#alpha-two-artisan-chat
1 messages Β· Page 25 of 1
The ingredients are 10 linen thread, 1 grem skin, and a "specialty item" that depends on what kind you're making.
and that is crafted too?
Yes every single thing that goes into an artisan shirt is crafted π
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.
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?
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.
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
good luck. the highest tier grem I've seen sold on the market is uncommon.
ugh
I will settle, too inexperienced with the game, just poop out a common one π
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.
Is there any demand for recipes right now, like rividium an gryphon gear recipes, or ppl cannot craft them at all?
Not sure about level 20 recipes, but I definitely say level 10 recipes going for 30-50 silver each.
Thats fine. 3 silver work for you? (Lets me break even on mats)
Yeah, sure, ofc I pay you.
K I'll try and get this made after the server comes back up.
Coolio, ping me and Ill be around
didnt even check that but dam
Does this update have anything to do with us potentially getting apprentice bow soon ? -.-
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
i don't understand what you mean regarding hunting
hunting bow is the tool for hunting. Unless you are talking about lv 10 bow [wewapon] for fighting
i think you replied to the wrong person my man xD
shit i did, llool
for alchemy mining and herbalism are the main skills to learn aswell ?
mining, 100%
hitting rocks is fun
yeah
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. This was supposed to be for you lol
sometihng that bothers me fso far is i allways have no space for items
and herbalism, also yes for making magic powder
ya, gotta organize. and really hard to be on top of things this early and will prolly get even worse later lol I am pretty much moving items across nodes to make it little easier [you waste loads of time doing this though].
yeah 3 nodes are allready full basicly
another recommendation is to break it down, for example process ores [half size], basalts [1/4 size], etc.
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
for metal ores fragments are always a must if i remember right
dont make ingot, just fragments
so thats safe bet. rest you will have to see what we may use
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
we can upgrade 5 profesions right ?
i will take the sushi recipe, if its not default and do so π
i allready plan on mining herbalism probably alchemy
ya, 5 to apprentice and as you go higher -1 example 4, 3, 2 [jm, master, grandmaster, respectively]
as of now
they will eventually have auction house server wide or something, but thats for later
is there a menu where we can see what we got in each warehouse on sale ?
dont believe so, you gotta go there to check
good process is to document your sales!! hahaha
i just need to make some money now somehow i hope lumber sells for a bit more on the market then vendoring it :d
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]
thanks for the tip
but granites been in short supply today lol everyhint glooks farmed π
Here is a simple break down: Granite [vendor price = 5c], making grinding stone [1xgranite, 5c cost, 1 min of time], sell price of 80c
ya its crazy even granites gone, noitced that too, i been planning to test the items in basalt and see if something else is similarly profitable
inb4 nerf
somehting worth it with basalt ?
should i even safe granite and basalt below epic tier ?
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,
i would recommend storing even uncommon [if u want stonemasonry exp in alt or w.e or exp in general, if oyu have gold/space to spare] i fnot save rare+ for now, over time just heroic, then epic+ etc.
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]
i never even had 1 gold so far
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
yeah right now im leveling treeharversting to i can get willow wood to get mats for journeyman pickaxe
i was late on that too, just noticed half a day later, and was wondering why all willows were gone =-=
check ashescodex for some other axe, i recommend oak, unless you just want speed for now which isnt bad either
oak is better rairty at epic and lego* long way to get those π as we need rividium and forgot some mold.
i dont understand what you mean
multiple recipes for jm axe
im only lvl 8 so far in lumbering
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
goodbye
lol 30 Daystrider Mule Corpses for this one set of wrists https://ashescodex.com/db/item/Gear_Armor_Medium_Bartok_Forearms
lvl 10 gear btw
Got your shirt am fishing just to the side of the miraleth storage
amount of braidwood in the wild is ridiculos
they are gigving u 5 hides for each carcass, so its 6 only
I am logging in rn
was eating
Sounds good I'm still there.
Sounds like Ashes Codex needs to update then, I was looking at the resource breakdown under the recipe
stuck in queue?
My brother was visiting sorry man
I can meet you now, anywhere
all good. I'm still fishing by the mirileth storage (while waiting for stuff to finish processing)
omw
Im here
I'm not seeing you, but now I'm perched on top of the roof of the storage vendor
we got apprentice tools yet?
mining and lumberjack
any1 know the location of a mining vendor?
Apprentice Lumberjack Tools at Joeva
anyone know if the Gathering Changes has been implemented
Run around the lumbermill and you should find the apprentice bench
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
i suspect artisan updates before phase 3 so any advice is subject to change. best thing to do is get a feel for crafting but not go to hard into it and maybe hop in a week or so before phase 3 to test more up to date artisan stuff before the fresh start.
Gotcha, thanks for the tip. I'm excited for phase 3, especially for when summoner drops
summoner is supposed to drop before phase 3 but i wouldn't get my hopes up
I would
Considering theyβve got another 3 months
Itβs 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

in December we were told artisan skill trees would be out at the end of January
at this point stuff is released when its ready getting my hopes up for things only leads to disappointment
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.
There might not be a wipe for Phase 3. But Rividium equipment is wanted yes.
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?
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
so that is even worse then.... has anyone ever found a higher qual recipe than common that tested this?
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?
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.
well that recipe I just got in game.. so its in game..
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
hmmm lets push Jeweler JM building then :))
do i need to make a novice pickaxe before it will let me make an apprentice? I've leveled the skill.
Is there a node profession plan? I'm only seeing real time status. Like who is getting the sawmill, metal working....?
Sent you a PM.wasnβt sure if links were allowed
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 π¦ outside of caravans part or crates
No, but you can only craft app tools at the apprentice station, and after you promoted your certificate to apprentice
when the next node upgrade π
Apprentice Herbalism Station, Which node is there now?
Herbalism is planned for seahook. You'll probably be waiting awhile.
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.
The nodes can pick what they build first, I've just listed them in likely order.
that's why I followed it up with saying someone has to build an ag supply.
Bug Reporting it also but, Making Apprentice Rooting balls required 8 Wood when the return is only 5 wood. Essentially making freeholds useless.
I am assuming the bolded fonts are the ones completed. Red font/Green fonts for planning/completed would be good or some other color with legends.
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.
does zinc spawn in the tropics/jundark?
There is a smithy underconstruction in Miraleth atm. Just misssing granite and granite weapon molds.
Anyone know what wind cookhouse for hunting is missing ?
i know copper spawns in jundark didnt look for long but saw atleast 1 node as i passed through breifly
I can do that
Why is herbalism and weaving so late for being built? Thats like a huge bottleneck for so many professions (ex. Slate Molds for Weapon/Armorsmithing require bluebell thread for some reason, bows in carpentry require silk thread, leatherworking requires spider silk, and tailoring in its entirety)
they are always caravan focused at start of game, look how many trade bureaus xD
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
dont even think thats part of it lol, like why are we making like 3 smithies before we make a single agricultural supply or textile mill?
those dont even use the trade bureaus
idk, because they are focus on JM stuff, so JM armor weaps/metalwork will be in riverlands
its dumb to focus on jm stuff if it also requires herbalism and weaving
Proximity crafting long term, and the strong need the server has for upgrades will push players to get the outer nodes done.
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
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
even if you got all stations, that behaviour is still win in terms of gearing
drops>>>craft rn
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
timegating lvl 20 craft is reason its sucks so badly
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
thats okay, craft should be hard and leveling it should be hard, BUT we need reward for that - like i aint gonna spend 140 leg tin for leg lvl 10 weapon (which is 500g btw) a little better than blue lvl 20 weapon
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
HI!!! i am SOLO player
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
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
A little faster, since gear has to be crafted before the recommended level for it
well people still want lvl 10 gear from 10-19 so its fine to make it not faster or as fast
Ah yes if there's level disparity, but tbh there shouldn't be level disparity
and crafters should have to make several sets to gear up multiple people to get to the next tier
Yes, absolutely
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
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Miraleth has built Smithy.
Now available:
Apprentice Armorsmithing
Apprentice Metalworking
Apprentice Weaponsmithing.
Congratulations to @median sparrow for becoming the mayor of Sunhaven as of yesterday!
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
so you are the one taking it all 
whats funny tho is that will give you like maybe a 1/4th of a level for a craft
i dont craft. i only gather and sell
care to be a customer if you got the goldables?
nah I got my armorsmithing to 10 already
it took a ton of gold and time but it happened
now you need copper for bronze
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
wat? i thought animal fat o.o
it takes slate mortar which needs bluebell
that's why i'd rather keep gathering for now. crafting changes makes me rework my math and data =.=
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
P3 is where everything should be more stable. with changes within the next 2-3 months before p3
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 π¦
quantity requirements are crazy thats why
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
sounds like you need copper, i got tons
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
I don't think it's supposed to be a solo grind
Is apprentice farming / hunting in game?
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
In regards to getting apprentice id imagine with max lvl being 25 it's not optimized yet for player convenience
yeah that is a similar number im getting for armorsmithing. its insane how much materials are required
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
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
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
hmm true, but the higher zinc per item means that you still in the end need more total zinc for same XP? unless im off?
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
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
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
whats the leader in weaponsmithing? asking for a friend
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
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
Is farming apprentice yet?
Do someone did the maths for farming and cooking ? The most efficient way to lvl up these professions ?
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
Guys, do we have info about how long till the lab is built at new aela?
This should be fixed now, it wasn't properly taking output quantities of intermediate recipes into account. π
There is still an issue with things like one recipe requiring a gryphon bone and a gryphon feather, where it will show needing 2 carcasses when 1 could be enough? But that's probably less critical...
Does any1 know whether lv 20 items can even be crafted?
Are there recipes in the game which unlock lv20 items?
yes, but they require Journeyman buildings in Nodes and I think no are yet built
ah okay thank you π
Can we not buy cow anymore ?
guards killed all of them, they went extinct
Oh god, so you cannot even craft Tin Greatsword because we cant craft the slate mold? Ufff.
Thought I could craft an upgrade for once, should not think like that again.
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.
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.
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?
Emberspring Avons End West of LH
I hope they make some tweaks to crafting this patch
Gotcha, thank you
Brother hit the motherload, I am trying to keep an eye out but its not much tbh. I feel like maybe you just have to venture where there is nothing of interest yet but mining nodes π€
oh no i have to fight things for survival, surrounded by events that i obviously cant solo.
Intriguing, keep going keep goingβ¦π«
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?
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.
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?
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
oh i see that makes sense thank you π
that means if i am lv 20 i am done with the profession
Yeah basically. Maybe we'll get higher tiers soon
That's down to percentages and rounding integers if I had to guess.
its awful
Less awful than the job counts
this is true
To be fair, I'm used to the bag counts. They just get ignored but for limits. Not really OCD there
if custom jobs were a thing id care less
Someone mentioned being able to purchase apprentice bags near Lion Hold. Were they wrong? Not seeing them at vendors
this is coming with the artisan rework
that's being rolled out in the next few weeks
What phase is that looking at? Ah, thank you!
next few weeks you say
yeah, let me link
Few weeks can push to months, mind you
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
it was delayed twice so you're only partly to blame for thinking that 
it got delayed once for another feature (don't remember what)
I've been hearing about the reworks coming, but things come up. It's just software development, that.
and last week it got delayed for stability fixes
I think they're overrunning budgets with testing realms, thus the reduction in count.
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
Cloud compute is not cheap.
i don't think that was part of these reworks at all 
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
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.
We know. Intrepid knows. They're iterating and pushing it out as soon as they can.
yeah but I feel its too late now to be fair lol
I'm pretty sure most of the crafters have allready given up this run. They will probably come back in phase 3
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.
it's not been a very long while - let them keep iterating. it's what the testing is for anyway
On the bright side at least things can be corrected for phase 3 and onwards
I prefer things breaking horribly now than at the start of P3
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
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
I'm not gonna lie, I miss my fast mounts.
We said this for may, look what we got. lelw
Its just crazy how quickly people lvled up lol
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
Thatβs not the real problem though
Ye intrepid seemed shocked by that as well that's why they wanted to increase elite difficulty but with no gear and no tanks it just made the game kinda impossible
sounds like maybe those people shouldnt have min maxed to the end without gear then doesnt it. Cause lets be real they all didnt do it legit
Yea they leveled up fast but even if they were still barely hitting the 20s now thereβs no way the crafters would even be able to gear up a single person before they were already out of the level range
but they also increased the damage done by lvl 9 Grems lol like that wasnt what made people lvl up so fast
I think the foundations of the system are still good
Maybe mobs shouldnβt 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
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
Yeah. Mobs drop gear, just not as good as crafted gear.
and then the tank rolls on a dps piece and I lose my shit
That was worded weirdly but that's what should happen.
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
Wouldnβt really work with an unstick button but would be good for the final implementation of the game
βWell I donβt have anything in that slotβ
dude told me it was an upgrade because it had more con (by 20) but it only had 50 armor but all physical power and dexterity...
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
Yeah it is super weird to me that weβve had the same placeholder 37 adventuring XP from gathering/crafting/processing this whole time
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
Has wind finished their t2 hunting? I know one of their citizens told me two days ago it was nearly done
π― I thought the whole point was to be able to RP what role you want in this game so perhaps some people want to be adventuring artisans
I would love for them to introduce main Artisan classes
what are those?
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
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
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
yeah but how can you cut down trees when the high tier trees are next to high level mobs?
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
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
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
ah yes lvling up from 19 to 20 which takes 951k exp with 40 adventuring xp per tree or whatever
yeah right now it's barely any xp, but hopefully they will raise it a bit, it should increase with tiers
Then what about pvp, how could a lumberjack fight against any normal archetype??
Will you complain when you get killed by anyone?
just with how caravan works, gatherers will need body guards
our what are you going to do, farm oak trees next to cities all day
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
yeah good luck farming gold being only able to gather wood, basalt or dafoddils
and you need glint for caravans
you need to kill mobs
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
Again, how would you balance it?
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
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
Also have to have secondary classes
Maybe you could mix the secondary archetype with the professions
and i like to take stabs, since artisan right now is so extremely barebones they haven't really taken any clear direction yet
I mean, thereβs a clear design direction theyβre working towards with it
Theyβre just working on a lot of stuff at the same time
We wonβt see their full artisan setup for a while.
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
Because theyβre early and still being designed
Yea, and thats all my idea was, a possible design direction they could take with the artisan classes
But that already exists
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...
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.
Why not just be able to exchange node tickets for glint?
Hi everyone, any news on which nodes will be upgrading the Arcane Engineering station first?
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.
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.
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
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.
Todayβs patch notes finally fixed crafting
- Fixed a bug that allowed items to be crafted
Hi Iβm working on the newspaper in the next few days, any updates to nodes that should be highlighted?
Iβm aware of Joeva getting lumberjacking, anything else been completed?
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.
Halcyon has the stoneworks
Nice! Winstead, Miraleth, New Aela done on anything?
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
What drops a Mystic Lense?
You craft it. The mob dropped component is crushed monocle, which drops quite a bit from humanoid mobs.
Gotcha, wasn't sure if it had to be crafted or could be. Thanks!
Crushed monocle, 10 basalt sand, 1 copper frag, 1 magic powder.
You need the recipe as well
Thanks!
Cookhouse in Winstead should also be up shortly
Nice! Down before server?
is the building even down yet
In the next few hours, only 60 shortbows left
Are the ingredients needed to make the bow hard to find ?
no its just a pain in the ass
Fastest atm is to make alts, get tokens from the quest and hand them in for the bows
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? π
Sanctus shortbow
Needs 18 sanctus emblems to craft
Sorry I meant the apprentice hunting bow itself
Gotcha π
120 x 18 π
hows that cookhous looking?
Give us good news π₯Ήπ₯Ή
it is delayed sad
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
Or make it easier for crafters to keep up. Why throttle down the enjoyable parts of the game?
if people hit max level in days the game dies
People are hitting level 25, not max level.
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.
If they don't do something about xp people will be 50 in less than a week lol
Yeah it's a pickle. I'd just hope that they don't take the extreme top end of results and react to that. The median isn't close, and the low end is likely full of players wondering why they even logged in. Do you try to help prop up the low end? Or chop down the high end?
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 wonβt be able to cut those for weeks, same for mining. Herbalism doesnβt 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 couldnβt recognize those materials till we could build the proper tools
I pray π but I know itβs been brought up before they want the world to feel alive by seeing different materials
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.
How do you stop someone from running in a group for 18 hours a day? If you punish that person, you also punish the person like me who has played maybe a total of 18 hours since May 1st. Why would you, as a company who wants to sell games, do that?
if anyone is able to hit 25 in a less than a week, it is a devesting thing for the longevity of the game
Not as much as making it such a crawl that people who don't play 16 + hours a day will just stop playing.
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.
Then what are you saying? If it's a problem for the long-term health of the game, I'm assuming that you want it to change. How do you change it and still keep the person who maybe has 10-20 hours a week at most to devote to the game?
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
You lift from the bottom up if you want a healthy game.
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.
zerg leveling is not good for anything ... it locks out small groups and the xp gain isn't truly devided among the party
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.
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?
Maybe because the game designers aren't sadists?
XP gain is 100% the wrong thing to be focused on.
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
Make crafting a little less painful. POOF.
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.
Oh boy, I canβt wait to get 975 braidwood for my bow.
compelling play, for sure
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
I wonder how 975 braidwood logs turn into a bow. Like realistically, I can a build a full fucking house and youβre telling me I just have it casually slung on my back?
Even better is that we don't even have access to apprentice sized bags yet. So it's that many more trips.
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
Really, if you could buy those still + the shirts, and level 10 common gear off of merchants, things would just feel a lot better.
the recipes that come as drops should have better base and waterfall stats than the purchased recipes
or just be unique recipes
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
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.
get a full set with a little gathering
Way too many bottlenecks that are too easily manipulated right now.
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
that was an odd choice to have 2 smithys, 2 stoneworks and 2 woodshops in the Riverlands ,,, those will complete before a single textile mill
i agree and have suggested the same in feedback
Its only 240 now
only lol
Only
Let's all prey for some good updates
Guys they just made it 200 braid wood to find the dupers easier...
Can they not.
It took me almost a full day to collect 80 willow for my chassis
Anyone have the link to the spreadsheet of what artisan buildings are planned to be build and where?
when cookhouse?!
Soon
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.
I don't mind the grind its meant to progress over an extended period of time, plus processing is still in placeholder format. But I do agree that crafting items like low level weapons should have more functionality
Its how u should do it otherwise you spend an hour running back and forth to make 1 lvl 20 item
What t1 mat problem? Maybe rubies? Everything else is abundant as
i struggle to find copper, iv also heard copper is lacking pretty bad
Its everywhere outside of riverlands
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
i must be just missing it from someone else mining it up then, can find everything else but copper
You have to get away from civilization a bit
someone on reddit said make node crafting tables start at T2 (apprentice). It would all flow much more organically such that you would naturally head to nodes early to start building shit and grinding artisan
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.
Once you find a spot it can be consistent, as the other guy said, coastal beaches v good if you can deal with mobs. It tends to be out the way
everyone's operating off corrupted data right now. the t1 resource node bug that was in production for a week or so totally skewed how the early life of a fresh server should play out
had t1 resources actually been spawning after being harvested at server restart, things would probably look at lot different right now.
i ran through the desert the other day to see what was out there, the only harvestable nodes i came across were palm trees so i must not have been in the right area that you're talking about. I'll check beaches next time, thanks for the tip
where there's obsidian, there's other mineables.
@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
if there's a patch of obsidian, but no other mineables, someone beat you to it.
it's 1.5-2.5 hours now
nice, still though, can be beat to it as you said
sounds like far too infrequent of spawns to me
I honestly think it would be fine if half the nodes or more weren't t2/t3
yeah - can still be timed to a certain degree too - especially for the first 4-5 hours after the server restarts
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
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
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
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.
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
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)
It's a tier 1 mat ... you shouldn't be able to compare it's availability to a tier 2 mat like willow... but yet, here we are.
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.
That's a solid argument
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.
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.
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.
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
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.
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
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
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.
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
If everyone can make tier one items themselves anyways .. .theres no market to begin with
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
Also ... a full set of recipes shoudl be available at tier one so we have the ability to craft a full set
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
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
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.
so ... make briarmoor have tier 2 stations? level 3 node start with tier 2 stations?
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.
well, if people had to use crafters for gear over level 10, I imagine a lot more people would invest in node upgrades
So you probably wouldn't need to worry about the node upgrade process anymore
Getting to 10 definitely is not intended to be two hours
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 π
I hope not ... 10 should be a few days ... 20 should be a few weeks
currently yes ... because they can still kill level appropriate mobs nearly naked
Getting to 25 is supposed to take 100 hours
You want level 50 to take 2 years?
that's a few weeks for most folks ... even if you played it as a full time job, thats 2.5 weeks
Getting to 10 should take 15-20 hours of that
not 2
Yeah, somewhere around that
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.
while naked apparently lol
that's horrible for the game
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.
But if you can consistently have 5-6 3 star mobs rolling in at all times ... it's possible
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
If we assume 45 seconds a kill, that's still only 400K an hour.
That number i can see
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
Raid group to kill a 3 star is a bit much. Going to need multiple raid groups to down a 4 star?
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
I wouldn't call bringing a raid group trival
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
At nagas in Djinna you can easily do 1m+ an hour with a half geared 8 man.
800K - 1.2M is around the top end of XP gain but it's achievable at certain locations by AOE farming 3* mobs.
Do we getting t2 crafting any time soon ?
No
You can get higher with very specialized groups in specific areas at specific levels
Itβs harder now though with the way gearing is. Less available DPS from gear and stat tuning
I have a trainable terror bird but I donβt see where I can craft it into a mount at animal husbandry has anyone ran into this issue
It says its novice as well
it will be in several weeks form now i guess when they will do JM stations. but now CRafting is GUTTED by Intrepid AND MAYORS.
You cant do bluebell thread which essentional for half of crafting. And according to spreadsheet it scheduled to be Attanair (KEKW).
You cant do molds/threads it means armorsmith/weaponsmith/tailoring is dead. Also cant craft artisan items and bags
I think the bags being locked behind the stations outside the riverlands was a big overlooked aspect.
Dam, didn't expect to see my character names right one after another [WayOfCraft/Gatherer] XD
You could always get the mayor of aithanahar to do tailoring instead of leatherworking
eys and it would right, because when JM sations will be available both of hideworks and textile would be up,and it doesnt matter which station will be avaialbe first
who is attanair mayor anyway
in 5 weeks when we get textile .... Again odd choice to leave it out of the riverlands
Just saying, I am ready to be one if needed π
odd decision to leave that worlk station out of the riverlands ...
completely bricked crafting on the server
So, looks like we already have Aithanahr mayor? I just left Miraleth citizenship to be a free soul XD
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
Aithanahar doesn't have a mayor the election would have happened today if server wasn't down
ya, weaving is needed first lol or Textile for sure
i mean no way we can get 3 building s in attanair in around atleast 3weeks
textile is weaving
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
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
whats easier? to do 1 building that is needed< or to do 3 buildings?
Woodshop, Stoneworks, Smithy and Textile mills must be one-4 ... doesn't really matter which order ... but preferably stoneworks first to get mining mats saved up
I mean obviously it's 1 building I'm not going to deny that
thats the question to mayors lol. idk if they care abotu crafters
But we should have had more buildings around by now
is attanair amyor elected already?
Instead of it taking mote than a week for the first building
It will happen when server comes back up
Ya, i really hope we focus on textile in Aithanahr soon, when was the mayor voting over for Aikthanahr and also, how long does mayors term last?
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
we need to push that guy to do textile
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
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
It would make a lot more sense
i heard that for some buildings are required to build before others, like factory needed for smithy or woodshop idk
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
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.
Yeah. One of the mayoral commissions in Halcyon was mine 10 copper nodes and I just
'd out of that
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
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
Thank you for editing that lol.
Im hoping the recipe edit comes this weekend an not next!
Iβll 1-25 with copper weapons a second time you canβt stop me
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.
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
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
Yeah but I mean making a sword out of rock wouldnt be my first choice lol
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.
That's so fair
it's relatively planned to have recipe's be more flexible just not implemented yet and also why the continuous disparaging of the current system while valid needs more understanding that changes are to come it's just not a priority right now.
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
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
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.
There were spots with legit 600-800k per hour xp. But people were generally pretty broadly geared up for those spots way way way back when.
I do not underestimate this player base ... If the only mob available offers 1 XP ... some folks would kill it a million times rather than do a quest or craft haha
Thereβs spot that do way beyond that
Theyβre just tough, and require a skilled team and gear
They should have waited for shol to launch until the crafting system had its first major pass.
soo where i can read up on gearing up xD i like to solo/self sustain;d how grindy is it ?
It's pretty grindy ATM. Buy gear off the market vendors is about all I could suggest. It's currently pretty expensive though. At level 12.5, I haven't made enough money yet to buy one piece of uncommon level 10 gear lol. During the last phase, I could have purchased 3 or so pieces so far pretty easily.
how viable is to grind mats and crat gear for yourself? ;d
depends on what rarity and stats you want but if you just want to craft 1 weapon and some armor you can do it
It kinda depends on what you want to craft you can't take all professions so there needs to be other artisan professions involved its just how the game is built
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
https://ashescodex.com/ and https://ashesmmo.com/ have good recipe lists
thank you !
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
You could still do that as they do overlap a little but you can only have 2 grandmaster professions
Plan your grandmaster, master and other professions in Ashes of Creation.
Maybe cooking but.... the dropping for farming are a problem
oh dang xD single char stuff seems tight π
There isn't much you can do on your own
i dotn want to end with 5k alts again - -
It's going to be alot of buying and selling things then
my "lean " dream is imploding π
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.
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
Problem is transferring stuff required ither a 2nd account or somone that can help you
no mail stuff? or shared wh within your acc huh
Not currently
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
Ye and tax
yeah sounds tedious xD
artisan stuff needs and is supposed to be getting a rework but you still will need others to craft
well crafting is one thing xD leaving "gold" on the ground is other xD
If you just want to get money just gather and process
I mean, you're hoping recipes will change but for all we know the econ update is just gonna be making copper slightly less rare
how good is hunting tho?
I hope not, I belive the community has been quite clear on the current state of crafting
It's supposed to be updated soon, currently it's a placeholder... and it's not good
cause i mean if i mainly fight mobs that would make sense
to use that one and "salvage" xD
Let's hope artisan gets a major update befor phase 3 as alot of things are placeholder at the moment
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
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

Maybe not in the micro, but across an entire server, things could get pretty lopsided, pretty quickly.
Anyone have a reference of what crafting stations are planned for each node on Shol?
at 55sp each try I don't think so. I tried 4 last phase and got 4 beasts of burden. Should not be so screwy and expensive. And everyone gets a free horse to start
lol 50/50 isnt so bad some animals are 25% or less for jm [Iguana] or apprentice [daystrider] Literally throwing golds
oh man thats even worse
If that's the case .. We riot hahaha
They should at least give you that information upon gathering it during hunting. AND, if available like bears and wolves, let the processor turn it into hides if they don't want the BoB.
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.
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?
Why are we wanting apprentice level stuff this soon? This is an alpha, the level cap is only 25. If apprentice stuff comes out within the first week or two, people are going to get bored and not play after a month.
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.
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?
it's somewhat similar to lineage 2 just not as punishing ;d
I never played Lineage 2 so im in the dark on how that works
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
sounds very similar to Black Desert but without full item destruction on high enchant.
Because weβve been testing apprentice stuff since November and I want the nodes fleshed out so we can actually test all the JM artisans
Balance changes are being made on gearing when maybe 60% of artisans could even be interacted with at JM level and thatβs 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
Cookβ¦β¦β¦β¦β¦
Iβd like to see the economy and how the artisan systems actually work now that we have the nodes available to test them all. Thereβs ppl like Capy whoβve been hard gimped for over 6 months from testing anything JM wise for farming/cooking etc
Itβs 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 itβs 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 isnβt 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. Itβs about to hit day 1 of week 3 and the economy/crafting/drop rates are all abysmal
and watch all these thing people crying about goes away when the artisan patch actually comes out :p
A good patch will be a breath of fresh air
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.
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
Mob levels are already tied to node progression slightly I believe. Mobs level up and are more difficult as the node levels up, and dungeons are unlocked as the node levels up. However, I do agree with you with the point you're making.
in desert it seems to be riverlands not so much
Definitely needs to be a better exchange for node tickets.
Spend my time getting resources, to turn in, for...what?
No scrolls anymore.
Buy capes and deconstruct?
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
It is frustrating. I do know Intrepid plans to make mayorship more than just a popularity contest, but it does really suck right now. Seeing the potential Shol map of tables is... rough.
Should be able to buy special tradepacks with node tickets imo that give decent cash as a rewardso there always incentive to have some
It would be cool to see the mayor be able to select a few options for the citizens to vote on to help guide the direction of the node. Mega-guilds would still be a problem with this method though...
I feel like a simple exchange that dumps into economy would be tickets > glint.
Now life skillers can run vans too! π
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
I agree. I didn't like scrolls in there because I personally am an Alchemist/Scribe but I was happy they were removed from the vender. I think I would have been okay with them in the citizenship vender ( as long as they were still expensive ). also, people exploited commissions too so /shrug
Hahah this is true, I like this one
But there needs to definitely be incentive for people to do commissions.
I don't care to sit and kill the same mobs for 4 hours straight for glint*
I was fine grinding them before for a return.
But now I'd rather go sit and solo farm mobs or pvp.
tickets need some kinda reason to do them that doesnt undermind crafters in return
temporary buff maybe? or caravan commodities? maybe treasure maps?
Something that goes full circle
Glint = caravans = economic returns
Maybe commodities instead of raw glint
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
I donated thousands of resources to help build nodes last phase on Vyra and it doesnβt matter if I was in Polar/FED/Aura/EU guilds, itβs still miserable for most people to level professions solo. Your anecdotal evidence of βMe and some buddies have everything apprentice+β 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 itβs the same bums complaining that XYZ building isnβt built yet that then complain that taxes were getting cranked up in SH so that it could afford to build the JM buildings
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 βelite Zerg guildsβ 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 donβt think materials above the highest tool bench on that specific realm should ever spawn
lore wise tie thatβs extremely easy to play off is we donβt 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 donβt want to donate (I donate shit because I want to see more of the progression for stuff we havenβt seen). Parroting βSteven said thereβs a patch comingβ everytime someone mentions how the systems currently suck isnβt the gotcha people think it is. He said they were gonna fix enchanting and TTK start of February βin a few weeksβ and it took them till 2 weeks before this phase to implement them. Itβs may 14th, we were supposed to have processing and gathering changes all done by the 8th
Iβm all for letting the devs cook trust me on that, but donβt lick the boot everytime itβs presented. Youβre allowed to have different opinions on the content you consume while also cheering on the devs.
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
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.
what class do you play ? and what is that "BiS" gear you looking at ? 
no, you say people have "BiS" gear and are already bored, what is that "BiS" gear is my question
And with crafting changes the difference in most slots isn't that much due to DRs 
"Working as intended" is what been said about it 
Yeah weapons seem to be only slots that are consistent with bigger scaling from higher rarity
Higher quality gear should by default have a higher base durability... like the tools are today.
Not really... day one you can find level 20+ mobs if you want.
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.
I wasnβt 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. Itβs 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 
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
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
The sad thing is itβs gonna be repeat of the Vyra desert nodes every phase till they decide to not gate keep POIs/pocket dungeons in the new regions
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
Supposedly ppl heard there wonβt be new POIs till the continent is finished 
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
i beleive it was said in lazy peon and steven interview if i remember correclty
Bump xp and glint rewards way up for doing node commissions. I've run a lot of commissions for Joeva, but none of them feel all that rewarding. I just wanted to chip in what I could. If you want a critical mass of players to help with this though, make doing these commissions a more important and rewarding part of character progression.
It could include bumps in experience in the respective crafting/processing/crafting fields.
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
As long as the xp/hr doing anything is less than the xp/hr for grinding mods ... Grinding mobs will be the meta and used by the masses... Making mob level and xp from mobs tied to node development is the answer ... or an answer
You'd know about it if it was a good way to progress your character. They need to give more glint and more xp. Then it won't be just about farming mobs for 16 hours a day for xp and caravans for money. Maybe that's the longer-term plan already. I don't know.
Never really thought of this, thats an interesting idea that I would like to see explored
Or you could give bigger xp and glint rewards for doing tasks that help the nodes progress. Something that isn't punitive. Don't make helping the nodes progress the least rewarding part of game play, and people will do it.
I don't understand why you're so against making crafting a viable method of leveling. The stuff we've gotten from livestreams has even said that they want Horizontal Progression to be possible. Steven himself has even said that not everything should be guided through the adventuring progression line or class level.
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.
You completely missed what I was saying... I am 100% for crafting being a horizontal progression path ... but it's not. That was my point. Most of the player base will always choose the leveling meta... and currently the leveling meta is grinding xp/hr locations
Right. It should be a viable option, but not the only viable option.
That's fair. I did misunderstand you
I would LOVE to do questing AND crafting AND mob grinding and be able to advance equally
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.
I love doing all of them... that's why I'm only level 16 and undergeared haha
Same. I want to do different things and feel like all of them are worth my time.
Riding across the map to kill 10 goblins for 11s and 5k xp ain't it.
this right here lol. I do pick up a lot of commission board quests to help xp gain but I just can't bring myself to do them when I can just go grind church in a group for better rewards and without spending 15 minutes traveling between quests
OR ... looking for 45 minutes to get enough copper for a single common ring and 125 crafting xp isn't it either
I keep having to remind myself that there is a lot more game to develop.
A LOT!!!! vassaling, seasons, naval, siege weapons, caraval add-ons, animal husbandry, freeholds, housing, instanced housing, taverns, tier 4+ ALL artisan skills, mats and recipes, ... I could list things for days
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.
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
It can't take somone to long to add some quests that include processing
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
Well, that would be node progression bills basically
The problem is just they aren't that rewarding currently
True... as a gatherer, I grab those quests everytime I go out just to help supplement the poor rewards and low xp gain
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
In the final game, it's supposed to involve a large involved quest to even get a deed but who knows
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.
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
node storage requiring node currency makes a ton of sense and would be fantastic
Mostly too slow leveling the nodes. I mean 3 hours to get 1.5 levels from 8-10 with constant pulls at Church of the 7 isn't exactly warp speed.
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
It is if they want it to take 100 hours to level 25
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
You're not wrong
Honestly crafting shouldn't be a particularly viable method of levelling, but it damn well needs to give more XP than it currently does
It either needs to give more or be more accessible at the start. Restrict after Apprentice, but jesus the grind is unreal for mats.
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
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.....
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.
This is a great idea ππΎ
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!
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
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
Don't forget metalworking and an emblem sometimes from mob grinding as well ... that's 10 skills + mob grinding to make a single tier 2 armor piece!!!
No wonder people are upset about gear drops rn hahaha
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
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.
Few random thoughts here. Nothing new but bears discussion:
-
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.
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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.
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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.
good take! I think this combined with a previous post I seen regarding making things for node progression would make the grind at least seem better in the long run.
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?
So maybe having a base level of quality rating increase would be nice.
Like every two levels you get a little quality rating so maybe it doesn't take as much to get quality anymore? Chance at RNG on a better item?
Even having a scroll a scribe can make to have a chance at increasing the quality rating of a craft/process
Do we know if rarity increase matters for harvesting stuff yet
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+
I see, like...you could get rare + on not a static node?
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.
Got it but on the low end, with enough rarity increase you couldnt get common any more?
Found it
With this tool you can calculate the rarity of the resource based on the rarity rating used to gather it.
Idk how accurate it is anymore
Got it
LOL so wait.....we had rng farming all along?!?!?1 We just needed to actualy use rarity increase?!??! LOL
No static rarity was a thing, it was the rarity rating that could proc higher rolls
Got it, and maybe if the node was gonna proc epic anyhow, its a higher change to proc legondary
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
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
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
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
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
.mmm do they take over though? THought they had their own dedicated spawn spot
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
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.
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
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
Brb. Going to find 200 leggo willows before I hit 20 to make a bow
Do we know when the new crafting changes are going into effect Any notes on that stuff?
Nvm. Dropped a green level 20 bow off a random mob thatβs far better than the leggo one I was gonna craft
thats why they should only drop common, if at all.
A common one would still be better π
And why u wanna force everyone to interact with crafting. Ainβt no one out there forcing the crafters to PvP
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
you can be lv20 and be in lv10 gear. meaning your slightly better than a lv10 in lv10 gear
If they took drops out Iβd be level 25 in no gear rn. Since u still canβt craft shit
well spend some time leveling nodes to gain access to the better gear?
instead of waiting for others to do it for you
Nah I think Iβll do what I enjoy doing in the game instead
Imagine the devs forced artisans to pvp to level up nodes
Crafting was extremely useful before they messed with the gear tbh
Riots would start
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
This exactly. Idk who started the narrative that crafting was useless before π
And saying then nuke drops is just not a good fix
You think everyone just got green dropped gear and called it a day?
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
plus with stats DRing at the current thresholds there really isnβt much character power gain to the gigga tiers of gear
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 wasnβt the case
I agree. It is frustrating because the node buffs are soo nice, but the commission to do them feels pathetic. I remember in Vyra last phase it was literally begging people to do them and doing them on alts to get them.
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
Hey guys! In your opinion, at the current stage of the gameβor later onβwhich item or material or consumable do you think players will always need, something that will never lose demand in the market? Any suggestions?
There's a whole slew of materials but if you want to hone in on just one my vote goes to Braidwood
Or maybe coal
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
Full gear destruction. This has been a public service announcement
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.
Yeah! Make it so we can all be max lvl and grandmaster crafters in a day. Also fully bis gear in two days! insert sarcastic voice
You're very correct
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
i persoanly think every time you repair a piece of gear the max durability can decrease :p
There used to be overlap. #makeoverlapgreatagain
dont worry there will always be that one 1 lvl 10 sword better than lvl 20s :p
the sword that shant be named :p
This also evens the field in open world. Those rich mfers will only be using legendary for sieges and major boss raids
its how mabinoji did gear decay and i think it works the best
Every single day. Sword sucks, doesn't suck but the hype train has derailed on this sword. Its really not that great. You lose a lot for that little damage increase
4700 power for an easy legendary craft π
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
that sword and a longbow basicly check off your power needs so u can make armor be anythign else to cover what u loose
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
it been done :p lol
Word
the chest piece is cool too but it absolutly terrible stats wise
I hate the chest
i called the starfish jerry that was on my pants too till i got rosarium
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
Not bad
rosarium greaves are like a off black leather pants π
Yeah i gotta go with med pants. I have my reasons
5 leather 3 plate here my aim
That's what I run as well
bracers pants and shoulders gonna be my 3 metal
Chest, bracers, belt for me
hmmm are the bracers a must for your build? :p do we have the same plan here haha
The bracers are solid
for what im doing there only 1 option for bracers π
which is why it has to be metal :p
feel like we doing the same thing hahaha
I've tried a lot of different things. Theory crafted and tested through p2
Yeah that's exactly what I suggested.
legendary brass vs green forsaken blades is also insane to see, as they're both in the lvl 10 bracket
Them leveling faster than me is not the issue... them leveling faster than the entire game looo can support is. I get it... sweats gonna sweat... but max level in a few days is not healthy for the game...
good thing 25 isnt max
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
that's obviously why they were trying to make mobs hit harder, I would agree being able to grind up past 20 with near naked gear is silly.
Pull one 3 star for 1k or 10 no star for 100 .. players will find the xp/hr meta
Hitting harder is not the answer
not just hitting harder but behaving correctly