to craft anymore.
Relax, save that energy for the new gathering system.
Cool, we are going to be level 50 with level 20 gear and yall are okay with that
Yes, this is a test. They may wipe it and I don't want to hav to talk you down from that!
Well, if they restructure the content to be too difficult to reach level 50 then you won't be level 50 with level 20 gear. The content is simply too easy at the moment.
I’d be surprised if you didn’t hit a wall while leveling to 50 where normal mobs are one shotting you at level 43 because your gear is ass
Spending two hours for one level up is too easy, you’re right
It should take at least 10 hours to even log in! That sounds fun
I'm sorry but your intensity is harshing my mellow. It is a work in progress.
I see, yall have two hours a week to play and you want to feel like you’re progressing with everyone else
You realize, if they make it so people CANT speedrun to 25 in 3 days, the MAJORITY of people will never even make it to level 5
Which is exactly why I’m unsupportive of how the system works, because it has time to change
There will always be people that run to cap without sleeping on every wipe, its a game, in alpha, with very hardcore players
If you go to the forums and present the information is one of the dev talks see what type of response you get
You're not being rational nor logical with this statement. Beginner gear that can be crafted by novice tiers will last until level 10, trying to kill level 10+ mobs with novice level gear would be so difficult because you would not be doing enough damage that you'd end up dying before killing said mob. Which would incentivize you to either level up your crafting and processing and gathering or grinding enough money to secure the crafting material and paying a crafter to make your new set of gear.
Oh it doesn't work right now and everyone knows it, we are all waiting for the artisan patch.
So why don’t we just time-gate leveling while we are at it? If you are going to struggle to level past 10 for the first few weeks, might as well lock it
Also most content past lvl 10 requires a group of some context in order to support killing.
And then 3 months after release, they’ll set the level cap to 20
Then in a year, it gets raised to 30!
Because if they do that, they will have to wipe us all back down to test it.
So you want to just be handheld thru the entire leveling process, hard gating through node levels or gear is a big issue because then EVERYONE is on the same page, might as well just read a storybook, because it’s going to play out the same, might as well just watch someone play on twitch at that point
Nothing to lose, I don’t have any gear lol
Might as well make it a 40 hour journey from 1-10 because you won’t be getting gear anyway.
The problem here, is that now you have made an entire singleplayer game storyline, in an MMO, spending 100 hours grinding for gear that you will never use again once you reach cap, will that feel good?
It's not about time gating, it's about bringing the two other systems into equilibrium with crafters. You have two choices at this point:
Solution A: people speed run through professions
Solution B: The node and leveling system are reworked to match the same speed as crafting
Even if the gear drop was returned and only dropped at common level people would still be pushing for the increase rarity drop or something else
They are intending to way up the level XP requirement and I think everyone is agreeing that the system needs a lot of tuning between the speed of artisans and adventure level but hats part of the thing we are testing
I do not want gear drops, I like the gear drop changes. I want to be able to craft gear.
Then we go back to my earlier statement with the nodes
Time gated for the casuals, got it
I think we are all pretty aligned here. It is just we were all expecting an argument.
I don't see how you reached the conclusion that I want to be handheld, ashes is aiming for that old-school long term progression. Not current mmo progression where you speed through content within the first month of a new released MMO and then dip 2 months later.
It not about casuals or speed running. It about making the experience as best as possible for all player types.
There were people that hit lvl 25 in less than 48 hours
How does not being able to craft, make the game better for crafters
Honestly the speed levelling was more "Casual" than the artisanship. Trying to craft gear even collectively as you level, is a real hardcore grind.
Once we got some of those node buffs going, leveling artisans was a lot easier. 100% boost is great. It just sucks being “stuck” and not being able to progress crafting at all now
You can craft, I crafted all my own novice gear except my main hand and off hand since those were easy to get with equipment tokens and were better than the crafted main hand and off hand that I could've made.
Sure it took a few days, but my goal isn't to race to 25 within the first week.
I do not care about novice gear
I leveled passively while doing this, doesn't bother me.
How about this, my gear from grinding is better than any crafted gear currently available. So I either continue the grind, which will make apprentice gear obsolete by the time it is ready, or I simply “wait”
Is “waiting” a fun game mechanic?
I mean that is reasonable, since crafted gear isn't really where it should be at this point. Their aim is to eventually get to the point where crafted gear will be far superior than any current gear that is dropped in game.
So your point, while valid, won't stand long term wise.
It changes only when endgame comes online
I don't view it as waiting, I view it as me actively pursuing my goals in game. We clearly don't align when it comes to what we want to achieve in game, that is all.
So, not logging in?
Great for player retention
Are you asking me if I am logging in?
I have goals that are locked behind a time gate so where is my incentive to log in
Well, if players don't have patience then perhaps you should do what Steven suggested to Narc "If the game is affecting your mental health, please step away."
Mental health is fine, I just have no reason to play if I can’t progress
Which is bad game design
You cannot progress currently, take a break while the rest of the systems play catch up
So… waiting
that's the only solution I have for you
Fun game mechanic
I mean you don't find leveling professions fun, that's fine.
THEY ARE DONE
holy shit
I’m outta here you are actually the worst person to talk to
I agree the timeline between needing the gear to fight elite mobs (as they are intended after today's update) and being able to obtain appropriate crafted gear are too far apart. But I see it as adventuring leveling needs to slow down and reward, when they are available, quests rather than power leveling by killing the same mobs over and over again. That IMO was the intention as noted when they took out the fog pond leveling mobs. I know in today's short term world everyone wants to be max in two days but really it is the journey and not the destination IMO. Just saying...
I'm sorry you feel that way, perhaps you should try meditating or some deep breathing since you're getting upset.
😃
Maybe eat me
You're not my type, sorry
I’m not into people that I have to explain the same concept 3 times to
Actually baffling
I thought you were done talking to me
Eat me
That isn't very productive to say in a conversation
I think you are being mean. Keen to test is good. This is what we need! We are all a little frustrated.
I am not trying to be mean, I apologize if you think that I am though.
No need to apologize, it was meant half in jest.
I blocked him because there is no reason to debate someone with a 5th grade reading comprehension
Casual players ruin games
I'm feeling like that imp in WoW, "Why can't we all just get along!"
I do think asking for the entire system to reworked to suit other players needs is asking a bit much though. It isn't crafters fault that they cannot match the pace of those that are grinding 15+ hours a day to hit those levels. They can easily grind mobs that give them 1k+ XP each in a party of 8 while crafters get a small fraction of that when crafting 1 piece of gear that took them roughly 5-6 hours to acquire said material to make.
I’m just intolerant of people who when I suggest a change or a way to make things better, they say “no I like how much it sucks, maybe this isn’t the game for you, I play Eve online and I know what a fun game is!!”
There is an inbalance between the systems, that much is obvious
like no, if you play Eve you should actually be banned from any game suggestions
Yeah, but we have to work towards the desired end design, not put in temporary fixes, that just lengthens the development time too much.,
And I will NEVER support time gating
Time gating, as I understand it has already been ruled out. There will be no energy type resource.
Having to wait for the node to progress to continue leveling crafting and gathering, is a time gate.
The community can make it faster, but it’s still very slow and no individual person can overcome how much raw material you need to level the bench
I was proposing being able to level crafting/gathering despite bench levels, and making bench levels tied to reducing material cost to craft so it still has a HUGE incentive, especially for guilds
Like I can craft journeyman at a novice bench, but at a journeyman bench it costs 20% less materials to craft.
The argument erupted because so many people actively defended not being able to progress because they play casually and aren’t facing boundaries like many other players.
Don’t need level 10 gear if you’re still level 8 I guess
So, nodes not guilds. And I am going to give you the design here, not my view of it. The idea is that your "Level" is just your adventuring level. Your artisan level, religion level, guild level, node level and so on are all equally important. All these systems are gated behind each other. Your level is therefore holistic, not just your adventuring level.
Sounds like projection. I'd say leveling professions is far from casual, it takes way more time. It isn't casual, it's the lack of progression when compared to just grinding mobs.
Due to exp return being so minimal
So one of the problems is it’s time gated for the first 6 months to a year but after the server stabilize it’s more of a resource denial game than what you are putting forward. There’s a system in node sieges about just destroying a target building not the whole thing.
It would be less of an issue, admittedly, if there were more things to progress.
Yeah but imagine how awful it’s going to feel at launch when you’re not capped at level 25. Just unable to level further because your tank is getting blasted by elites and you can’t make gear yet. There will be a wall where you can’t kill stuff your level anymore
I hate to be a doomer, but most people that hit a wall quit the game, they don’t just log out for a month and then come back to a game that doesn’t reward their time
Again do some of the other content. Do some questing in a different biome. Because you definitely wouldn’t have visited everyone in that timeframe.
Ugh I’ve been questing for 20 years you cannot possibly make me enjoy that experience anymore. It’s 90% walking.
Swift mentioned some other systems that may interest me but they are not available yet, so my complaints do come with a caveat of “there will be more things to progress at launch than there are now”
And yet it seems you still like beating goblin’s with a stick after the same 20 years. But yeah there are a lot of unfinished parts we just have this little of it for now.
Combat is fun. Walking is not really lol. The walking in this game is wild, but it makes up for it with the gatherables everywhere so I can just grab while I run
The leveling is going to be more fun too, because you are levelling the nodes at the same time, so the scenery is changing, and you have 80 nodes to level in rather than just 1 or 2. Also hopefully when you add in PvP and story arcs it gets better.
My apologizes if you took offense to my discussion points
If that was directed at me no apologies necessary, I am usually the one that people think offensive. 😵💫
No that’s was to @unique flint
Is cooking hard to level? I am thinking about making cooking and farming my main artisan professions to focus on. This is what I'd like to aim for, but I'd be down for any suggestions.
😃
Don’t cook.
I’ve been cooking since Phase 1
I’ve been fucked every step.
Phase 1 - cannot cook above common quality
Phase 2 - chicken and cows are inventory item forcing max batch size at 50
Phase 3 - 3 droppings per vegetable (per dish)
I’m too far in, but it’s not too late for you
Save yourself
thanks for the advice bro, avoid cooking for now!
Cooking profession needs a lot of support from Farming in order to make it work currently. Also not sure if the Freeholds are fully up and running to support a cooking heavy process but will see with this phase of testing
In all seriousness, cooking is fun but requires more diversity in ingredients than other professions:
for example:
Carpentry needs wood, from lumbermilling/lumberjacking and metal from metalworking/mining
but cooking needs
Droppings (farmed)
Wood (lumberjacking) - mulch for certain higher tier vegetables
Stones (mining) - certain ingredients for JM cooking
Herbs (herbalism) - self explanatory
Fish (fishing) - for fish based dishes
Meat (hunting) - self explanatory
Yeah, I'd like to get into farming nonetheless. That is one aspect I enjoyed in Valheim that led be down a crusade of modding out my game just for farming. I know I will be gated by a freehold, but since Intrepids aim is for freeholds to be more of a shared space, I'm not worried about that.
Yeah, I'll just delve into it later on when they do the artisan rework. I don't want to get burnt out from all of that.
Thanks for letting me know
Haha, as I said bro, cooking is fun, but get out whilst you can lol
I’m too deep in. @dapper basin where you at
Yeah, how you feel about cooking is how I feel when I looked into scribing. Noped outta that as fast as possible.

Scribing is FUN.....
lets get all the different types of Ink from white to black. then lets get paper from all the different types of tree's in the world. Then lets farm various rune stones from all over the world to enchant for various buffs. Yes Scribing is FUN
Im glad they fixed the spawns but shit is even hard to find copper now lol
https://tenor.com/view/bill-hader-oh-god-omg-oh-no-shocked-gif-16287638
More like this lol
This idea is based on a concept from @crystal sundial, and while it might not be exactly what everyone has in mind, I think it offers a good foundation for discussion.
What if we had a crafting system that isn’t entirely gated by node levels or the tier of your crafting bench? Instead, players could technically craft any gear or weapon starting at level 1, as long as they have the required materials and have learned the appropriate recipe. The only limitation would be that you'd need the right crafting skill level for that particular item — not a specific node upgrade.
To balance this freedom, crafting stations (benches) would instead gate the rarity of the gear you can produce:
A Novice Bench can only craft White (common) items.
An Apprentice Bench can craft up to Green (uncommon) gear.
A Journeyman Bench allows Blue (rare) items.
And so on, scaling with the rarity tiers.
To make it even more interesting, we could introduce rare consumables or upgrades that give you a small 2–5% chance to "uptier" the gear you're crafting — bumping it up one rarity level only able to apply once. This means even with a lower-tier bench, there’s a slight chance to get a better item, but it's not guaranteed or easily exploitable.
This approach allows players to stay engaged and feel progression without being entirely dependent on a node’s infrastructure just to get basic gear. At the same time, it preserves the excitement of chasing higher-tier items through boss drops or rare mob loot, keeping endgame content and high-tier gear meaningful.
Is this similar to how T&L and other similar games do it
Yes but no most games will have content patches that allow you to craft better gear vs Ashes has you crafting benches to allow you to craft and harvest resources other games typically allow you to craft all items if you have the mats and level req
so.... copper just not exist for me? or is everyone else noticing the spawns still are practically non-existent as well?
its rare but its out there
https://discord.com/channels/256164085366915072/1369378164052328591
I have a simple suggestion that can be a solution to the current gathering processing and crafting system.
Solution: Have all stations already at apprentice level in village nodes lvl 3. Have all stations at novice level in lvl 2 encampment. This includes vendors and trainers for each prof.
Benefits to solution:
- Crafters gain ability to make level 10 gear in step with the fast leveling curve. ( especially blue rarity is needed to be easier to plan for and execute ). Crafters gain ability to make level 10 gear when level 10 gear is needed - aka at the start.
- Players spread out to nodes earlier and have the ability to stay closer to chosen node and gather process and craft more locally up to level 19 or so.
- Fun and rewarding leveling experience for novice through apprentice.
- Nodes have more benefits to players. Both access to all stations and access to storage allow for more efficient gathering / processing / crafting - this will improve the ability to focus on skilling up and crafting for the essential levels 0-19. The necessity for the time gated / player effort gated - more complex and spread out gathering - can then commence at journeyman level workstations unchanged.
Anyone leveling carpentry? Looks like it was 5 timber for crates and 10 for carriages, now its 10 for both?
The only real solution to getting ore is just playing when na players aren't. Whenever it's later at night, i can get nodes. When it's not, I can't.
try armorsmithing its fun too 😉 it only needs similar numbers of complexity
I could agree that in the current state of the game it would be reasonable to have apprentice workshops in a level3 village node. I would inquire a cost on them to be built specifically though, maybe even have it take another perk slot. As a means of further direction it could merge with the novice stations perk when the node becomes level 2. IDK LOL.
Armorsmithing:
JM usually requires Armor Plating, Some Leather, Some Mold
Armor Plating:
- Mining (ores)
- Metalworking (fragments -> molten -> plates)
Some Leather:
- Hunting (carcass)
- Tanning (Carcass -> Hide) (Requires woodchips)
- Lumberjacking
- Lumbermilling
- Carpentry (woodchips)
Some Mold:
- Mining (Stones)
- Lumberjacking
- Lumbermilling
- Carpentry (Boards)
- Herbalism
- Tailoring (thread)
- Hunting
- Tanning (Animal Fat)
Total Professions = 9 all at JM
- Mining
- Metalworking
- Lumberjacking
- Lumbermilling
- Carpentry
- Herbalism
- Tailoring
- Hunting
- Tanning
We are both masochists to the system.
well the system itself is amazing, just needs to loosen the reigns on the hard-caps via node-progression and character-progression limitations and make it a standalone system
It can't be separated from character progression, because if it was:
- Gatherers wouldn't be able to gather things because gatherables are protected by mobs
- All artisan-only players would deliberately stay at lvl 1 to give insane amount of corruption to anyone who kills them in PvP for their mats
It can't be separated from node progression either, because it doesn't make sense for high level buildings to exist outside of them.
I think nodes soft capping both character and artisan progression is a good thing, they just need to balance the progression speed of all 3 of these to match better for your average player.
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
New Aela has built Trade Bureau and School of Contruction
Joeva has built Trade Bureau
Winstead has built Farm
Node Sunhaven is close to be the next Village. 29% remaining.
Updated Buy Orders.
^thanks
What node is (eventually) making a stoneworks?
new aela and haalcyon most likely
approximately when? Next building?
https://docs.google.com/spreadsheets/d/1Vq3NDn9ay4pPJ3imcr13IM9KI1mLrqfXHOY-4CmKsVc/edit?usp=sharing
this will help give a better overview
i don't know how to answer that as i'm unsure
yeah, but factory is already almost done in Halcy. SW will be done before NA does
Artisans can’t stay at level 1. You get a small amount of XP for each item you gather or create.
any nodes have artisan stations yet to get some new tools?
they could still stay relatively low level since progressing like that is much slower than adventuring, so we need adventuring level requirements for artisan levels to make sure they are in the right level range at least.
did the nodes say, what they were planing to build? where they will lay their focus?
If that was to come in they would have to bring in some sort of bag that is protected from being dropped ie a much smaller bag that you can put a certain amount of matts into that can’t be taken when killed
I think the Bank is enough to cover that personally.
Really hard to theorize on stuff like this right now because the corruption system is still deliberately overtuned (which is good).
Once they start adjusting it we might need to consider other protective measures for non pvpers.
The bank doesn’t though. You still have to make it back to said bank.
yeah, that's the risk aspect of gathering and transporting materials
I must have missed some patch notes a while back.. Did treasure maps really become 10x harder to make AND no longer drops metals\wood?
Been impossible to stay low level in my experience since p1. Chars level up 10 lvl for every artisan main one: so apprentice = 10 main lvl, journeyman = 20 main lvl.
This is from pure gathering/processing/crafting and includes XP from commissions, including node advancing ones that require artisan skills. Commissions also being a vital source of income to fund artisan stations.
Maybe it’s possible to stay a bit lower (with a lot of help) but sure does not reflect average reality of an artisan.
You don’t need Carpentry or Tailoring but you do need Weaving and Stonemasonry. And of course you need Armorsmithing.
For level 10 gear, is there a vendor that I can get gear and weapons from or is it all from crafting now?
Just some basic lvl 10 gear to keep me in the realm of the same level mobs
still keeps it to 9?
You can do the surplus coin quest line to get some gear that’s slightly better than copper, or you can go to Gerald Belford I think is the npc name in any node and buy copper gear from him. Other than that, time to craft or try to farm drops
10 if you count AS but yeah I was just pointing out you’d had some that aren’t accurate
There must be a balance. You guys all seem to be arguing that an incredibly slow-to-level system for artisanship is a good thing, despite player leveling being just as fast as ever. If artisans like myself can't get the materials to level (because everything is hard to find with thousands of people AND it now takes 5x the materials for each item) then we'll be Novice crafters while people are at level 25. There's no reason to craft gear if everyone is 2 tiers beyond what you're capable of crafting. Who are you crafting for? Just to level to catch up? What happens at 50 when people are 50 in a 3-4 weeks and it takes 6 months to get to GM crafting? You're again, just crafting to level at that point with zero ability to be there for the players/craft for them. I don't care what anyone says otherwise, it can't work this way. There are 4 paths forward: Massively slow down leveling to balance it (which won't happen because casual players will be the reason a game stays alive), or massively increase material spawns to balance it, or take it back down to a more reasonable amount of materials needed to balance it -- or some combination of those things but BALANCE is necessary.
Novice and Apprentice crafting shouldn't be useless and just things to level through, so you can finally make stuff for people - they require purpose or the game is pointless.
We can exclude the outliers/people who either never level or people that speedrun to 25 in 48 hours. You're looking for a balance of 3-5 weeks currently. If that's too fast, slow the level progression but make each level matter.
Ohhh Preach it Brother! i would love nothing more than become a really good craftsmen but well. FOR who? your so right... would love to craft and sell dat stuff to players who want to fight. let me get my little market running. ahhh and i forgot.... i need resources, gimme dat beautifull Zinc.. its so rare-..... i neeeeeeeed moooooooore
look crafting doesnt feel great right now unless something fundamentally changes in the crafting progression i dont see it getting any better, what happens on release when people spread all over the world and it takes even longer to level up nodes and get the crafting stations we are going to be in the same situation where everyone out levels gear and will rely on mob drops defeating the point of crafting. im of the opinion that crafting stations should link to rarity and the resources required to craft an item, i think gathering rarity needs a full rework so you need gear, potions and food to even have a slim chance to get anything above a uncommon 1. gathering tools should allow for gathering at least the next tier of items but take 3x longer to harvest and give 1/2 the resources and only common resources. 2 processing the next tier of items should be possible in the crafting stations however it should take 3x the time resources and fuel and should only come out as common. 3.crafting again should require the recipe but also cost 2x the mats and take 2-3x the time.
Subsystem add-ons like that make it a lot more interesting also, and would also eliminate the idea that T2 and T3 spawns will slowly crush the servers supply of T1 resources initially as well. I'm not saying your exact ideas are what I would want to see but they're a good start to the conversation.
I can't agree with a system change in that way. The two big problems we have right now is the ratio between adventure level and the time it takes to get stations up is so slow but that's to be seen in the future. when leveling for the general players takes a month to get to level twenty the current station construction speed would fit right in. The other problem is that the spawning completely screwed up right now. Which is a system that they literally implemented and tried as the new server was brought online so yes it needs work.
Whooooooo fishing is fiiiiiixed
Another thing is a lot of people are complaining that the system sucks and it needs a rework. Yes I agree it needs some rethought/iterations but we are currently working with only 5-10% of the artisan system right now if that.
It's hard to say we need a rework when we haven't seen the artisan skill trees yet. However, since these don't exist yet, these recent changes are 100% in the wrong direction. At least for common gear. Let quality crafting require hundreds of trees to make a bow but not a common one.
I just think the biggest problem is going to be that the basis for the system is a reliance on the community developing nodes in a way that provides progression for artisan classes. We're kind of seeing that breakdown now and it seems like the push is to get caravans up more than it is to get artisan progression moving. That's just where I see the whole system failing overall.
ye i feel with drops being a thing and crafting taking so long to come online the majority of things being crafted will just be vendor trash since it will be low level and any high quality items are just going to stay in guilds and closed groups. only things people will buy are caravan stuff, mounts and bags
Some huntable animals will now despawn after a period of time, so normal animals enemies can spawn. This change impacts crabs, ravens, deer, and grems)
This will make grims and this mobs even more harder to acquire
Just means people will need to kill mobs to get huntable to spawn.
Just like for trees and all other items have to be farmed to get the spawn.
I am hoping that with the survey changes it will give more info on possible spawn available in that area
I understand your perspective, I do think the current system that they have in place will most likely be similar to the end product because the map will be very vast compared to the current area we have. The current system in place right now isn't equal, node progression, character progression, and artisan progression are all out of sync right now. By changing loot drops these issues became far more prevalent to notice. However, the issue always existed, it just wasn't noticeable to most of the community except the crafters. The current solutions that are offered by the majority of the community right now aren't due to seeing the flaws in how the systems are not synchronizing with each other. As their complaints are simply due to the soft bottleneck that they're experiencing at the moment, so they're wanting quick solutions that overall still negatively impact crafters. Because these people truly only want these issues to disappear so that they're no longer affected by them. When they were not affected by them in previous phases, they really did not care about any of it.
You're essentially asking me to have empathy for a bunch of self-absorbed egotistical entitled children all because of their inability to have patience. Yet I cannot muster up such empathy for such a pathetic group of people, and I also ask why should I? I'm not going to pander to self-centered reactive behavior, I'd rather just enjoy the show.
is there a spot where broodlings spawn over large scorpions for hunting? I only ever find the large scorps
It's barely been a week, that's hardly long enough to make an objective assessment of the system. And the same people that have decided to focus on caravans are also the ones complaining about their lvl 20 toon being half naked. They will hopefully remember this in August when the new phase begins.
The alpha has been going on for more than a week. This has always been a problem, but like @modest token said it's just more pronounced this time around.
Can’t you hardly even run caravans right now? What’s the biggest available caravan? 2x3? Or is that even available?
So I am about to hit level 10 and I've been looking at the Shol node progression table. It seems like Winstead might be focusing in fishing and cooking (but they only currently have a farm house), is there a way to find out more on what Winstead is working towards? I'm not very experienced on nodes, I've primarily played Ashes solo and very casually during the development
Probably just the basic 10 silver caravan. I don't think the tool chain for carpentry caravans is up yet.
Ah, that helps, thank you. So if I'm reading this right, Squalls End will get JM fishing but it looks like progression over there hasn't really started, likely due to it being a higher level area / non starter area?
yeah, since node development is tied to actively participating in content within that specific node. So, certain nodes will take longer to develop since current players don't have the necessary gear to do the content within that node. At least that is how I understand
Cool, appreciate the info, sounds like I'll get my fishy ass over to Winstead and help there
Hunting overhaul is fairly close. Animal traps have been data mined. We might not need the static hunting mobs much longer.
I was not asking you to have empathy for anything - I skipped anything that was mentioned above. Not sure what the context is for the self-centered mentions, etc.
I was just commenting on the idea that the current slow-to-level system is somehow a good thing. With that system being out of sync with leveling, lacking in resources, and being too material expensive - it's an issue that needs addressed so that we're not wasting entire tiers of crafting.
The context was within the post itself, which you'd know if you read it.
and the solution is to make leveling and node progression match the pacing of artisan progression imo
I just saw a bunch of back and forth arguing and wasn't interested, so I tackled a separate point and one that it made sense to reply on your post.
As I mentioned in the comments above, I think there will have to be a combination of many things related to those - so I agree to a point, but with more things factored in. It just has to have a balance for casual play since they can't scare those folks away completely.
Hm, I understand your perspective, but I'd like to point out that by creating a synchronized system it makes casuals have relevancy in the game. By limiting progression to the artisan progression pace, casuals won't feel like when they log in after taking a break for a week or two that they feel so far behind that they no longer see a point in playing anymore.
Personally, yeah - I'd rather see people 2 levels above me (since levels don't end up meaning a whole lot the way things are, minus breakpoints for gear) than 15 levels.
I tried to back read a little bit as I missed a lot of this discussion. I agree that everything needs balanced, we can't separate them entirely.
I would think possibly having thr level 2 node stage with novice stations and/or having requisition orders defaulted in place at node level 2 to build up apprentice stations as the node hits 3 could be interesting. This actually would make sense since somehow we got from tent city to a city with many buildings but no one contributed to that. I'm not sure what impact having apprentice stations at all nodes would have across the board but it would mean getting journeyman stations up more quickly and giving better access to early artisan leveling. Assuming we rid ourselves of the gathering bugs that seem to crop up every phase, this could put artisans in a position to craft level 10 gear as people are leveling.
I'm not sure there will be a situation where novice gear ever has a real need or foothold in thr gear progression from artisan perspective unless zinc, copper and rubies are significantly more available through the world than they are presently, especially with the number required to craft anything in its current form.
I dont think it would be a bad idea to see zinc, copper and rubies at a significantly increased rate of spawn, however it would need to be balanced by making novice exp from crafting and processing and gathering significantly reduced once you promote your certification to apprentice so it is more valuable to produce apprentice levels instead, which are not worth the cost and time to do for a small exp gain by comparison
That’s awesome. Can not wait to see the changes to the gathering system(s)
anyone know which node will have the stoneworks station?
Can we make apprentice hunting bows yet
some people have midnight mares, so they have to be available somewhere correct?
I haven't seen a Dev response yet for the insanity that is the T2 and T3 processing changes (the 1-2-2 change).
Ie: 140 wood/metals for T2 per item, 280 wood/metals for T3.
Let alone recipe changes on top of extremely limited resources.
Given they want the 'crafting is king' mindset, these changes will mean much less crafting is even possible. Gearing up is going to be painfully slow.
Storage needs to hold all the materials too is going to be a nightmare...
They might be buying the 35g Ebony horses I think?
the patch to address this is next week. they had to push it back
I thought that patch was going to be about the gathering systems.. But hopefully what you say is true.
its supposed to also fix resource nodes which should help with that issue
but who knows til it comes
That’s why I asked there’s a few peeps running around with mounts that can’t be hunted by novice
the only mount i've seen that isn't novice so far are the midnight mares
or the ebony horse, whichever one it is
The ebony horse is sold in the shady merchant for 35g. So anyone with the cash can get it. It's essentially a T2 mount
probably that then
i'm trying to find broodling spawns and can't at all, no matter where i look
Someone had a lion tho
Pridestrider is from mayoral vouchers iirc, there's also a few kickstarter mounts about
No and no
Pridestrider is the MAYOR mount
And any other flying mounts you see
There are no “kickstarter” mounts in the game currently
There is a lion you can obtain now, but its not trainable until JM husbandry comes online
You become mayor, or fulfill commissions for building materials, when the mayor puts them up.
only see kills mobs on that board
Aslo need to be citizen, and the node may need population to grow, before more building is possible.
So non-citizens can't help?
I was just about to ask^ cuz I want to help another node but I’m not a citizen there
Don't know, now you bring it up, my instinct was clearly no.
I beleve non citizens can fulfill the buy orders, unless the commision u are talking about is from townhall admin board
there's a board by town hall. I filled a lumber order but now all it is kill critters orders
So long since I levelled a node. Isn't there an NPC you hand in to by the plot?
I'm a crafter so I don't mind gathering till I drop. Just need something to do with it
so, mayor of Joeva. If you need more materials we need more orders
yes you don't need to be citizens , npc is near storage , for both Buy order and commision for townhall
found the buy order....furniture made from ash wood and fish?
What, you don’t store fish in your furniture? :P
only if I don't want guests or need more cats
Are the crafting bonuses working correctly? 50% bonus 194xp on a Scalp Hook, 100% bonus is 202xp. Equip a novice shirt with 27xp on it, still 202xp
I bugged it in any case
My fish market is open and my fish sold too fast. I priced too low.
Do cooked fish to fillets sell for more?
Hey question guys, I understand you can be Apprentice in 5 things and JM in 4 things, so does that mean if I'm already apprentice in 5 things and ready for promo in a 6th, I have to get JM in one of the original 5 to make room for the 6th?
where does one get a mystic lense from?
you can craft them
Craft it using crushed monocles but you need the recipe and other ingredients.
Has anyone tested the XP per resource (copper/zinc) for weapon/armor smithing?
Is it more-or-less constant regardless of the item, or is it still all wonky where one specific item provides a much higher ROI on crafting?
Is there a map or anything where it shows which node will upgrade for example herbalism workshop to apprentice_
?
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Sunhaven is now at Village Stage.
Joeva has built Woodshop. You can now craft Apprentice Carpentry, process Apprentice Lumbermilling and make Apprentice Lumberjacking Axe.
Miraleth has built Memorial Site.
Halcyon has built Farm.
Buy Orders updated.
https://docs.google.com/spreadsheets/d/1Vq3NDn9ay4pPJ3imcr13IM9KI1mLrqfXHOY-4CmKsVc/edit?usp=sharing
Thanks
np
anyone else's fishing locked in at 10 and cant go any higher?
Did you promote it to apprentice?
Where can i get mining certificate near Winstead?
Which note is doing farming and stone works?
wont let me 😦
Do you already have 5 apprentice professions?
If not. Sounds like a potential bug. If so, then you can only have 5 artisan classes at apprentice or higher. Only 4 at journeyman or higher. Only 3 at master or higher. And only 2 at grandmaster. Basically you can only advance 5 total professions.
Is there currenlty no way to make an apprentice pickaxe?
Need an apprentice stoneworks for it
Is there an artisan path in this game? Like if someone wants to focus heavily on the trades and be a “journeyman” in the role playing aspect
yes though the systems very barebones right now
Hoping change to enter number to process instead of fixed batch numbers
was expecting this on monday but oh well will see if it comes todya
Again who has the farming up
Supposedly Windandsea [i just added the "d" XD] and Squall's End
Is there a way to trade tools?
Someone earlier said farming was up
Winds sea is still an encampment
Winstead and maybe another one. you can just check your map though if you zoom in enough on the node village/town
I heard that this was not working as expected but have not confirmed it myself yet. Has anyone else noticed this?
Not at this time. It's coming in the future.
Okay cool. Phase one someone did trade me a blue apprentice Axe though.
So I thought it was still possible
Crafting is a joke atm.... takes so much wood at app and I'm level to do anything im sure it's across the board in all crafts. To make a simple caravan top. 80 common wood. Increase of 400 percent from last phase this is absurd....
Dam no change to processing numbers
I haven't seen a weeping willow tree since yesterday. I am just roaming the woods in areas where I knew they were and honestly wondering why I am playing this game
Takes 160 Braidwood to make the next tier btw
i did that for weeks before reset XD
where is the recipe for the novice shirts? can you get them from a vendor?
heard joeva had upgraded ax bench? do u have to be citezn there to use the upgreade bench>?
nope, it's available to everyone
The balance between leveling is so out of whack. Everyone has leveled to 20 now and carrying lvl 20 green/blue gear making all level 10 crafted gear obsolete.
By the time level 20 benches are obtained in towns it will be later in the 2.5 phase and not worth it. The balancing is very much out of sync.
@dense sable I hope this is being addressed... not sure solution but players are severly outleveling the artisan side making all novice and apprentice gear useless to craft. Only exception would be like bags that aren't available on vendors.. That was a good idea. Maybe only allowing common gear to drop from mobs and at a seriously low rate. I don't know solution but this server is already screwed (for artisans) because of the disparity between leveling/mob drops and where the artisan side of crafting is at in leveling. 😦
we should have access to level 10 craftables earlier
maybe not all of them
but some of them
An example is that a guildie is running with a level 20 green scepter that has 920 Magic Power / 307 Magic Cast Spd / 130 Intel. The best scepter to craft at lvl 10 (at Rare) is only 648 / 217 / 92.
Useless to make now
Point being all the players being lvl 20 with a mob drop from lvl 20 now makes it useless for artisans to craft that gear at novice/apprentice.
i still think we should be able to craft gear at any level but limited rarity (common) until crafting stations are unlocked
I actually got mad when I wanted to make 250 planks to level lumbermilling. It takes 500 timber and I can't even hold that with current bags available.
It's like there was no actual thought given about how these changes would affect all their systems as a whole.
Probably could help if fuel added stayed persistent through a craft to do multiple crafts.
Throwing a log in to get 8 fuel for 1 craft is annoying
But the remaining 7 fuel just up and vanish
If crafting is supposed to be the main point of gear progression, then all drops from mobs should be components only. The down side to that is no one will bear the xp loss and damage from running dungeons just to get mats that they might not find anyone to make gear out of.
Imagine being one of the devs charged with balancing this system. You have consider resource, processing, population, leveling, drops, and more as a single equation. I liken it to trying to pull one strand of a spider web without distrubing the others.
the way it was implemented feels like it was an afterthought considering it went from 1x to 3x then 1:2:3. im hoping they can get crafting into a comfortable position by phase 3 and i look forward to the updates
I also dont think there are enough recipes for crafting at the moment
Like leatherworking is 1 full set of armor to grind with only 1 mat
such a bottleneck. Like we can do ravens, wolves and bears give us something to craft with that shit at starter especially if we arent gonna see recipes for months
Also maybe allow us to swap out cotton and linen for other crafts
having the option to mix and match and choose between mats opens it up tremendously
Also, poop (droppings) doesnt need to be in food...
i think thats the plan eventually to allow us to substitute materials for different stats
I would be so much further along if I can use the 100+ raven furs and 50+ wolf furs and 50+ bear furs that do aboslutely nothing until I find the recipes, but nooooo I can only use Grem Skin
im hoping they add wild vegetables and stuff to harvest then poop will be less of an issue
they also have recipe xp in mind but who knows whats still there
intially they just need to allow the use of different mats then they can adjust stats accordingly if they even want to go that route
I agree and I think as more biomes come out material substitution in recipes is probably going to be needed
I mean we have seen what there plan is from the showcase stream like 2 years ago. We just have to hope it's in for phase 3
also allow us to set the job size to what we want with a slider lol
enough of this limited shit lol
If I have 14 I want to 14
or 15 or whatever number thats not specified lol
like 2
This may have been answered already, but what are each of the nodes gathering/processing/crafting specialties planned?
where is the mining vendor to get novice clothes? just starting out the artisanshuip stuff
do we have a website to see where is artisan?
Hopefully i can post a link to the spreadsheet here (beware, not always updated quickly, but the main plans should be accurate)
Found on aoc community discord
Avon's end, west of lionhold
where is the apprentice mining axe able to be made?
I see the chart posted by LunarisAsteris and if I read it correctly Halcyon but it could also mean only JM but IMO that also means it must have App.
Ah, not yet- those are the plans. They are trying to build so far, not finished with apprentice metalworking yet
Guys, with which table upgrade can the apprentice sickle be crafted?
Where tf are you even finding bears to hunt?
All over. I've thrown away so many bear corpses cause they are useless. I'm thrown away a ton materials so far cause space is so very precious
Ima dm you
WHere can I craft an apprentice pickaxe ?
Imagine that other games have managed to have drops from mobs and crafted gear, and crafters do just fine, for 25+ years now.
Revert things to how they were before the wipe and we're fine.
need to wait on new aela or halcyon to build their stoneworks
Stoneworks is now done at Halcyon
Apprentice Jewelcrafting, Mining and Stonemasonry is now available
Winstead has built Factory.
Do i need to level a crafting profession to get apprentice pickaxe or is mining apprentice enough ?
I am kindda lost on what you are asking. You need to get mining to lv 10 and change your certificate to apprentice and also make the apprentice mining pickaxe from stations [halcyon] to be able to mine T2 resources.
I wasnt sure if i need to be both crafting and mining lvl 10 to make the tool
there is no crafting requirement to craft the profession tools, aside from the requirements i stated, good night then.
Has winstead built cookhouse yet?
Not yet
Can we still buy apprentice mining bags at the stoneworks?
did they increased the mining resources but zinc is still nowere to be found?
where can I advance artisanship from novice to apprentice?
Do we have plans to implement recipes that allow artisan tools to be created outside of the Riverlands standards?
I really feel like this is contributing to part of the player complaints
We have all of these stunning biomes you have worked so hard to tailor...but only oak, larch, copper, rubies etc can be used for tools,etc. seems silly and not hard to update?
What about all of the other "rare" resources from the other areas. relatively useless and not helping the current economy issues
Not only are the mobs largely too high level to bother with at wipe....but the only other reason to go there is because if you can survive, you may find copper, zinc and rubies that others cannot otherwise access for whatever reason. (I'm a bard, so i do bard things and it doesnt affect me as much) but the other mats are still useless and dont help. I Spent hours running through the tropics and jungle, (under leveled, DONT NERF ME), knowing the materials wouldnt do me any good, unless they were copper, zinc, rubies. that is a problem.
I also visited those biomes with the intent to procure what was already available in the Riverlands. Just less competition. Not for the biome or natural resources themselves.
Sweaty harvesting is actually crazy.(I'm not new, btw. ; )
Best Cook NA 🥰
Agave Syrup being an ingredient with no use is odd, sidebar.
Man I was excited to see the jewelry station pop up at apprentice! Until I saw it takes 28 Emeralds to make an emerald necklace.
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Want to know what the Buy Orders are for a Node?
I have put it all into an excel sheet!
Sheet updated daily.
Currently working on the sheet solo, so not everything will be up to date.
I think it’s like 280 raw tin to make a greatsword unless I’m messing up my math
I’m a tank so I don’t do math
140 tin which is still outrageous
Help, I'm BROKEN!
yup crafting is real dumb right now
How do I obtain a artisan shirt?
Thanks for checking my math! That is still crazy
Has to be crafted unless its fishing, hunting or metal working. fishing and hunting you can buy by the cook/fishing vendor just north east of samira's hope. There is a uncommon drop somewhere that happens to be a metal working shirt.
If you need a particular one that isn't listed I can probably make you a common tier one.
Which profession crafts it?
and thanks for replying 🙂
tailoring. All the recipes are sold by the tailoring vendor west of lionsgate.