#alpha-two-artisan-chat

1 messages Β· Page 25 of 1

placid zenith
#

I see, thats why I never came across them

vagrant tendon
#

The ingredients are 10 linen thread, 1 grem skin, and a "specialty item" that depends on what kind you're making.

placid zenith
#

and that is crafted too?

vagrant tendon
#

Yes every single thing that goes into an artisan shirt is crafted πŸ˜‚

If you mean the "specialty item" yes. For example mining shirts take a cut ruby. so a novice mining shirt takes 10 linen thread, 1 grem skin, and 1 cut ruby. Unless you got your hands on a real nice grem skin, you're likely going to have to settle for green/uncommon at best.

placid zenith
#

Isn't every ingredient worth the same amount of the finished product? Or is the grem skin higher in % for quality here?

#

So 10 rare/heroic flax would go a long way?

vagrant tendon
#

I tested with 10 rare thread and a rare ruby and it was still uncommon. so the grem skin weights a bit.
herioic might pull it higher, but honestly the effects of the shirts other than weaving, mining and metal working are not worth trying to get high tier in my opinion.

placid zenith
#

I need the mining one :d

#

I saw a chart, it said roundabout 31 rarity on average for a rare quality. Rare ingredients only amount to 30 rarity, so you need atleast all rare and one heroic piece

#

could pretty much confirm this with my novice axe not going beyond rare even though I had lots of heroic mats on that

vagrant tendon
#

good luck. the highest tier grem I've seen sold on the market is uncommon.

placid zenith
#

ugh

#

I will settle, too inexperienced with the game, just poop out a common one πŸ˜„

vagrant tendon
#

I'm not home atm. I can likely poop one out later today if you're around then. (in about an hour and then I should be able to jump on most of the rest of the day). I'm currently based around miraleth but am willing to travel somewhere to drop it off to you.

placid zenith
#

I am a miraleth guy πŸ˜„

#

But I don't have the mats ready

rich ice
#

Is there any demand for recipes right now, like rividium an gryphon gear recipes, or ppl cannot craft them at all?

green mountain
#

Not sure about level 20 recipes, but I definitely say level 10 recipes going for 30-50 silver each.

vagrant tendon
placid zenith
vagrant tendon
#

K I'll try and get this made after the server comes back up.

placid zenith
#

Coolio, ping me and Ill be around

sly agate
#

didnt even check that but dam

rare gyro
#

Does this update have anything to do with us potentially getting apprentice bow soon ? -.-

sly agate
#

u mean for hunting? If so, it has nothing to do with updates/patches XD more based on node progression for the said buildings/stations

steep current
sly agate
#

hunting bow is the tool for hunting. Unless you are talking about lv 10 bow [wewapon] for fighting

steep current
#

i think you replied to the wrong person my man xD

sly agate
quick leaf
#

for alchemy mining and herbalism are the main skills to learn aswell ?

quick leaf
#

hitting rocks is fun

steep current
#

yeah

sly agate
quick leaf
#

sometihng that bothers me fso far is i allways have no space for items

steep current
#

and herbalism, also yes for making magic powder

sly agate
quick leaf
#

yeah 3 nodes are allready full basicly

sly agate
#

another recommendation is to break it down, for example process ores [half size], basalts [1/4 size], etc.

quick leaf
#

just to make sure ores and stuff have only 1 recipe right ? dont want to procces everything and later find out i needed 1 stage before that

sly agate
#

for metal ores fragments are always a must if i remember right

neat furnace
sly agate
#

so thats safe bet. rest you will have to see what we may use

daring oasis
#

I think the Sushi is underrated and an unkown player buff. Please spread the word that Sushi is a great buff so crafters can create and make some $$. Win x Win

quick leaf
#

we can upgrade 5 profesions right ?

sly agate
#

i will take the sushi recipe, if its not default and do so πŸ˜›

quick leaf
#

i allready plan on mining herbalism probably alchemy

sly agate
quick leaf
#

markethouses are just for the city right

#

not shared

sly agate
#

as of now

#

they will eventually have auction house server wide or something, but thats for later

quick leaf
#

is there a menu where we can see what we got in each warehouse on sale ?

sly agate
#

dont believe so, you gotta go there to check

#

good process is to document your sales!! hahaha

quick leaf
#

i just need to make some money now somehow i hope lumber sells for a bit more on the market then vendoring it :d

sly agate
#

i just learned this yesterday, sadly, i been playing for 3 motnhs...

#

go get granite. make grindstone [profit is ~7 times] it just requires time to mine and process

#

once you got apprentice or ideally jm mining [when its available] thats faster to make gold [if th resources are not farmed completely]

quick leaf
#

thanks for the tip

#

but granites been in short supply today lol everyhint glooks farmed πŸ˜„

sly agate
#

Here is a simple break down: Granite [vendor price = 5c], making grinding stone [1xgranite, 5c cost, 1 min of time], sell price of 80c

sly agate
quick leaf
#

inb4 nerf

#

somehting worth it with basalt ?

#

should i even safe granite and basalt below epic tier ?

sly agate
#

i got no clue, i never tested it, i will have to make each item and prolly should make a table when i get time to have a good grasp of profit ratio for items,

sly agate
#

cause right now most ppl are or will be making rare at best for apprentice and just jump to jm to best tools [atleast thats my plan XD]

quick leaf
#

i never even had 1 gold so far

sly agate
#

you could try selling uncommon oak in marketplace, i usually check the lowest price and undermine it, sold few for 99c or some for 1.49s etc. xD, anyway i gotta go go eat ttyl

quick leaf
#

yeah right now im leveling treeharversting to i can get willow wood to get mats for journeyman pickaxe

sly agate
#

i was late on that too, just noticed half a day later, and was wondering why all willows were gone =-=

sly agate
#

oak is better rairty at epic and lego* long way to get those πŸ˜› as we need rividium and forgot some mold.

quick leaf
#

i dont understand what you mean

sly agate
#

multiple recipes for jm axe

quick leaf
#

im only lvl 8 so far in lumbering

sly agate
#

oh you are good then, but good time to explore other recipe/tools for jm and prepare it now, if you decide to aim for them

#

anywya, i am off for now

quick leaf
#

goodbye

ornate ridge
lucid crypt
#

lvl 10 gear btw

vagrant tendon
novel delta
#

amount of braidwood in the wild is ridiculos

novel delta
placid zenith
#

was eating

vagrant tendon
#

Sounds good I'm still there.

ornate ridge
vagrant tendon
placid zenith
#

I can meet you now, anywhere

vagrant tendon
placid zenith
#

omw

vagrant tendon
hollow sequoia
#

we got apprentice tools yet?

limber oyster
plain halo
#

any1 know the location of a mining vendor?

marble solstice
hollow sequoia
#

still novice in joeva for me?

dense cloud
#

anyone know if the Gathering Changes has been implemented

marble solstice
marble pasture
#

I'm wanting to get into the crafting, with the state of everything right now should I just wait until phase 3? Also any advice for finding mats would be much appreciated

gusty oracle
marble pasture
gusty oracle
#

summoner is supposed to drop before phase 3 but i wouldn't get my hopes up

violet siren
#

Considering they’ve got another 3 months

#

It’s actually said to be dropping before P3

#

According to those emails they sent out justifying the delay

#

So delaying to actually P3 drop seems appropriate

gusty oracle
#

in December we were told artisan skill trees would be out at the end of January

violet siren
#

Yeah but those aren’t a separate team working on them

#

Classes are

gusty oracle
#

at this point stuff is released when its ready getting my hopes up for things only leads to disappointment

high beacon
#

Hello, does anyone know if a recipe in high quality has any impact? i have just received this. but most likely we wont get the JM building before the wipe.

ionic tinsel
#

There might not be a wipe for Phase 3. But Rividium equipment is wanted yes.

high beacon
#

that wasnt my question. The recipe is in Heroic qual. does that mean that i can use common quality materials to craft heroic as a minimum?

ionic tinsel
#

The tooltip is kind of strange there, but the recipe for the heroic version of an item requires heroic tier materials so you can't use common materials

high beacon
#

so that is even worse then.... has anyone ever found a higher qual recipe than common that tested this?

sweet elk
#

this looks like something that would be logical.. but hasnt existed before now? Like i dont think the Ashen Haunt recipes are now blue for example?

ionic tinsel
#

I didn't even know recipes dropped as anything but common. AFAIK, there's no such thing as a 'heroic recipe.' You just put higher quality materials into the recipe as it exists to get higher quality output.

high beacon
#

well that recipe I just got in game.. so its in game..

ionic tinsel
#

Yeah, I wasn't doubting you got it. I just meant there wasn't a specific "Rividium Earring Heroic" recipe you select in the interface. You just select Rividium Earring across all levels

#

Though one of the livestreams did say recipes could have rarity one day so who knows

high beacon
#

hmmm lets push Jeweler JM building then :))

jovial night
#

do i need to make a novice pickaxe before it will let me make an apprentice? I've leveled the skill.

median carbon
#

Is there a node profession plan? I'm only seeing real time status. Like who is getting the sawmill, metal working....?

chilly cape
thick acorn
#

medium crates crafting costs imo might be alittle high :p it like 25s in crsfting feed then u need 40 wood ontop of that :p

#

Hope artisan system allows us to slot in and out bas mateirals to get different stats would make the non riverland resources useful then atm nothing for like coconut wood or date woiod and so on 😦 outside of caravans part or crates

cursive sphinx
wintry swan
#

when the next node upgrade πŸ™‚

tight token
#

Apprentice Herbalism Station, Which node is there now?

ionic tinsel
#

Basically, someone has to build an Ag Supply. At the moment that's the last building planned for Squall's End, Seahook and Windansea. Shorefoot has it as the second.

lean fjord
#

hnow do i take this to apprentice

#

when i click promote my certificate it doesnt work

torn fiber
ionic tinsel
#

that's why I followed it up with saying someone has to build an ag supply.

balmy crater
#

Bug Reporting it also but, Making Apprentice Rooting balls required 8 Wood when the return is only 5 wood. Essentially making freeholds useless.

wild fern
#

any new tables come up lately?

#

I know Halcyon and Joeva but thats it right?

sly agate
ionic tinsel
#

Bold is completed yeah. They can't do planning because the mayors are the ones that decide what they build so only the mayors know what they're planning.

abstract whale
#

does zinc spawn in the tropics/jundark?

vagrant tendon
#

There is a smithy underconstruction in Miraleth atm. Just misssing granite and granite weapon molds.

rare gyro
#

Anyone know what wind cookhouse for hunting is missing ?

thick acorn
formal dawn
novel delta
torn fiber
#

It's the strongest case for node changes when the later nodes get mayors voted in - people will start hollering for an ag supplies soon imo

formal dawn
#

those dont even use the trade bureaus

novel delta
formal dawn
#

its dumb to focus on jm stuff if it also requires herbalism and weaving

torn fiber
#

Proximity crafting long term, and the strong need the server has for upgrades will push players to get the outer nodes done.

novel delta
#

you do realise that lvl 10 stuff is mostly useless with current drop system? and focusing on JM steff maybe not such a bad idea

formal dawn
#

it makes me not wanna engage more with the crafting lol, I would rather just take my chances with drops or farm money to buy gear other players are dropping

novel delta
#

drops>>>craft rn

formal dawn
#

which means that crafting is still in a terrible spot and needs an overhaul bad

#

thought the changes were gonna fix it a bit more with the wipe but it made it somehow worse lol

novel delta
#

timegating lvl 20 craft is reason its sucks so badly

formal dawn
#

theres a multitude of reasons

#

Like basically no incentive for donating resources to make buildings

#

10 node currency is dumb

#

why would I use the materials for that when I need it to gain xp to craft?

#

and for crafting I need thousands of materials to even get to apprentice?

#

the whole system is terrible in its current state, its so quickly outpaced by just killing mobs its insane

#

the only thing that feels fine is carpentry since it doesnt rely on other professions to make the caravan parts

#

even then its screwed for making stuff like bows and whatnot

#

not saying adventuring needs to be neutered but crafting definitely needs a huge leg up

novel delta
formal dawn
#

you are insane if you think just being able to make lvl 10 gear should take thousands of resources for a single player to get to

#

it would make sense for maybe journeyman or whenever we get master and grandmaster

#

but definitely not apprentice

jagged bear
#

If crafting should be the top dog for getting gear, then beginning levels of gear need to be more craftable then they are currently. Somehow, the starting ability to get common copper and zinc needs to be way buffed- maybe even enemies having a drop chance? Just, something so ppl can level their crafting at a faster pace than regular leveling, which does need to be made slower

formal dawn
#

I think the pace adventure levels are at is fine, it takes hours for a level later on. Honestly its just novice should be gotten through a lot faster than it is

#

people get to lvl 10 in a really short time, like a few hours or a couple days if you are playing casually. Crafting should be able to keep up almost as fast

jagged bear
#

A little faster, since gear has to be crafted before the recommended level for it

formal dawn
#

well people still want lvl 10 gear from 10-19 so its fine to make it not faster or as fast

jagged bear
#

Ah yes if there's level disparity, but tbh there shouldn't be level disparity

formal dawn
#

and crafters should have to make several sets to gear up multiple people to get to the next tier

jagged bear
#

Yes, absolutely

formal dawn
#

think the next steps intrepid should make is boosting rates of tier 1 materials like zinc/copper/flax (wood is fine as is), boost xp for crafts cause even when using node buffs of 100% xp it takes thousands of materials right now, and give incentive for donating to buildings by giving node currency more weight (i.e. more things to buy with it, using it for taxes instead of glint, etc) or by adding glint/xp to it

#

I shouldnt have to consider not donating to a buy order because I need to squeeze out more xp with the mats instead

steep current
forest violet
#

i keep hearing people talking about not finding zinc or copper. here's my haul for a few hours run. 2 runs specifically, each run lasting approx 2 hours

#

if you keep taking the same routes everyone is, finding anything is basically impossible

formal dawn
formal dawn
#

whats funny tho is that will give you like maybe a 1/4th of a level for a craft

forest violet
#

i dont craft. i only gather and sell

#

care to be a customer if you got the goldables?

formal dawn
#

nah I got my armorsmithing to 10 already

#

it took a ton of gold and time but it happened

forest violet
#

now you need copper for bronze

formal dawn
#

Now I wait to play in like a month once herbalism and weaving get done so I can make slate molds

#

cause for some reason slate molds require bluebell

forest violet
formal dawn
#

it takes slate mortar which needs bluebell

forest violet
#

that's why i'd rather keep gathering for now. crafting changes makes me rework my math and data =.=

formal dawn
#

Reason why I was going on a rant because tons of people are gonna be the current max of 25 and just have farmed the gear by the time we get even close to getting apprentice everything

#

let alone journeyman

#

so I'll just wait once the buildings are done, see how the economy is doing, and see if there is even a demand for lvl 10 gear anymore lol

#

If not, just wait until phase 3

forest violet
calm oyster
#

anyone else feel that being a Smithy is rediculously hard at this level? i burned through 1000 zinc like it was nothing and it barely made me level to a point it is significant. the same ammount of zinc leveled my mining and metalworking way more then it did for my smithing 😦

forest violet
calm oyster
#

yeah and that is my feedback here. Smithing (the one im doing) feels super off in terms of required metals relatively to what im getting

forest violet
calm oyster
#

nah zinc is my drug

#

and likely tin soon πŸ˜‚

raw linden
#

i did the math and only using the most efficient crafting method based on xp/material spent for weaponsmithing without factoring gear and buffs from node it takes a bit over 3400 copper to get weaponsmithing to level 10 then another 6k+ to get to 20 after that with buffs i found that getting to 10 in weaponsmithing still took a bit over 1500 which is still a wild number for a single person to get in any fashion

mild portal
#

I don't think it's supposed to be a solo grind

gilded violet
#

Is apprentice farming / hunting in game?

raw linden
#

but it should be at least somewhat viable as a solo grind in my opinion even if not the most effient it shouldnt take a solo player 2 months to get to 10 weaponsmithing especially since if your solo the way you interact with others for crafting is almost entirely through spending money and getting gold solo is also a hard task

gilded violet
#

In regards to getting apprentice id imagine with max lvl being 25 it's not optimized yet for player convenience

calm oyster
raw linden
#

yeah what piece did you find most efficient? based on my math i had 2 pieces in equal standing but havent actually tested anything in game yet

calm oyster
#

for me the zinc hands had a small edge as their material cost are cheaper and the xp per craft didnt drop enough. but i might be off in my calcs.

#

but for simple calculations: 1 stack of fragments = 1 craft
and 1 craft is like 250 xp if you make it at the right node with time

raw linden
#

based on the math from last phase i believe that used to be the case but now with the material changes to crafting and more mats per item i had the most effient pieces as the legs or chest since it gives 10xp per zinc spent while the hands give 8.3xp per zinc spent

#

my calcs are all based on a no gear dude with no node buffs

calm oyster
raw linden
#

nah cause xp amount is static and the calc is based off xp per 1 zinc rather than whatever an item needs so highest number per zinc spent is BiS for getting crafting xp

#

i mean the total xp needed is static for clarity

calm oyster
#

ah you are correct

assuming 144 zinc (first common number)
8x 180 xp for breastplates = 1440 xp
9x 132.8 xp for the gloves = 1189 xp

#

good to know

raw linden
#

yeah im in the process of figuring out carpentries new most efficient path right now since they changed the crates to 10 mats per crate so im guessing there will be a new leader there

calm oyster
#

whats the leader in weaponsmithing? asking for a friend

raw linden
#

sorry sir cant give away all my secrets especially since weaponsmithing is my main craft lol

#

im making weapons man bows and swords twill be fun lol

#

i got that fleshripper recipe today too im so excited to pump those out whenever we get weaving, hunting, and herbalism tables at apprentice xD

calm oyster
#

im not a weaponsmith, but thanks anyway for the insight for armor. means i was off a little bit, but ill check all my outputs as i did make a full set of 2nd division and log the xps so i should be able to calculate the efficiency, though those numbers did include buffs, the result still should be similar

gilded violet
#

Is farming apprentice yet?

hollow shard
#

Do someone did the maths for farming and cooking ? The most efficient way to lvl up these professions ?

calm oyster
#

xp/bottleneck is a good way to look at it. @raw linden showed its value of that view

#

so for smithing the limiting input is zinc or copper. so maximise xp/ zinc or copper is the best way

analog shard
#

Guys, do we have info about how long till the lab is built at new aela?

last depot
sour gale
#

Does any1 know whether lv 20 items can even be crafted?
Are there recipes in the game which unlock lv20 items?

serene dome
#

yes, but they require Journeyman buildings in Nodes and I think no are yet built

sour gale
#

ah okay thank you πŸ™‚

wooden canyon
#

Can we not buy cow anymore ?

hexed canopy
#

guards killed all of them, they went extinct

placid zenith
#

Thought I could craft an upgrade for once, should not think like that again.

teal cipher
#

I'm not a fan of the whole crafting system. Sounds nice on paper, but with all those limitations you end up with PITA crafting experience. Towns should be self-sufficient for crafting purposes.

ionic tinsel
#

The biggest problem is you can't fit all the JM stations or even Apprentice stations in the Riverlands, so you have to wait for other nodes. This also requires waiting on people to level. Then you have to level the node to 3. Wait a bit. Then elect a mayor. Then you can start building. And the big guilds that rush to 25 aren't really interested in the nodes so it leads to a particularly frustrating waiting game.

#

That's also combined this time with the jacked up resource requirements for crafts AND node upgrades.

frank olive
#

It feels like we aren't even going to be able to level without already being wealthy in game.

#

Anyone know where to snag Apprentice bag recipes or bags themselves?

wild fern
#

I hope they make some tweaks to crafting this patch

frank olive
placid zenith
forest violet
placid zenith
sour gale
#

is there acctually any benefit of profession levels beside you being able to upgrade at 10 and 20?

#

is the "miningskill" increased for every level or sth like that?

ionic tinsel
#

For gathering, it unlocks new materials for you to gather.
For the others, it unlocks access to new recipes. You still have to learn them, but you can't make apprentice recipes without being apprentice for example.

sour gale
#

i ment the single levels like 12 13.. 17 do they improve our skills or are they just milestones until i reach 20 and can upgrade to journeyman?

ionic tinsel
#

Oh those are just milestones yeah. At some point there's supposed to be an artisan skill system like classes and weapons. I imagine you'll get points for that eventually

sour gale
#

oh i see that makes sense thank you πŸ™‚

#

that means if i am lv 20 i am done with the profession

ionic tinsel
#

Yeah basically. Maybe we'll get higher tiers soon

wild fern
#

please for the love of god let us run custom jobs

#

at least even numbers

frank olive
#

God, yes.

#

How hard is a slider to prioritize sometimes?

wild fern
#

and these bags holding 43, 44 like wtf is that lol

#

make them even!

frank olive
#

That's down to percentages and rounding integers if I had to guess.

wild fern
#

its awful

frank olive
#

Less awful than the job counts

wild fern
#

this is true

frank olive
#

To be fair, I'm used to the bag counts. They just get ignored but for limits. Not really OCD there

wild fern
#

if custom jobs were a thing id care less

frank olive
#

Someone mentioned being able to purchase apprentice bags near Lion Hold. Were they wrong? Not seeing them at vendors

hexed canopy
#

that's being rolled out in the next few weeks

frank olive
#

What phase is that looking at? Ah, thank you!

wild fern
#

next few weeks you say

hexed canopy
#

yeah, let me link

frank olive
#

Few weeks can push to months, mind you

hexed canopy
#

https://ashesofcreation.com/news/the-gatherable-spawning-system-is-evolving

In addition to all of these gathering system improvements, Processing Stations will give players the flexibility to choose the size of the job they want to process, rather than being restricted to set batch sizes. Processing recipes will also allow mixing and matching different rarity gatherables, similar to Crafting. Gathering Tools will be converted into equipable items, like bags and artisanship gear. We are also refining how gatherable rarity impacts crafted item stats, ensuring gatherable rarity feels more meaningful. All of these features, along with other system refinements based on community feedback, will be introduced in the 0.9 (April 24, 2025), 0.10 (May 8, 2025), and 0.11 (May 22, 2025) build updates. While we work to implement these changes, we appreciate your patience.

#

0.10 got delayed by a week since, so it's not May 8th

wild fern
#

not gonna lie thought this already rolled out lol

#

I blame myself

hexed canopy
#

it was delayed twice so you're only partly to blame for thinking that gigglgers

#

it got delayed once for another feature (don't remember what)

frank olive
#

I've been hearing about the reworks coming, but things come up. It's just software development, that.

hexed canopy
#

and last week it got delayed for stability fixes

frank olive
#

I think they're overrunning budgets with testing realms, thus the reduction in count.

wild fern
#

well that is definitley a good thing to hear that these are coming I thought these changes happend because of the mats needed and all the spawn rates were fluffed up

#

fair enough

frank olive
#

Cloud compute is not cheap.

hexed canopy
frank olive
#

We know progress is supposed to be slow, but... Mats aren't being spread.

#

Lotta mat sinks are just sweats

#

Holding their mats in their bank

frank olive
#

For those of us asking about recipes.

wild fern
#

Cant fucking wait

#

definitely not crafting anything until the weekend

supple bramble
#

The economy is already completely hosed for this server. The only items being sold are those that have been looted. It is next to impossible to make higher tier Armor/Weapons. The balance between resource accumulation and needed materials is insane.
Take a lvl 10 weapon the Bronze Great Spellsword. If you wanted to make this weapon at the "heroic" level you will need Heroic Animal Fat (first issue).. 8 Heroic Weeping Willow.. and 140 Heroic Tin... YES 140 for one sword!! Then still need the 16 slate 4 Giant Bluebell and 35 Copper.
Making bags with their required materials versus the difficulty of tanning hides just kills that one. Can't make the Artisan Gear at high quality to increase our Artisan Quality rating being hunting animal fat at higher rarity is impossible. Not to mention the increase requirement in mats AGAIN.
I love a challenge... I also love systems that reward those who are on playing longer than others since I have lots of time to play. But this is not feasible in its current state... I really feel sorry for a crafter that doesn't have lots of time to play the game. They have zero chances.

spring kite
#

We know. Intrepid knows. They're iterating and pushing it out as soon as they can.

wild fern
#

yeah but I feel its too late now to be fair lol

gusty oracle
#

I'm pretty sure most of the crafters have allready given up this run. They will probably come back in phase 3

supple bramble
#

Exactly.. it is too late honestly. Getting to Apprentice using 20 copper "PER CRAFT" was nuts.. but I did it. The player base is already over 20 now making most lvl 10 items irrelevant. The things that are still relevant are so difficult to craft that most can't or won't even attempt it. The "One World Server" makes this all even more complicated.

spring kite
gusty oracle
#

On the bright side at least things can be corrected for phase 3 and onwards

wild fern
#

yeah August is gonna feel really good

#

I hope

spring kite
#

I prefer things breaking horribly now than at the start of P3

frank olive
#

There's never an unsolvable problem in a game, and someome will

#

They need to stop balancing against the biggest time investment folks for now.

#

IMO

gusty oracle
#

I'm gonna keep up to date with the changes and probably come back for summoner update but at the moment I'm kinda just waiting, with the crafting issues and speed hacking I just don't have the motivation to even fully level a character at the moment

frank olive
#

I'm not gonna lie, I miss my fast mounts.

undone escarp
wild fern
#

Its just crazy how quickly people lvled up lol

gusty oracle
#

I'm hoping the gathering rebalanced reduces the amount of rare+ resources. What's the point in calling things epic and legendary if they are kinda common

nocturne lantern
gusty oracle
wild fern
nocturne lantern
#

Yea they leveled up fast but even if they were still barely hitting the 20s now there’s no way the crafters would even be able to gear up a single person before they were already out of the level range

wild fern
#

but they also increased the damage done by lvl 9 Grems lol like that wasnt what made people lvl up so fast

nocturne lantern
#

I think the foundations of the system are still good
Maybe mobs shouldn’t be dropping gear but they could be dropping something that helps to get gatherables more often

#

Like mobs dropping keys for chests that are only in the lawless zones and they drop lots of mats when opened

wild fern
#

mobs should still definitely drop gear

#

thats one of the funnest parts of mmos when you see that epid or lego drop and everybody rolls on it

ionic tinsel
#

Yeah. Mobs drop gear, just not as good as crafted gear.

wild fern
#

and then the tank rolls on a dps piece and I lose my shit

ionic tinsel
#

That was worded weirdly but that's what should happen.

nocturne lantern
#

Or maybe having POIs that have big resource points at the center so you have to fight your way in to get the resources then fight your way out to protect them
Wouldn’t really work with an unstick button but would be good for the final implementation of the game

nocturne lantern
wild fern
gusty oracle
#

What I want from intrepid is to let me level up doing crafting so I don't feel like I'm falling massively behind spending my time leveling professions. I'd gladly spend my time gathering resources for node upgrades if I was getting a decent amount of xp for it. Currently artisan is just worse than farming mobs. I have to chop 100 trees to get the same xp id get from a single bear, I have to spend money processing materials for node progression and I get a usless node currency in return. What is my incentive to engage with crafting when I can farm mobs and run caravans and just ither farm gear or buy stuff I need from other players

left parrot
#

Yeah it is super weird to me that we’ve had the same placeholder 37 adventuring XP from gathering/crafting/processing this whole time

gusty oracle
#

If I wanted to lvl to 25 by fishing I would need to fish 386,362 fish

#

If I fished afk 4h each day it would take me 31 days so 6 and a half weeks of being afk

rare gyro
#

Has wind finished their t2 hunting? I know one of their citizens told me two days ago it was nearly done

rare gyro
proud wind
#

I would love for them to introduce main Artisan classes

hexed canopy
proud wind
#

instead of Artisans just being professions make it a main class you can choose when creating your character to gain specific buffs / skills for your artisan

#

so people who have no interest in anything besides crafting / gathering / processing can do so without having the pve lvl grind and get a boost for doing so

hexed canopy
#

you can't do gathering without being high level

#

mobs kill you

#

the game will never have a PvE only class/archetype/mode, as much as some people want it

#
  • you need to move your materials between towns anyways and players would be able to kill you if you don't have a high enough adventuring level
#

something like this is not combatible with the core pillars of the game

proud wind
#

not PVE only, artisan mainly, currently, if you just want to be a lumberjack you have to grind to max lvl if you want to or not, if you had artisan classes as you main level you could get by by just doing wood cutting

hexed canopy
#

yeah but how can you cut down trees when the high tier trees are next to high level mobs?

proud wind
#

if you artisan level is your main level you can be just as high a level as mobs, so if you are 25 lumberjack for example, you would be the same level as 25 mobs

hexed canopy
#

so basically you want to be able to level just by artisan skills?

#

i think that'll be doable, just very slow compared to adventuring leveling

#

you already get XP from it, and it'll probably increase once they get to balancing it

proud wind
#

yes, for example on creating a character instead of picking a class like bard, tank or ranger you pick for example "wood worker", with this you get bonus stats/ skills for lumberjacking, Lumber Milling and Carpentry

analog shard
#

ah yes lvling up from 19 to 20 which takes 951k exp with 40 adventuring xp per tree or whatever

hexed canopy
#

yeah right now it's barely any xp, but hopefully they will raise it a bit, it should increase with tiers

analog shard
#

Then what about pvp, how could a lumberjack fight against any normal archetype??

#

Will you complain when you get killed by anyone?

proud wind
#

just with how caravan works, gatherers will need body guards

analog shard
#

our what are you going to do, farm oak trees next to cities all day

hexed canopy
#

yeah i don't think this artisan class thing will ever happen, i was just talking about leveling with artisan skills, which will be a thing to some extent

analog shard
#

and you need glint for caravans

#

you need to kill mobs

proud wind
#

you do realise i'm talking about a possible future implementation right? At the moment Artisan only is a complete joke, but it could very well doable if balanced correctly

analog shard
#

I'm not against the idea, it just doesn't seem feasible

#

Talking so far into the future is like talking about nothing. Too far away

proud wind
#

balance the pvp aspect? for open world pvp, that needs to change in and of itself since it barely happens. for caravan pvp remove glint as the cost and create a caravan currency, for node pvp, make artisans reinforce the node

violet siren
#

Also have to have secondary classes

analog shard
#

Maybe you could mix the secondary archetype with the professions

proud wind
#

and i like to take stabs, since artisan right now is so extremely barebones they haven't really taken any clear direction yet

violet siren
#

I mean, there’s a clear design direction they’re working towards with it

#

They’re just working on a lot of stuff at the same time

#

We won’t see their full artisan setup for a while.

proud wind
#

they have a direction with how the system should work yes, but as i see it the professions themselves don't really have anything to them atm

violet siren
#

Because they’re early and still being designed

proud wind
#

Yea, and thats all my idea was, a possible design direction they could take with the artisan classes

violet siren
#

But that already exists

#
Ashes of Creation Wiki

Artisan classes (also referred to as Artisan branches) allow a player to specialize in one or more of the three artisan skill trees: Gathering, Processing, and Crafting.

We want players to interact with each other. We want the professions to make stuff for the other professions that are useful. I am influenced quite a bit by the Star Wars Galax...

lost field
#

Love the game but this current version of artisanship has made it so none of the artisans even want to play. Really hoping the changes coming include some polishing/reduction of the recipes/required materials for crafting, etc.

sullen dock
#

Why not just be able to exchange node tickets for glint?

gaunt coyote
#

Hi everyone, any news on which nodes will be upgrading the Arcane Engineering station first?

ionic tinsel
# violet siren https://ashesofcreation.wiki/Artisan_classes

Even considering that, I just don't see how artisan in this game is ever going to be the force that Stephen wants it to be. There's too many fingers required for every pie. Each recipe needs ~6 different professions just to craft and the limit on profession ranks means you won't ever be able to fully craft every item in your journeyman profession on your own (a few of them maybe). So you'll be reliant on the price other people set. This doesn't even get into the node and progression issues. But even if we assume those were totally fixed, I don't see artisans ever being anything more than node upgraders in its current/planned iteration.

violet siren
#

I don’t disagree, but that’s how it is

ionic tinsel
#

Yeah it is. They talk about the SWG roots of all this, but in SWG you maybe would need 1 part from a base profession. Here you need a small council of crafting elders just to get a sword out of the oven.

gusty oracle
#

dont worry just afk fish for 4h a day, 5 days a week for 6.5 weeks and you will reach lvl 25... see you can level from artisan professions

bold compass
#

If the market system is better, I really think the pain point of needing 8 different professions for a single item, will lessen quite a bit.

spiral swallow
#

Today’s patch notes finally fixed crafting

  • Fixed a bug that allowed items to be crafted
trim hill
#

Hi I’m working on the newspaper in the next few days, any updates to nodes that should be highlighted?

#

I’m aware of Joeva getting lumberjacking, anything else been completed?

supple bramble
# hexed canopy i think that'll be doable, just very slow compared to adventuring leveling

Adventuring XP has to slowed down anyway.... If Intrepid wants to make this work and be balanced you can't have players reaching 25 in a few days or a week. They are outpacing crafting making everything craftable at Novice and Apprentice completely useless. Not to mention.. the financial aspect. Intrepid wants the game to be subscription based. If players are reaching max level in a month then they will run out of things to do and won't play/pay for the game/subscription.

gloomy tartan
trim hill
#

Nice! Winstead, Miraleth, New Aela done on anything?

thorn hull
#

Is there a place to see market listings outside of the game? I'm at work right now and wanna see what the economy looks like

frank olive
#

What drops a Mystic Lense?

gloomy tartan
#

You craft it. The mob dropped component is crushed monocle, which drops quite a bit from humanoid mobs.

frank olive
#

Gotcha, wasn't sure if it had to be crafted or could be. Thanks!

gloomy tartan
#

Crushed monocle, 10 basalt sand, 1 copper frag, 1 magic powder.

rugged gorge
#

You need the recipe as well

trim hill
#

Thanks!

torn fiber
wild fern
#

shortly...

#

?

trim hill
#

Nice! Down before server?

wild fern
#

is the building even down yet

torn fiber
#

In the next few hours, only 60 shortbows left

wild fern
#

oh shit

rare gyro
wild fern
#

no its just a pain in the ass

torn fiber
ionic tinsel
#

It's a quite system when it's faster to roll an alt and complete the gear up quests than to just craft a shortbow. Is this #winning? πŸ˜„

torn fiber
#

Needs 18 sanctus emblems to craft

rare gyro
torn fiber
wild fern
#

hows that cookhous looking?

rare gyro
#

Give us good news πŸ₯ΉπŸ₯Ή

wild fern
#

it is delayed sad

novel delta
#

OKAY, i jsut realised that ag supply (aka herbalism) is scheduled for tropics AHAHA

#

NO HERBS FOR YOU BOIS

#

IT means - no molds

#

thats precious

#

WE WILL DO MEETINGS AND SCHEDULE BEST PLAN FOR BUILDINGS, them mayors were saying

wheat rover
wild fern
wheat rover
#

And MOST people are not hitting 25 within days either. I bet that there are far more people like me (level 12-20) than there are level 25 players. And players like me would like to be able to afford some upgraded gear.

wild fern
wheat rover
hard void
#

A simple change I think that would help all artisans is that higher tier stuff does not spawn into the world till a bench building is built somewhere. I see entire forests of braidwoods taking over spawns of willows yet we probably won’t be able to cut those for weeks, same for mining. Herbalism doesn’t REALLY have this issue at the moment and hunting is and always has been most miserable 1-10. Easy lore tie in is that we couldn’t recognize those materials till we could build the proper tools

hard void
#

I pray πŸ™ but I know it’s been brought up before they want the world to feel alive by seeing different materials

ionic tinsel
# wheat rover People are hitting level 25, not max level.

Level 25 already requires 14 million cumulative xp. 20 is 6 million. There are already level 25s running around and this server has only been up since may 1st and online 10 days. So somebody has been out there grinding 1.4 million xp a day since may 1st. So it's definitely kind of an issue on some level.

wheat rover
fervent wind
wheat rover
ionic tinsel
#

No one said anyone should be punished for it. I think the leveling takes too long as it is. Even in a group, I can't imagine someone grinding out 1.4 million xp a day. But if the game they want is a long burn game, it's not a great sign when someone is actually able to grind out 1.4 million xp a day.

wheat rover
fervent wind
#

you limit the mobs available until the nodes and supporting infrastructure matures ... either slow one down or speed the other up. I think a little of both need to happen. Groups of 8 people should get 0 xp from 0 star creatures ... 3 star creatures should take a raid to kill in normal common plain base gear

wheat rover
#

Well, within limits I guess, lol. Don't want a "do whatever you want to do and you'll be all-powerful" solution like ESO either.

#

But I am halfway to level 13 on a bard after close to 20 hours of pretty relaxed play. If we want to slow down the power gamers, I get slowed down to. I'm not really feeling that, if it makes sense.

fervent wind
#

zerg leveling is not good for anything ... it locks out small groups and the xp gain isn't truly devided among the party

wheat rover
#

People should be able to power game if they want to. People should be able to be more casual. And the game should accomodate both. What is messed up right now is crafting.

fervent wind
#

if I get 1k xp for a single mob solo ... I can add a party member and still get 800 ... why isn't is 500?

wheat rover
#

Maybe because the game designers aren't sadists?

#

XP gain is 100% the wrong thing to be focused on.

fervent wind
#

well ... it seems a ton of folks are complaining that they are leveling with no gear ... something has to give ... and Steven made the mobs the way they were supposed to be difficulty wise and people lost their minds because it affects their grind ... Somthing has to give

wheat rover
fervent wind
#

artisan and mob difficulty imo is the answer

#

EXACTLY

wheat rover
#

That brings up the bottom end and the gap doesn't seem as drastic.

#

And people who power game to level cap will make alts.

real fractal
#

Oh boy, I can’t wait to get 975 braidwood for my bow.

wheat rover
fervent wind
#

ALL tier one mats should be as plentiful as oak ... AND ... the independant artisan tables near briarwood etc need to be able to advance to apprentice

real fractal
#

I wonder how 975 braidwood logs turn into a bow. Like realistically, I can a build a full fucking house and you’re telling me I just have it casually slung on my back?

wheat rover
fervent wind
#

the base apprentice bags should be a thing that is sold ... the other bags need waterfall stats

#

you should be able to purchase a full set of recipes of the base geat

#

both tier 1 and tier 2 recipes

wheat rover
#

Really, if you could buy those still + the shirts, and level 10 common gear off of merchants, things would just feel a lot better.

fervent wind
#

the recipes that come as drops should have better base and waterfall stats than the purchased recipes

ionic tinsel
#

or just be unique recipes

fervent wind
#

im ok with the recipes being purchased as long as the mats are as common as oak

#

introduce folks to ALL of the artisan skills and alloww them to figure out which ones they want to advance to apprentice

#

if they could craft their own tier one gear with a couple of hours ... no biggy

wheat rover
#

I'm sure it will feel less jammed up as the map grows too, but this experiment with scarcity just isn't fun. Can't wait for next phase already.

fervent wind
#

get a full set with a little gathering

wheat rover
#

Way too many bottlenecks that are too easily manipulated right now.

fervent wind
#

again ... fix the tier one mats problem, allow all common gear to be crafted with purchased recipes, allow the independant workstations to advance to apprentice ... A LOT of these problems go away

#

then have the recipes for tier 2 become available for the fulle set of base gear that used to be sold by the vendor

#

they can throttle the power creep with recipe avalability ... the base gear should have pretty crappy base stats and a ok waterfall stats.... That way if someone does invest the higher quality mats, they do get some return from the waterfall stats

fervent wind
rocky steppe
formal dawn
real fractal
supple bramble
#

Let's all prey for some good updates

sullen dock
#

Guys they just made it 200 braid wood to find the dupers easier...

real fractal
#

It took me almost a full day to collect 80 willow for my chassis

sullen dock
#

A good days work!

#

It took me 2 weeks to get over 200 power!

cursive sphinx
#

Anyone have the link to the spreadsheet of what artisan buildings are planned to be build and where?

lethal acorn
#

when cookhouse?!

torn fiber
runic arrow
#

crafting shouldn't be a full time job to level, don't get me wrong I love to craft, but the current mat requirements are insane. I still want to enjoy the other aspects of the game too.

torn fiber
thick acorn
thick acorn
urban delta
thick acorn
#

You get 200 or so in 40 minutes or so

#

I run past it now all the time in riverlands too not as abundant in riverland due to player pop but it still common compared to say willows now

urban delta
#

i must be just missing it from someone else mining it up then, can find everything else but copper

abstract whale
#

You have to get away from civilization a bit

gaunt coyote
abstract whale
#

Deep desert. Coastal beaches in the riverlands. There's plenty, just need to be intentional about gathering it, cuz you're not gonna find it near the road.

gaunt coyote
abstract whale
#

had t1 resources actually been spawning after being harvested at server restart, things would probably look at lot different right now.

urban delta
abstract whale
gaunt coyote
#

@urban delta there are long respawn times on nodes (2hrs) so if someone has them on timer you won't see any - unless it's patched. I was consistently mining one route yesterday and was accumulating almost appreciable amounts in sync after a few runs

abstract whale
#

if there's a patch of obsidian, but no other mineables, someone beat you to it.

gaunt coyote
#

nice, still though, can be beat to it as you said

urban delta
#

sounds like far too infrequent of spawns to me

gaunt coyote
#

I honestly think it would be fine if half the nodes or more weren't t2/t3

abstract whale
gaunt coyote
#

If I were to redesign it myself I'd make all existing rare metal/gem nodes into T1. And I'd had fewer but concentrated deposits of the T2 and T3 nodes more scattered around. A small cave with like 20 iron or something. Glhf with PvX

#

Copper for how much is needed should be more abundant

abstract whale
#

meh, I was a little frustrated with spawn rates a few nights ago, but after spending some time exploring i managed to find a few spots that weren't highly trafficked, and the problem solved itself. Managed to hit apprentice arcane engineering and almost apprentice on jewelry today alone. there's plenty of nodes, you just have to explore - which I believe is the intended design. was very rewarding when it all started to click for me

gaunt coyote
#

I'm willing to bet the places you explored and found copper, like me, was primarily with higher level mobs - which I actually think is fairly bad design. Materials for lvl 1s shouldn't be guarded by lvl 20 creatures

#

There was another spot I found that was consistent but only moderate in terms of yield with no mobs but a fair amount of traffic

abstract whale
#

yeah, they weren't exactly safe areas, but they're manageable if you've got a full set of surplus token gear. I'm only level 17 on my gatherer. Started farming the area around 14, but that's not due to mob constraints so much as it just taking a while for it to dawn on me that the area would be worth checking out.

gaunt coyote
#

That's my point though - it's manageable but this is silly. Copper weapons are for a level 1 character. I can currently harvest more iron than copper much more consistently which is for level 10

abstract whale
#

as the value of copper/zinc starts to drop, it should become more readily available closer to civilization and safety. which lines up with the risk/reward pillar.

I think the early game could definitely use some polish - it seems that their intention is for players to participate in the surplus tokens quest lines for early gear, but those aren't very intuitive... like, at all. If you get the 10 surplus tokens and do the parcel quest for 3 pieces of green gear, you should be decently set up for 10-15 if not 10-20, at which point you can start venturing off into the wild for more lucrative activities

#

it's an interesting problem - entirely temporary because fresh start servers only behave like fresh starts for a few weeks - but also critical for new player retention, since the vast majority of players will first experience the game during a fresh start. So getting that early game / fresh server experience nailed down is probably extremely important for the longterm viability of the game, but it's also such a small aspect of the game as a whole.

I think the best idea i've seen so far is to reduce the amount of novice artisan skills a player can have - but I'd imagine they could just soft cap that and see meaningful results by changing the rewards in the sweat of your brow quest from ALL of the gathering tools, to just 1-2 that the player selects after completing it (along with their mount)

fervent wind
gaunt coyote
# abstract whale it's an interesting problem - entirely temporary because fresh start servers onl...

The problem as it stands is that novice crafting is a huge bottleneck as opposed to simply raising your character level. The solution isn't to make it more of a bottleneck. T1 gathering/processing/crafting should be easy to participate in for any character as most people aren't going to know what they want to do yet. That's why T2 only lets you promote X certificates - now you've had time to play around, it's time to decide what you want to pursue.

If T1 metals weren't excessively rare compared to the amount needed for crafting you wouldn't see the whole land strip mined for copper. Atm even if you want to pick flowers it's always worth stopping to get those copper/rubies as someone will pay good money for them. But you don't see miners stopping to harvest a field of daffodils.

abstract whale
#

That's a solid argument

gaunt coyote
#

Like it's not impossible to craft and it does take some time to explore to find good copper spots and such. I've found decent spots myself but I still think it's too rare and for an early game resource for literal level 1 items it's going to turn a lot of players off. I've already thought twice about pursuing crafting as well

#

I'm also honestly a solid supporter of more or less cordoning off that surrounding area of New Aela including the Workshops and Briarmoor Farm as your "T1 noob area". Turn it into what is essentially a noob zone, let people have a fun and easy time levelling up to apprentice and then send them off to nodes where the real game begins.

abstract whale
# gaunt coyote The problem as it stands is that novice crafting is a huge bottleneck as opposed...

T1 gathering/processing/crafting should be easy to participate in for any character as most people aren't going to know what they want to do yet.

I'm inclined to agree with this. I'm sure there's a balance between the drastic scarcity we see right now and flooding the market in the early game with cheap crafts - which I believe would also be disappointing for the crafting focused portion of the community.

abstract whale
# gaunt coyote I'm also honestly a solid supporter of more or less cordoning off that surroundi...

When I started playing back in Feb, this is what I assumed was going on in that area. Took me til roughly level 7-8 to figure out there wasn't much on offer other than extended travel times between crafting stations.

This is a good idea as well, and I think it would be well received. Still provides the opportunity for a sandboxy intro to the game, but just a bit more on rails and quarantined off from the rest of the economy. Might even be a good way to get some more value out of the initial resources you gather for the sweat of your brow quest - add an entry level set of crude gear to coincide with the crude tools, but make gathering and crafting them a little more open ended.

gaunt coyote
#

Same, I also assumed it was a genuine noob area but it was all a bit useless. Other sandbox games also have introductions. Albion Online also famously uses a "tier" system with increasing specialisation. Everyone can gather, process and craft everything for their "T1" and "T2" which only has value on tutorial island and comparable to AoC's T1/level 1 gear. These areas also have their own static low level workstations that aren't owned by anyone. You can feel out what you like but the game will push you to specialise quite quickly.

The way AO handles it is that it keeps on splintering every profession. So T1 you have "combat" then T2 is "mage/range/fighter" then T3 your "mage" turns into "nature staff", "fire staff", etc. Their analogue to artisanship splinters in the same manner.

#

Point is you get time to explore the base of everything while not compromising on its values to push you into a specialist direction early. Just not too early

sturdy dock
#

My issue with crafting, other than it is cost prohibitive and hand me down gear, is the market system does not support interdependency and you need to spend hours running from one town to another, one table to another as most of the time needed items are not on the market in your town. I hope they come up with a solution otherwise I will let those who love abuse craft and I will adventure, sell raw materials and just buy what I want. You can create interdependency without it being a time sink.

gusty oracle
#

I think once the auction house becomes a thing and buy orders can be posted things should improve, if people know they can make a profit by transporting goods I assume you will get people doing dedicated delivery runs between nodes

#

I'm excited to see the changes and development of the artisan system since it is just a placeholder at the moment and despite how rough this test has been i think they got the data they needed by reducing drop rates it showed major flaws in the current artisan system

empty hamlet
#

Just integrate them together

#

We already have turnins for nodes for raw mats and processed mats

#

Expand those and add ones for finished mats and just let artisan skills craft the damn things

#

That way you can level artisan skills with crafting nodemats, then dump the nodemats into the node to help build it, instead of crafting 500 dogshit worthless items and vendoring them for pocket lint

ionic tinsel
#

It also showed just how little anyone needs artisans in the way the system exists. They tanked gear drop rates, made the mobs stronger, and people still grinded the mobs so hard there was an entire gear economy on the market board while we were still struggling to get basic crafting buildings built.

empty hamlet
#

It means people still have to work for stations, it solves the weird question of do you level your skill and be able to use the stations or do you level the station and have a level 1 artisan skill

#

Mob-based gear drops once again just need to be removed

#

Flat out

#

Common-grade drops only, with named mobs being capped at white grade for most stuff. For actual Boss boss enemies, the 4/5 stars, then they can get up to Heroic but hardcap it there

#

Otherwise no amount of reduced droprates are ever going to stop it

#

It can be 0.000001% and people will still just bruteforce the grind unless they also sizable improve node building and artisan levelling

#

Which, again

#
  • Artisan levelling takes a massive amount of time and resources
  • It's in direct competition for those resources with Node Progression
  • Artisan levelling means you craft a bunch of useless common grade vendor trash which does not feel great
  • Instead, Artisan professions could craft the resources towns use. The basic tools, advanced tools, furniture and whatnot.
  • This allows artisans to level up their skills doing something meaningful to the server and progression, reduces the feeling of resources spend on levelling being set on fire and wasted, and helps to reduce the feeling of extremely excessive resource scarcity.
  • Additionally, this would help mean that nodes will get stations earlier, which means that actually crafting gear while levelling becomes far more viable and an organic part of gameplay.

https://discord.com/channels/256164085366915072/1369794899020611594

fervent wind
empty hamlet
#

It makes it flow naturally, it expands the existing progression of mat turnins, it makes stations come online earlier, it makes it so that artisan skills are levelling in far close to lockstep with stations

#

This plus common-capped gear drops for typical mobs

fervent wind
#

Also ... a full set of recipes shoudl be available at tier one so we have the ability to craft a full set

empty hamlet
#

Otherwise with how it is there is just no way crafting is ever relevant outside of endgame

#

Which is entirely against major stated goals of Ashes

#

Levelling is meant to take several hundred hours, during which you are supposed to be progressing your skills as you level and be able to craft gear for improvements

fervent wind
#

If getting to level 10 is intended to be 2 hours, then tier one mats and recipes are already obsolete before yo even gather enough materials to craft a single thing

ionic tinsel
# fervent wind If everyone can make tier one items themselves anyways .. .theres no market to b...

Well, I think that's the point. I don't think it's a bad thing that everyone can craft every novice recipe. But that's also why I would suggest taking novice armor/weapon recipes out and replacing them something else. Node turn ins, accessories, crafting/gathering gear (We already have this a little bit), but something that isn't easy to get in other ways.

I would just let novice gear like ambitious academics drop from mobs or be readily available and then make future gear require crafters. So crafters really get started making gear at level 10.

fervent wind
ionic tinsel
#

There would still be markets for novice crafting in that case by way of crafter/gatherer gear, node turn ins, and various accessories like gathering tools and the like. And it creates a dependence on crafters for late game.

ionic tinsel
#

So you probably wouldn't need to worry about the node upgrade process anymore

empty hamlet
ionic tinsel
#

For late game, you could still have unique mob drops, just allow them to be enchanted/scribed and then there'd be a market for crafters even for unique loot drops

#

I could be wrong though! People could absolutely still completely ignore crafters even if we were the only choice for gear over level 10 πŸ˜„

fervent wind
fervent wind
empty hamlet
fervent wind
#

Getting to 10 should take 15-20 hours of that

#

not 2

empty hamlet
#

Yeah, somewhere around that

ionic tinsel
#

Level 50 is probably gonna take a month or so at the current rate considering people are out there reaching 25 in 10 days and grinding 1.4 million xp a day.

fervent wind
#

that's horrible for the game

ionic tinsel
#

I don't see how anyone is doing 800K xp an hour let alone 1 million. The biggest solo xp drop I've seen is 2K grinding mobs. In a group that gets cut based on contribution and number of people. Even solo, that's 400-500 mob kills an hour. It doesn't even factor in competing with others over the mobs or the group xp lowering.

fervent wind
#

I was getting 5k+ per kill in still bloom in a group of 8 ... There were 2-3 3 stars being pulled at all times

#

they were dieing at a rate of about 45 seconds to a minute per ... thats 300k minimum in an hour

ionic tinsel
#

If we assume 45 seconds a kill, that's still only 400K an hour.

#

That number i can see

fervent wind
#

in a not so great spot ... the best spots could double that with a good group where ttk is lower

#

and number of mobs is higher ... a good AOE group could halve the ttk

#

here is a possible solution ... groups greater than 4 people get 0 xp from 0-star mobs ... make 1 star mobs on level require a small group to kill on level with common full set of gear ... 2 star should take a full 8 party group to kill with full set common gear ... 3 star should require a raid group to down

#

a world boss should require multiple raid groups to down

lavish valley
#

Raid group to kill a 3 star is a bit much. Going to need multiple raid groups to down a 4 star?

fervent wind
#

or a very well geared raid group

#

a 4 star shouldn't be a trivial mob to deal with

#

it should require planning and coordination ... and a geared raid

lavish valley
#

I wouldn't call bringing a raid group trival

fervent wind
#

a 3 star should require a base geared raid to deal with

#

you certainly shouldn't be able to pull 5 of them in an 8 person group on level or even higher level

sullen dock
dry tide
ashen lodge
#

Do we getting t2 crafting any time soon ?

gusty oracle
#

No

violet siren
#

It’s harder now though with the way gearing is. Less available DPS from gear and stat tuning

tender pilot
#

I have a trainable terror bird but I don’t see where I can craft it into a mount at animal husbandry has anyone ran into this issue

#

It says its novice as well

novel delta
limber oyster
#

I think the bags being locked behind the stations outside the riverlands was a big overlooked aspect.

sly agate
fair fable
#

You could always get the mayor of aithanahar to do tailoring instead of leatherworking

novel delta
#

who is attanair mayor anyway

fervent wind
sly agate
novel delta
#

well we need to make petioon that ttanair will do textile FIRST

#

xd

fervent wind
novel delta
#

w/e it is how its now

#

we can push textile first at least in attnaair

fervent wind
#

completely bricked crafting on the server

sly agate
#

So, looks like we already have Aithanahr mayor? I just left Miraleth citizenship to be a free soul XD

novel delta
#

you cna bithc about it, or accept it how it is

#

we need to make attanair mayor do textile first

#

because doint hideworks there first is kidna stupid and ruin everything

fair fable
#

Aithanahar doesn't have a mayor the election would have happened today if server wasn't down

sly agate
#

ya, weaving is needed first lol or Textile for sure

novel delta
#

i mean no way we can get 3 building s in attanair in around atleast 3weeks

#

textile is weaving

fair fable
#

I mean it's possible if people actively help out

#

The reason why buildings were taking so long in the other nodes was because some bigger guilds were against building up the node

sly agate
#

I havent helped out so far, I am ashamed, collected loads of fish but was worried about tickets being stuck in a limbo then just learned it moves with characters. Now, if i were to help in Aithanahr, all the fishies i got, i believe wont be of use as they have different resources right? Gotta re-gather them all

novel delta
fervent wind
fair fable
#

I mean obviously it's 1 building I'm not going to deny that

novel delta
#

thats the question to mayors lol. idk if they care abotu crafters

fair fable
#

But we should have had more buildings around by now

novel delta
#

is attanair amyor elected already?

fair fable
#

Instead of it taking mote than a week for the first building

fair fable
sly agate
fervent wind
#

I keep saying this, but all of the normal benches in a Village should be capable of apprentice crafting ... Problem solved for a little while until the mayor and bnode building systems come on line

novel delta
#

we need to push that guy to do textile

fair fable
#

It's about picking the right mayor that won't blindly follow the plan that was made

#

Like Joevas mayor built two buildings before finally making the woodshop like 5% faster mining is nice but if you just had the next tier of pickaxe it would do virtually the same thing

raw linden
#

i would definetly be okay with level 1-2 node giving novice crafting the level 3 upgrading all those to apprentice then specializing at level 3 by building the JM building but have that building cost more resources

fair fable
#

It would make a lot more sense

novel delta
#

but miraleth has built two passive buildings first was kinda cringe

#

i mean for now with those plans whole conclave of mayors who decided to do this plan look like some bunch of gamers who just wanna do some caravans and pvp.

#

no real strategy/tactic planing

vagrant tendon
#

Miraleth actually felt pretty good. All the buildings went up really fast once the inital supplies had been gathered. The smithy just took longer than the other two buildings because surprising hopefully none of you... copper is a pain to get.

ionic tinsel
#

Yeah. One of the mayoral commissions in Halcyon was mine 10 copper nodes and I just NOpepe'd out of that

analog abyss
#

Only way people will care if buildings get built is by putting mob world levels and gear drops behind node progression. If you can't craft it, it doesn't drop. See how fast people work together and move nodes along

lavish kernel
#

I think thats a good idea ^ I also think node leveling should be drastically slowed down. It would make it much more meaningful if its slower, and combined with some of the above ideas

sullen dock
#

Thank you for editing that lol.

wild fern
#

Im hoping the recipe edit comes this weekend an not next!

nova remnant
#

I’ll 1-25 with copper weapons a second time you can’t stop me

winged ravine
#

I dont know why slower seems to be what people want. If anything, towns should start with apprentice benches available OR get their first couple of buildings free or at drastically reduced price. As it stands the only way in the game to progress currently is through drops. People will outlevel the crafting system every time. New world had this same problem. It makes crafting feel bad to grind through later when it becomes available because the items arent relevant to most folks anymore either.

wild fern
#

honestly I dont think the mats required are the biggest problem, I think the problem is lack of diversity with recipes. You only get a handful that require only 1 thing and all give the same xp. If they let us choose what mats to use and mix and match it opens up a lot of possibilities

#

maybe I want to make shit armor with raven skin you dont know me

#

but when every single crafter is dependant upon the same exact material for every single profession it makes it impossible

raw linden
#

honestly you should be able to craft whatever recipe with any of the materials available just giving different properties based on the material use maybe using ash timber on the copper sword makes it get some penetration or a granite weapon mold on it gives increased physical power would be a much cooler system than the static feeling it has now

wild fern
#

Yeah but I mean making a sword out of rock wouldnt be my first choice lol

uneven gate
#

Also folks even if Aith make a weaver we can't use it till we get an AGS to upgrade sickles to apprentice to harvest bluebell/moonbell.

fair fable
#

That's so fair

limber oyster
raw linden
#

im unsure what there plans are and im not disparaging the current placeholder systme im giving my opinion on what i believe it should be when finished

limber oyster
#

Sorry not to stick it on just you just seen a lot of such remarks

#

If you want read some of the crafting page in the wiki it has sourced quotes from intrepid over the years and while not 100% all is going to happen probably gives a good idea of what they are looking for

uneven gate
#

The placeholder system they have currently is really just pain, plain & simple. I help test because i want the game to succeed & work out the issue but i wish they had given us something closer to their vision of interchangeable materials with limited recipes to start with instead of the broad but fixed placeholder that just feels bad.

wheat rover
fervent wind
violet siren
#

There’s spot that do way beyond that

#

They’re just tough, and require a skilled team and gear

bold compass
#

They should have waited for shol to launch until the crafting system had its first major pass.

tulip flame
wheat rover
tulip flame
wild fern
gusty oracle
tulip flame
#

my plan would be to grind some mats craft what i can buy other stuff that i dont have to progress ;d and not to keep inv or wh full of random crap ;d keep it lean

#

i would preferably want to specialize in consumables xD

gusty oracle
tulip flame
#

thank you !

gusty oracle
#

If you wanted to make potions you need Herbalism, mining, stonemasonry and alchemy at the least and you would still need to buy alot of other ingredients from others

#

Also take note that recipes will change this week as some have insane costs

tulip flame
#

at first i wanted to make alchemic/scribe

#

more of a rp pick rly ;D

gusty oracle
#

You could still do that as they do overlap a little but you can only have 2 grandmaster professions

tulip flame
#

fishing is a must also y. agreed !

#

xD

#

master fisher - - nioooo xD

gusty oracle
#

Maybe cooking but.... the dropping for farming are a problem

tulip flame
#

oh dang xD single char stuff seems tight πŸ˜„

gusty oracle
#

There isn't much you can do on your own

tulip flame
#

i dotn want to end with 5k alts again - -

gusty oracle
#

It's going to be alot of buying and selling things then

tulip flame
#

my "lean " dream is imploding πŸ˜„

gusty oracle
#

Yep, at first I thought. I'll do cooking I'm sure I can solo that but no. I need fishing, hunting, Herbalism, farming, animal husbandry and cooking.

tulip flame
#

all gut and fine in alpha, i can make several chars to test things out xD but it feels like your char needs to be "input" gatherign one and you should have output chars if you are not bound by "class level" in order to progress crafting level

#

so you gather inputs while doing stuff and craft outputs on dedicated chars

gusty oracle
#

Problem is transferring stuff required ither a 2nd account or somone that can help you

tulip flame
#

no mail stuff? or shared wh within your acc huh

gusty oracle
#

Not currently

tulip flame
#

i guess you could buy it from youself xD trough market? but that still would cost you some cash for puting up orders i guess ;d

gusty oracle
#

Ye and tax

tulip flame
#

yeah sounds tedious xD

gusty oracle
#

artisan stuff needs and is supposed to be getting a rework but you still will need others to craft

tulip flame
#

well crafting is one thing xD leaving "gold" on the ground is other xD

gusty oracle
#

If you just want to get money just gather and process

ionic tinsel
tulip flame
#

how good is hunting tho?

gusty oracle
gusty oracle
tulip flame
#

cause i mean if i mainly fight mobs that would make sense

#

to use that one and "salvage" xD

gusty oracle
#

Let's hope artisan gets a major update befor phase 3 as alot of things are placeholder at the moment

sly agate
#

ya, definitely, hopefully the update coming soon is for the better and actual impact on professions and not just minor changes to current placeholder system

urban delta
#

id like animal husbandry more if it wasn't a 50/50 chance to get a mount. You should be able to choose what you're wanting. The RNG doesn't really add any value to it

leaden zinc
wheat rover
small nacelle
#

Anyone have a reference of what crafting stations are planned for each node on Shol?

leaden zinc
sly agate
fervent wind
fervent wind
sturdy dock
#

I went all out crafting on the last server. Not this time. I can make more gold adventuring and use it to purchase what I need rather than spend all week either running around from city to city trying to purchase some items I cannot do myself or if I can then trying to transfer from alts (such as raw materials). Then the limitations of the marketplace, expire listing time & cost to list & only serving one city, makes buying and selling tedious. I love to craft and find it relaxing and would rather craft then adventure but not so much if it is a time sink AKA waste of time. Add to that the ability for everyone to sell gear they have outgrown or upgraded, skipping many gear pairings until you hit max cap etc crafting just doesn't make sense. I appreciate the interdependency of crafting and when towns are fully maxed out the economy will be better but the customer base will be less in need having maxed what they need and passed down the rest. I hope we can have a crafting community where we craft in one location in each city and we can talk to each other without yelling in global and don't have to travel for 30 minutes to have someone craft something so I can craft something. I may do a consumable trade when I cannot find a group but that will be due to boredom. There has to be a balance between interdependency and usefulness that I don't see yet. If I have my choice I would be a pure crafter and skep adventuring but just don't see it yet.

fervent wind
#

They need to have gear deterioration... meaning, every time it's repaired, it has a chance to lose max durability eventually become broken beyond repair. Also, when it takes 3 times as long to level crafting than just leveling your character to glint farm, it doesn't feel good to try. By the time you gather/process/craft you could have gotten enough glint to purchase that item 3 times. AND, who wants to have a Walking simulator that doesn't reward the time sink?

mint barn
#

People expecting apprentice level stuff at village status is an L take. Things take time and effort to level up. Expecting the game to cater to people who can grind to level 25 in 5 days is going to kill the game.

#

I really hope Intrepid does not cater to people complaining that its taking too long. Do buy orders and commissions instead of complaining. Half the people who complain stuff isn't out yet do not even contribute to the node anyways.

verbal cloak
# fervent wind They need to have gear deterioration... meaning, every time it's repaired, it ha...

Isn't Ashes approach to future enchanting very similar to gear deterioration. or at least something similar in a different vein where the item could potentially be destroyed while enchanting at high levels? Would be brutal to have high rarity gear have durability deterioration and enchant destruction chances. I wonder if they could make mobs drop gear that has a lower stat bonus than crafted items. So crafted items of the same tier are bottom line better but wont hold back people who don't want to focus on crafting. thoughts?

tulip flame
verbal cloak
#

I never played Lineage 2 so im in the dark on how that works

tulip flame
#

so you either lose your + or you lose your item the higher the + the higher chance to lose item . tho there are special scrolls/items to increase your chances

#

it something like this here ;d

verbal cloak
#

sounds very similar to Black Desert but without full item destruction on high enchant.

hard void
#

Balance changes are being made on gearing when maybe 60% of artisans could even be interacted with at JM level and that’s halfway through their end goal for artisans. At the current rate GM gear will have 50,000 power ratings on it not even factoring in we still have the DRs in place on stats above a specific threshold

real fractal
#

Cook……………

hard void
#

I’d like to see the economy and how the artisan systems actually work now that we have the nodes available to test them all. There’s ppl like Capy who’ve been hard gimped for over 6 months from testing anything JM wise for farming/cooking etc

#

It’s a short phase so that the devs have more time to prep for phase 3 real launch. If all we get by August is the same place we got in p2 for artisans then it’s essentially a wasted phase on giving feedback for the artisans players.

#

Literally finally get enough nodes to test all artisans above apprentice then they nuke recipe requirements (650 wood for a JM scroll btw)

#

For ONE JM enchanting scroll which in itself is a gamble to gain 0.1% power increase on an item.

#

They want this system to be a pillar of the game but they have essentially spat in the face of anyone that isn’t having a mega guild funnel them materials to do anything with. I thoroughly enjoyed crafting last phase even with only have so few JM stations but artisans were a great door for casual players to get their foot into the game/having something to do/make some gold in the economy. It’s about to hit day 1 of week 3 and the economy/crafting/drop rates are all abysmal

thick acorn
#

and watch all these thing people crying about goes away when the artisan patch actually comes out :p

lucid crypt
#

A good patch will be a breath of fresh air

mint barn
# hard void Because we’ve been testing apprentice stuff since November and I want the nodes ...

Coming from someone in Polar, a mega-guild, who's guild purposefully shut down JM stations on Vyra or stalled them for personal gain/success, your argument is not as impactful as you think it is considering your reputation. You're in a mega-guild complaining its too difficult, and stating about how people who are not in one are going to struggle. I play with two people, and we have reached apprentice+ in all of our professions on our main + alt characters... you're here complaining on discord... do you see the irony or should I spell it out more?

Regardless of that point - Everything we do is to help Intrepid test. This is an Alpha. we gotta let em cook. They already stated there are going to be a bunch of patches, including artisan patches. They've seen loads of people complain that the cost to craft things is ridiculous and will most likely change it. I'm sure this testing has helping them realise that, and that's the entire point of what we are doing. They have seen how the development of apprentice stations has changed since the artisanship changes, how people balance their personal artisan growth vs node development (contributing to buy orders), and how people who are not in mega-guilds struggle with the artisanship changes. Steven has already stated that the development goals are towards making the game better for its future and that is its priority. That means that there are going to be some things that players are unhappy about and that player happiness may be second place. As what was stated above, there are going to be patches to address it already.

Correlating that to the development of apprentice stations is 2 different things. I completely agree that the crafting costs are ridiculous and they should change, but I don't think that means thats within 1-2 weeks of a game, apprentice stations should be up. Alpha level cap is 25, so giving lvl 10 stuff, 50% of progress that can be made, within lvl 3 village status that came out in 4 days is ridiculous ( I'm using Miraleth as an example this that was village status first within a few days). People rush to lvl 25 in 3 days and then get bored and quit the game. The game cannot cater to those people. We give lvl 10 stuff the first 4 days, JM stuff comes out in a month or so and then.. what? Game dead because everyone maxxed out quit and bored? Game wipes? The end of phase 2 was like that where a whole bunch of people quit and don't want to play the game anymore. Things have to be long term so the game doesn't die

It's not all about you and what you know already. YOU may personally have tested everything apprentice level, but not everyone has had the same experience as you. There's also a lot of people from P3 in this phase who are also learning the systems too.
I agree that it is exciting to see how the server will develop with all of the JM stations up with all the nodes able to get them all, but complaining about it taking too long is not really impactful. If you care so much, go put the time and effort into leveling the node and doing buy orders. That's literally all it is. Half the people who complain don't do more than 10 commissions. I've done over 500+ commissions last phase for Sun Haven only for my mayor to dick around and only log in for personal guild wars. EVEN STILL, while putting in all of that effort and continuing to do commissions this phase I still agree with the fact that it should not change because the point is to work towards things. Everyone wants to have the shit handed to them and then quit and complain that there's nothing to do in the game anymore. I hate how commissions are boring and repetitive and resource intensive, but thats how it be. It is hard to make the game difficult and long-lasting when people rush to do everything and then quit and complain there's nothing to do.

thick acorn
#

I personally think mobs levels need to be tied in with node progression so it harder to level whe nnodes are neglected.
Atm everyone ignore nodes and progress character level then go back to node afterwards which by then there to far behind the majority of players.
If all the mobs in the world were lvl 1-10 when nodes in the area are all r1 and 1-20 when node level 2 and then 0-30 when node in the area is vilage then it kinda slows people level progression and tilt the focus on getting node up to get more level appropriate mobs to spawn for example

#

There also minimal incentive for guilds who are not in control of the node to spend their resources to build it up aswell sicne they have 0 say most of the time in what happening in the node with the current mayor system

mint barn
thick acorn
sullen dock
thick acorn
#

riverland sseems to sit in a halfway point of world progressionatm caue my understanding steelbloom/carphin and forge spose 2 be shut till certain progression occurs

mint barn
thick acorn
verbal cloak
sullen dock
#

I feel like a simple exchange that dumps into economy would be tickets > glint.

#

Now life skillers can run vans too! 😈

thick acorn
#

they could tie guild progression in with node progression maybe could add incentive, like guild swear fielty to X node and they gain XP when they do things

mint barn
mint barn
sullen dock
#

But there needs to definitely be incentive for people to do commissions.

mint barn
#

I don't care to sit and kill the same mobs for 4 hours straight for glint*

sullen dock
#

I was fine grinding them before for a return.
But now I'd rather go sit and solo farm mobs or pvp.

thick acorn
#

tickets need some kinda reason to do them that doesnt undermind crafters in return

#

temporary buff maybe? or caravan commodities? maybe treasure maps?

sullen dock
#

Something that goes full circle

#

Glint = caravans = economic returns

#

Maybe commodities instead of raw glint

thick acorn
#

commodities that provide node XP could be an option too when vassalsiation a thing since there be some racing to r4 and above to not get vassalised

hard void
# mint barn Coming from someone in Polar, a mega-guild, who's guild purposefully shut down J...

I donated thousands of resources to help build nodes last phase on Vyra and it doesn’t matter if I was in Polar/FED/Aura/EU guilds, it’s still miserable for most people to level professions solo. Your anecdotal evidence of β€œMe and some buddies have everything apprentice+” is meaningless because like you specifically said, there are new people in the phase and they are all learning as the server progresses. Making peoples first experience in the artisan system be its worst iteration of the alpha probably sucks for most of them. The example I gave for needing to be funneled which you yourself said you had to do with friends (Not solo) is a bad experience for newer players. Also this rhetoric that Polar/Env stalled anything on Vyra is actually comical because it’s the same bums complaining that XYZ building isn’t built yet that then complain that taxes were getting cranked up in SH so that it could afford to build the JM buildings 6326huh People are giving feed back on the systems hoping they get changed for better player experience because we want all the players to enjoy it and not just the β€œelite Zerg guilds” that are the boogeyman of the server, you see the logic in that statement right or do I need to spell it out more?

I don’t think materials above the highest tool bench on that specific realm should ever spawn shruggy lore wise tie that’s extremely easy to play off is we don’t know wtf that rock is till we develop the technology (tools) to then harvest it. Solves multiple problems of people not being able to find any lower tier materials while also stopping JM resource nodes hogging up the spawns that also rarely gets fixed even with server restarts. I was literally talking with Punt one of the mods in here that commissions need changed to where rarity of mats donated can count more towards node progression instead of a common being as useful as a lego of the same material. Node system requires people to be selfless and donate mats and majority of people don’t want to donate (I donate shit because I want to see more of the progression for stuff we haven’t seen). Parroting β€œSteven said there’s a patch coming” everytime someone mentions how the systems currently suck isn’t the gotcha people think it is. He said they were gonna fix enchanting and TTK start of February β€œin a few weeks” and it took them till 2 weeks before this phase to implement them. It’s may 14th, we were supposed to have processing and gathering changes all done by the 8th shruggy I’m all for letting the devs cook trust me on that, but don’t lick the boot everytime it’s presented. You’re allowed to have different opinions on the content you consume while also cheering on the devs.

real fractal
#

Boss drop meta

#

Nothing quite like swinging the air with 8 people against another group of 8 people also swinging their mace because no one will flag up in the desert

wind sleet
# mint barn Coming from someone in Polar, a mega-guild, who's guild purposefully shut down J...

first off, polar is not a mega-guild. we get out numbered by the actual mega-guilds all the time. i hope your paradigm shifts on this with due time like many other's paradigms have. your concept of how artisanship should level literally stifles the progression of testing. it's understood that new players are learning the systems, but adding more availability makes the system more viable for everyone. keeping it down to allow newer players to learn the system is a moot point. they can learn the novice system while the higher systems exist. nothing changes from their POV. if the devs don't progress the state of artisanship, they won't have the data to fix the unforeseen problems that will surely exist. your opinion of slower progression is holding back testing. if people are capable of leveling their artisanship at their own will, they should be enabled to. holding progression back because new people are learning the system is comical and will cause people to quit much like they did last phase.

wooden canyon
#

what class do you play ? and what is that "BiS" gear you looking at ? Kapp

#

no, you say people have "BiS" gear and are already bored, what is that "BiS" gear is my question

hard void
#

And with crafting changes the difference in most slots isn't that much due to DRs Despairge

wooden canyon
#

"Working as intended" is what been said about it Kapp

hard void
#

Yeah weapons seem to be only slots that are consistent with bigger scaling from higher rarity

fervent wind
fervent wind
vast dune
# hard void I donated thousands of resources to help build nodes last phase on Vyra and it d...

I agree with all of this but to set the record straight you guys absolutely did stall buildings because you were too busy doing 24/7 wars. I was a miraleth citizen until a little after new year and I like many others left for Winstead because every commission put up for 2 weeks was a war commission and not a single app building had gone up or even been started. If it wasn't for halc being in the same boat Mira would have been the least progressed node on the server in mid January....... After the war rewards got turned off and thousands of people were having full meltdowns about it progress finally started to be made and everything started working as intended. Lyneth had already finished buy orders on its first journeyman building before you guys finished your second apprentice one. There are real and valid reasons people were mad about this.

hard void
#

I wasn’t around playing much then cause of IRL stuff. All I remember when i got back into p2 was trying to get taxes for SH and I donated a ton of gold trying to get the taxes up for more buildings and personally did a shit ton of mat runs for the Azmaran JM Lumberjack orders. It’s a pointless conversation because the dude sidestepped my entire reasoning and saw red cause he saw the gtag. I was literally ADVOCATING for the smaller guys and just because he say Polar he had to make a snarky remark wew

#

I literally WANT the casual population to enjoy artisan stuff because 100 casuals will get more done gathering and buy order wise for nodes than 5 neets ever will

vast dune
#

Oh ya people can piss off about whining about sunhaven.....that was just a leftover grudge from the miraleth nightmare

#

The desert is just hard to deal with

hard void
#

The sad thing is it’s gonna be repeat of the Vyra desert nodes every phase till they decide to not gate keep POIs/pocket dungeons in the new regions

vast dune
#

I'm still confused if it's going to stay this way where some biomes get proper poi and some get pocket dungeons or if it's eventually going to be evenly distributed

hard void
#

Supposedly ppl heard there won’t be new POIs till the continent is finished 6757_Sadge

vast dune
#

They kept talking about this snake people dungeon but then a pocket popped up and I'm hoping that isn't it

#

As long as it gets here I'm happy

thick acorn
wheat rover
sullen dock
#

It could include bumps in experience in the respective crafting/processing/crafting fields.

urban delta
#

i think another thing is making the player more aware of what they can do for the node, as a new player i didnt even know i could help progress it for days

fervent wind
wheat rover
lavish kernel
wheat rover
ionic tinsel
wheat rover
# ionic tinsel I don't understand why you're so against making crafting a viable method of leve...

Whatever the game allows a player to do, and the player enjoys doing, should be an acceptable way to level. Like grinding the hell out of mobs? Go for it. Like crafting? Go for it. Like harvesting? Go for it. Want to run mayoral commissions and quest lines? Go for it. Every option should give players the same sorts of opportunities for xp / economic advancement. Not 100% equal, but in the same ballpark. Other than caravans - that seems like purely economic, but if Intrepid decided to ward xp for it - go for it. More. Player. Options.

fervent wind
wheat rover
ionic tinsel
#

That's fair. I did misunderstand you

fervent wind
#

I would LOVE to do questing AND crafting AND mob grinding and be able to advance equally

wheat rover
#

In fact, I'd say that doing tasks to help node progression should be worth more glint and xp over time than going to a spot and killing mobs for hour upon hour upon hour.

#

Do it like DAoC and have xp start dropping if one spot gets over camped. But compensate that by giving people other options for making decent glint and xp.

fervent wind
#

I love doing all of them... that's why I'm only level 16 and undergeared haha

wheat rover
#

Riding across the map to kill 10 goblins for 11s and 5k xp ain't it.

ionic tinsel
fervent wind
#

OR ... looking for 45 minutes to get enough copper for a single common ring and 125 crafting xp isn't it either

wheat rover
fervent wind
gusty oracle
#

It would be nice for them to give abit more attention to the state of the crafting and artisan system. I get it at the moment there are massive chunks missing from the game due to the node system and I do think having an auction house will solve alot of issues crafters currently have. But things like increased character xp and glint rewards for gathering and processing through the gathering commissions board would help massively.

fervent wind
#

There are gathering questions boards ... they help a bit. I think a processing request stations would be great!!!

#

Imagine I have a bunch of tin, but my metal working isn't at tier 2... add it to the processing request station and pay the processors processing fee and a little bit more

gusty oracle
#

It can't take somone to long to add some quests that include processing

fervent wind
#

That way, a crafter could honestly be in town fulfilling those requests to earn gold and xp while also helping another player get their goods

ionic tinsel
#

Well, that would be node progression bills basically

#

The problem is just they aren't that rewarding currently

fervent wind
#

True... as a gatherer, I grab those quests everytime I go out just to help supplement the poor rewards and low xp gain

gusty oracle
#

Ye a major flaw with node currency is the lack of use vs gold. I'm sure that when nodes come more online it will help but things like freeholds should require node currency not gold

ionic tinsel
#

In the final game, it's supposed to involve a large involved quest to even get a deed but who knows

gusty oracle
#

There are alot of small things the devs can do to encourage people to help grow nodes. Make it so node currency is used for citizenship instead of glint make it so storage in nodes is bought with node currency.

fervent wind
#

Also .. allow certain mobs within the nodes zoi drop the items needed to construct buildings... say tools take 5 copper and 3 rubies... allow some mobs to drop those tools that can be donated as a quest. Lore could be... Highwaymen are stealing our resources... go get it back!

#

But again.. I keep going back to this. The majority of players will always follow the xp/hr meta... if it doesn't offer the same reward in xp, it won't be done by the masses

#

The only way to get participation in the node system is to make it just as rewarding as mob grinding... Either lower the mob grinding reward or mob availability, raise the node help xp rewards, or a little of both. Rn, character leveling is WAY too fast and nodes are way too slow

stray kayak
wheat rover
gusty oracle
#

It's also about the psychology of it. Why would I want to spend time and gold crafting when I won't be able to make anything useful for 4 weeks while the nodes level

fervent wind
gusty oracle
#

If I focus on crafting I level slowly, spend all my gold, don't have any chance to gear my character for a long time vs grinding mobs where I get xp, gear drops and glint at a good rate with that glint I can run caravans and get more gold that I can use to buy anything

empty hamlet
frank olive
#

It either needs to give more or be more accessible at the start. Restrict after Apprentice, but jesus the grind is unreal for mats.

empty hamlet
#

Hopefully

#

At least based on what the gathering update says

#

There SHOULD be more mats available and quant should start working as a stat

#

And then if on top of that, they implement some actual integration between node prog and skill prog, it'd be good

#

I am once again going to shill the post

#
  • Artisan levelling takes a massive amount of time and resources
  • It's in direct competition for those resources with Node Progression
  • Artisan levelling means you craft a bunch of useless common grade vendor trash which does not feel great
  • Instead, Artisan professions could craft the resources towns use. The basic tools, advanced tools, furniture and whatnot.
  • This allows artisans to level up their skills doing something meaningful to the server and progression, reduces the feeling of resources spend on levelling being set on fire and wasted, and helps to reduce the feeling of extremely excessive resource scarcity.
  • Additionally, this would help mean that nodes will get stations earlier, which means that actually crafting gear while levelling becomes far more viable and an organic part of gameplay.

https://discord.com/channels/256164085366915072/1369794899020611594

fervent wind
# empty hamlet * Artisan levelling takes a massive amount of time and resources * It's in direc...

I agree 100% ... Also, on the leveling up the node bit, taxes receipts should be purchased with node cash, not glint. The extra storage boxes should be purchased with node cash, not gold. There are ways to get the node to level during normal game play.

Also, to harmonize the character level with the node advancement the mobs need to advance with the node

Node level 0 should have level 9 mobs and lower in it's zoi
Node level 1 should have level 14 mobs and lower in it's zoi
Node level 2 should have level 16 mobs and lower in it's zoi
Node level 3 should have level 26 and lower mobs in it's zoi
Node level 4 should have level 36 and lower mobs in the zoi
Node level 5 should have level 47 and lower mobs in the zoi (the 47 allows players to get max level before metropolis nodes come on line)
Node level 6 opens the entire game up (special world tier boss dungeon events etc)

Cap xp gain from mobs at +/- 3 levels ... players could not surpass the nodes level at that point no matter how hard they grind.

In order to harmonize gear and crafting

Level 0 nodes have nothing
Level 1 nodes have the storage manager (start saving resources)
Level 2 nodes should have all novice workstations (like current node level 3 workstations)
Level 3 nodes should have all apprentice workstations (one in queue craft at a time like current tier 1 benches)
At level 3 nodes are when the mayors start specializing their nodes for specific journeyman and higher workstations

How every long they want to take to level up a character, it should be the same duration to level the nodes xp... given a normal low density player activity.

Edit to say: the above mob level rules could be and should be broken with global events within the nodes zoi... world bosses, special one time random node catastrophe events etc.....

paper bloom
#

Funny enough I was just kinda going over some theory crafting with some guildmates in discord and am sick to my stomach over the future of crafting we're looking to go for.

mint barn
paper bloom
#

I looked up a limestone armormold and my heart sank when I seen you need 2 braidwood timber to make a braidwood board, but two braidwood to make a braidwood timber

Not including animal fat, And trying to find everything in the same rarity, along with the other obstacles (Finding the recipe I'm looking to craft for starters), We're in for quite the grind, and to think we're only in the mid game! Doesn't feel good so far in my opinion!

#

I Do love Moss's idea of using crafting as a way to push the node further, thus giving us the ability to level our crafts! That's a great idea!

#

I also think it would stop people from hoarding and trying to profit on the materials needed to push the nodes, Thus giving the economy some vitality!

fervent wind
#

Tier 1 should only take one process skill and one gathering
Tier 2 require 2
Etc....

Right now a freakin tier 2 Slate weapon mold takes 8 damn skills to make!! EIGHT!!!!

Animal fat from hunting & Tanning
Bluebell bolt from lumberjacking, lumbermilling, herbalism and weaving
Slate on a couple different form from Mining and Stone Masonry

green mountain
#

The difference between T1 Armor/Weapon molds and T2 absolutely caught me off guard when I was doing crafting at the start of Phase 2.

#

Full Armor smithing adds Hunting and Leatherworking on top of that too

fervent wind
fervent wind
#

No wonder people are upset about gear drops rn hahaha

wet quarry
#

They really need to make crafting progression make sense. I love what intrepid has in mind regarding requiring cooperation for crafting. But it needs to be reasonable, and lower level stuff needs to be way easier to make and get

paper bloom
#

I understand it's supposed to take a while, But why not make the journey meaningful, rather than just a pointless grind of making stuff to vender?

#

At the end of the day, Even if i decided to take the time to make people gear, They'd out level the gear before I'd level my profession.

copper cave
#

Few random thoughts here. Nothing new but bears discussion:

  1. Lumberjacking to Apprentice is so much easier than the others. I get that trees are more common than stones and pettable animals, but it's wonky. On the other hand, only having one T2 tree (Willow) is also odd.

  2. It feels like there should be SOME benefit to being level 9 vs. level 1. All the improvement coming every 10th level is odd. Perhaps a small increase in speed or rarity for harvesting at each level. Or perhaps some nodes are harvestable mid-tier (western larch at level 6 e.g.). Crafting/Processing might have similar small incremental improvements.

  3. A little more variability in tool crafting would be interesting. Mix/match ingredients to get a wider variety of effects would be fun. You can mix rarities now, but perhaps mixing wood types would do different things instead of just the two rigid recipes.

paper bloom
copper cave
#

building on my post...just had a thought...in each tier have some rarity gating like:
level 0-2 can only craft common/uncommon.
level 3-4 can craft common/uncommon/rare/heroic
level 5-6 can craft up to epic
level 7-9 can craft all rarities
so when you hit level 10, your don't feel like you have no reason to keep levelling. want to craft blues? Get your butt to 13.

thoughts?

paper bloom
wispy hamlet
#

Do we know if rarity increase matters for harvesting stuff yet

hard void
#

Increases the chance to proc up but Idk if the breakpoints have changed or not in recent patches. Static rarity isn't a thing anymore but old breakpoints were INSANE for 50% chance to proc rare+

wispy hamlet
#

I see, like...you could get rare + on not a static node?

hard void
#

There was % break downs, example: Uncommon static node you hit it and its guaranteed to be uncommon but a 2nd roll server side was rolled based on your rarity rating to have a chance to roll the resource higher. Think GIGGA maxed out rarity GM level gear rating was still only like 5% chance to proc legendary compared to lower rarity qualiting clothes/tools.

wispy hamlet
#

Got it but on the low end, with enough rarity increase you couldnt get common any more?

hard void
#

Found it

#

Idk how accurate it is anymore

wispy hamlet
#

Got it

#

LOL so wait.....we had rng farming all along?!?!?1 We just needed to actualy use rarity increase?!??! LOL

hard void
#

No static rarity was a thing, it was the rarity rating that could proc higher rolls

wispy hamlet
#

Got it, and maybe if the node was gonna proc epic anyhow, its a higher change to proc legondary

hard void
#

If node was an epic with rarity rating we had available it was like a 0.002% chance to proc up to legendary

#

affected rolling up rarities the lower the static was basically more than the higher static rarities

velvet wind
#

ive been reading this for a while and have seen some good ideas (and some of my own) how to improve the crafting system.

node tables - novice tables at lvl 1 nodes
- apprentice tables lvl 2 nodes etc..

resource nodes - these should scale with node progression, at start of game there should be little to no spawns of higher tier mats thus increasing the spawns of lower tier (copper/zinc) nodes

resource rarity - there should be no chance of legendary resources at start of game, highest at start should be rare and only improved via tool/artisan gear. with this in mind even rare should feel rare, like 1 in 100 nodes or something like that.

crafting to improve nodes - crafting the materials to contribute to node progression seams ideal way of encouraging people to use crafting system.

leveling xp toned down lot - people had grinded to 25 in 2 days meanwhile due to the lack of resources i would be surprised if anyone had even got to apprentice crafting.

mobs progressing with nodes - mob level progressing with node level seams like a good way to slow down the leveling system

better quest xp rewards to incentivize questing whilst leveling/instead of power leveling

hard void
# velvet wind ive been reading this for a while and have seen some good ideas (and some of my ...

Resource nodes - agree

Resource Rarity - Disagree

crafting to improve nodes - I like this actually but maybe expand on it more

XP toned down - Maybe in longer phases I'd agree but the leveling is already extremely long for majority of players so you'd be punishing them more than the neets (me included) who hit 25 first weekend

Mobs progressing - Partially agree, time gating people from leveling who aren't interested in crafting would suck (I enjoy all aspects of the game)

Better quest xp - gigga AGREE but I don't think its been a priority for the devs at all so far

wispy hamlet
#

resource rarity - disagree - a legondary lv0 item is only just under a common lv10 item. Legondary t0 is still worse than common t1
XP Toned down - disagree - trust me, when the game goes live your gonna want the xp toned up. Theres talks of hitting 50 (supposd lv cap) taking almost a year

hard void
#

Seeing materials we can't gather and end up taking over lower tier spawns feels extremely bad, I think apprentice materials/tools should be available off spawn if people wanted to focus artisans instead of combat or do what you mentioned and I've been screaming since p1 that materials shouldn't exist till a tool bench is available

wispy hamlet
#

.mmm do they take over though? THought they had their own dedicated spawn spot

hard void
#

They do take over spawns once its been over harvested, static rarities aren't a thing anymore but static spawns still are at least for ore i've harvested so far. Haven't rechecked willow spawns this phase much

velvet wind
#

resource rarity - they always said they want legendary gear to feel legendary, not everyone should be able to obtain it. making the node potentially proc lego on your first tree/ore doesnt make it feel like its earned through grinding the skill.

hard void
#

That was an issue when statics were a thing but with it changed I don't see an issue, would be more feelsgood and you're perma chasing the high of getting lego gatherables

wispy hamlet
#

every squirell finds a nut once in awhile. Try getting enough legondary mats to build a full legondary item b4 the next tier of gear makes sense

lucid crypt
#

Brb. Going to find 200 leggo willows before I hit 20 to make a bow

wispy hamlet
#

Do we know when the new crafting changes are going into effect Any notes on that stuff?

lucid crypt
#

Nvm. Dropped a green level 20 bow off a random mob that’s far better than the leggo one I was gonna craft

velvet wind
lucid crypt
#

A common one would still be better 😁

#

And why u wanna force everyone to interact with crafting. Ain’t no one out there forcing the crafters to PvP

velvet wind
#

make mobs drop resources instead, interacting with other players in a core part of a MMO, selling buying resources/gear makes crafting a core part of the game

#

powerleveling then grinding the mobs that drop the gear removes the point of crafting
also pushing other players out of the area due to being so much stronger

lucid crypt
#

Mobs don’t drop legendary gear

#

There’s always a point of crafting

wispy hamlet
#

you can be lv20 and be in lv10 gear. meaning your slightly better than a lv10 in lv10 gear

lucid crypt
#

If they took drops out I’d be level 25 in no gear rn. Since u still can’t craft shit

velvet wind
#

well spend some time leveling nodes to gain access to the better gear?

#

instead of waiting for others to do it for you

lucid crypt
#

Nah I think I’ll do what I enjoy doing in the game instead

#

Imagine the devs forced artisans to pvp to level up nodes

hard void
lucid crypt
#

Riots would start

hard void
#

Everyone was crafting stuff before they changed stuff and in doing so they basically nuked crafting in favor of drops being better across the board until JM crafting

lucid crypt
hard void
#

And saying then nuke drops is just not a good fix

lucid crypt
#

You think everyone just got green dropped gear and called it a day?

hard void
#

Ik a lot have settled for green stuff tbh because the difference is so minimal tbh. The gap between green caster boots and Lego boots is extremely minimal as an example 6757_Sadge plus with stats DRing at the current thresholds there really isn’t much character power gain to the gigga tiers of gear

lucid crypt
#

Now it is yeah. Mixed with you need 1,000 fucking mats to craft a piece of gear on a 3 month test. But pre stat rework that wasn’t the case

mint barn
thick acorn
#

kill 100 goblins for 50k xp and 1.1gold is much more worth :p

#

they need to add crafting commision that can reward a random recipe for your craft you did :p

final vine
#

Hey guys! In your opinion, at the current stage of the gameβ€”or later onβ€”which item or material or consumable do you think players will always need, something that will never lose demand in the market? Any suggestions?

spring kite
#

Or maybe coal

thick acorn
#

anything consumable related will always be in demand, carvans pieces/ boat components/ beast of burdens/scrolls buffs and enchanting/ food/potions and so on.
With 0 gear decay/destruction eventualy people will be BiS or happy with it and that craft will not be needed anymore

lavish valley
#

Full gear destruction. This has been a public service announcement

wheat rover
#

The mObS GIvE tO mUcH xp argument is wild. Go kill 8 mobs that are 5 levels above your own level at level 15 and tell me you're leveling too fast.

#

You can't base the game on what one extreme end of the bell curve is doing. If people want to group up and grind for 16 hours a day - guess what? - they're going to level faster than you.

#

That's unless you give diminishing xp returns for camping the same spot for hours. I'd be OK with that. But not an adventure xp cut for everyone on the server. That's not going to fly.

#

You lower the obscene amounts of work that it takes to level crafting. Lift from the bottom. Don't chop from the top.

lavish valley
fervent wind
#

There should be some overlap... Lego tier one and a rare tier 2

#

I mean ... the only thing that is tier 2 in the brass recipe is the thread/bolt

#

And apprentice metalworking to make the brass

thick acorn
lavish valley
thick acorn
#

dont worry there will always be that one 1 lvl 10 sword better than lvl 20s :p

#

the sword that shant be named :p

lavish valley
thick acorn
#

its how mabinoji did gear decay and i think it works the best

lavish valley
thick acorn
#

4700 power for an easy legendary craft πŸ˜›

lavish valley
#

Its really good for lvl 10 and good for a gearless lvl 20 but once you start hitting about 200 power the dr hammer hits that bitch hard

thick acorn
#

that sword and a longbow basicly check off your power needs so u can make armor be anythign else to cover what u loose

lavish valley
#

You can do that anyway though. My build hits 200 with barely any power gear

#

Without a gs

#

Shit I use a lvl 10 helmet because it looks cool

#

Probably going to use a lvl 10 weapon because it looks good as well. I'm the real winner of vyra. I was one of the only ones playing the real end game. Looking good while killing folks

#

Delete this message. Don't give away our secrets everyone always asks

thick acorn
#

it been done :p lol

lavish valley
#

Word

thick acorn
#

the chest piece is cool too but it absolutly terrible stats wise

lavish valley
#

I hate the chest

thick acorn
#

i called the starfish jerry that was on my pants too till i got rosarium

lavish valley
thick acorn
#

i do love the cloak too the cloak and the hat i realy dont wanna get rid of

#

pants bveen replaced to a black pair now which make it look better

lavish valley
#

Not bad

thick acorn
#

rosarium greaves are like a off black leather pants πŸ˜›

lavish valley
#

Yeah i gotta go with med pants. I have my reasons

thick acorn
#

5 leather 3 plate here my aim

lavish valley
#

That's what I run as well

thick acorn
#

bracers pants and shoulders gonna be my 3 metal

lavish valley
#

Chest, bracers, belt for me

thick acorn
#

hmmm are the bracers a must for your build? :p do we have the same plan here haha

lavish valley
#

The bracers are solid

thick acorn
#

for what im doing there only 1 option for bracers πŸ˜›

#

which is why it has to be metal :p

lavish valley
#

Hmmm

#

Couldn't tell you

thick acorn
#

feel like we doing the same thing hahaha

lavish valley
#

I've tried a lot of different things. Theory crafted and tested through p2

severe totem
#

legendary brass vs green forsaken blades is also insane to see, as they're both in the lvl 10 bracket

fervent wind
fervent wind
#

True... but it will scale up if not handled properly

#

That's why we test

oak spindle
#

once the mobs get buffed back to what theyre supposed to be and the content gets more fleshed out i think it will slow down slightly too

severe totem
fervent wind
#

Hitting harder is not the answer

oak spindle
#

not just hitting harder but behaving correctly