#alpha-two-artisan-chat
1 messages · Page 27 of 1
the coalition that is leveling Seahook
either way substantial damage is already done just in the fact that you've already taken some action on this poorly thought out decision
you turned a good decision - leveling AG supply temporarily to progress the server
and actively flipped it on its head
great job!
mayor material!!
the question is was it from corruption or just incompetence
neither would surprise me
what they do now is what will decide i guess
continuing this decision is surely corruption
Go run for mayor and see how well you do trying to keep everyone satisfied 🙂
imaging defending that KIND of decision
it's indefensible there is nothing positive about it
everyone was very "satisfied" by the fact that AG supply was coming up in joeva because the server desperately needs competetive mounts against scorp/ebon - one generating gold for RMT and another driving RMT purchases
yea let's just delay that by 10 days for 0 benefit
good work guys! intelligent!
Unpopular opinion I'm sure, but I think they should move the broodlings to apprentice level in phase 3. Having such a fast mount at novice level is kinda crazy (especially a broken one that's going faster than it's listed speed)
the spd from broodling should be fixed :x
they should just be disabled like they were last phase until they are fixed and none of this is a conversation lol
Unfortunately it'll be a few weeks now before we can test it 
this is still a conversation
ebon exists on the BM and is far better than novice mounts if you remove scorpion
when they changed the crocs, it was right away
I more meant it's hard to tell without faster mounts to race it against
And oh yeah I remember the day they fixed the gators. You definitely felt the difference immediately!
looks like legendary decon kits are worthless
better off just mass producing them as commons at this point
Broodlings are just crocs on steroids
I'll update the sheet after work but yes ag supplies going back to Shorefoot
The node buildings are complex Beasts, ppl reading too much into it imo
Shorefoot asked to keep appr ag supplies building because they'll need the gold injection to fund the JM buildings
That's 100% a fair request
Joeva could only build appr, as they don't have the passive building to get it to JM
This phase the contributions to node buildings has been very slow across the board.
after such decisions it will be even slower.
i mean i was like wtf those guys can think when it was announced that plans changed
and yesterday when i saw changeback i was like meeh they cant
i just hope it is just gamer incompetence not a money injection from broodlings.
or its just 400 iq move form joeva/shorefoot to get gold from selling broodlings to get more powerful to conquer other nodes.
It's likely more a case of not expecting the outer nodes to take so long to level up. I know there was an xp bug but ofc nobody expected the delay when designing node building layouts.
actually some of the nodes from the tropics were leveling as fast as some in the riverlands, and if the islands exp was there first, they would have leveled even faster.
I there any docs with crafting experience needed each level?
ahses codex website has all your crafting info
ah found it ty
40.000 xp to apprentice -> getting 200crafting exp (scroll+shirt+ city with xp bonus) is 200 crafts
So approx. 120gold mats if i would buy them all to get apprentice on my artisan ._.
whoever is Joeva's mayor played it exactly as how politicians playts it in real life, spend resources/time on building a project then cancel it lmfao!
did they fix resources? seeing alot more different ore nodes tpoday that i njormally dont
in 2.5 decon rarity didnt matter
Any recommendation on where to find weeping willow
Like copper, weeping willows are a myth
Yeah. Noticing that. I think these ones around are being camped on timers.
Blasphemy! Hearsay! Why, I found at least 4 adult weeping willows in just a quick jog across the riverlands yesterday. They were all stuck in towers, or rocks, or only their top branches stuck up out of the ground so that I could not interact with them. But they were there.
I found a copper node hidden on the beach inside a rock like that too
Been mining basalt for the copper. Haven't seen a willow yet. Guess one day 🙂
Do you get more money from gathering and selling or gathering and processing then selling?
when JM weaponsmith in mira? i want to craft those
Depends do you mean selling to the vendor or selling to players?
if you're talking about selling to the vendor, processing loses you money, at least for everything T1 I've checked (you have to consider both the tax to process and the value of the fuel you use)
If you had to take a guess - or maybe you have more precise data on it - how many basalt nodes do you need to hit to get zinc, copper or ruby to show up in your bag? I had it at around 40.
https://docs.google.com/spreadsheets/d/121nHjrinFWUErPLPtYZvASZV7egu_S9HjmIdDo9PidQ/edit?usp=sharing
Joeva - 2nd Woodshop under construction
Winstead - Smithy under construction
Buy Orders updated
please can u explain me why we cant have proper procesing station for crafting station in one node ? its some building issues or i dont get it why we need to run 10-30 mins for making one item . i dont complain just want to understand whats meaning of this ? its like unnessesary dificulty that is pointless and time consuming , when i need to run one node with resources to make them proceed then run to another to craft product .
Never been a mayor but from what I’ve gathered, it’s more or less just because each building requires different “support” buildings. So you can’t get JM lumbermilling and JM carpentry in the same node because you’d have to constantly break the “support” building
Maybe someone who’s been a mayor can confirm/add to this
i understand that if in future traveling wasnt that slow as f now . but now that system is only timeswallow and not fun for crafts ... becose seriously its not fun play walking simulator . and i play crafts a lot in mmos . now its complain 😄
it seems like that need to move vast quantities of materials between nodes is part of the devs intent - they don't want you to be able to do it all easily in one place. My guess is they hope rather than you just individually running back and forth with a single inventory worth of goods, proper trade networks / caravans will develop
it does make small scale crafting incredibly painful though
yea it is painful , but as i write if we have boost on mount minimum all + 100% it will make sence
might become better with higher node levels when more plots are available for buildings
So I get the stop order to AG, but is there a point to two woodshop in Joeva?
becose lifesteal buffs food is too much op 😄
named recipe drops are to darn rare takes like 20-30 kills to get a recipe to drop from named especialy when some named mobs have 90 minute respawns
So the lumbermillers and carpenters wont want to sudoku themselves every single day
JM lumbermillers and carpenters to be exact xD
Victoria, I think it's a player ideology problem right now. People need to start trading processed goods. Currently people just want to do it all.
I agree with nova on this one, I no longer have to run across the map to make a bow for some random monkey brain, just for them to go “oops, I forgot to have the wood processed”
It also does not help that the market system still needs significant development. And we haven't had a server run long enough for a real trade hub to form.
sudoku is doen by half of server without daystriders for 2 weeks
Ew long leg donkey mounts, just get multiple ebon omens
Its okay only 5% slower means I get 5% more time to enjoy cool mount
tell that to common people who think that 10g is big money
I just wish needing to build 2 of the same building type, e.g. agricultural supply was not a thing just to make one a JM farming and the other JM herbalism. Why not just one building with 2 JM available.
I like watching common people ride around on slow wolf and bear mounts, makes me feel better
So a slot isn’t wasted and can be used to make an additional profession building or something
also JM carpenters and JM lumbermillers will be 1-2% of server
apprientiece mount is needed by 50% of server
and count that 2 Jm building will be in place after 1 month from now?
mounts were needed 1 week ago
. Imagine population drop from what it was week ago and 1 month later?
so we making needs of 1-2% of 5 times less populated server OVER needs 50% of server now
Thats very wise decision
indeed
Uh the 1-2% is underrated. Cause it’s amazing for caravans economically, for some income to afford many items.
Don’t forget carpentry also makes things like bows.
I still agree that animal husbandry is definitely also an important part
I feel a lot of the problems we are talking about will be gone with Tier 4+ nodes
They will have more slots for stuff, albeit it will also be for higher grade stations
thats my biggest complain. who the hell thought that putting AH outside riverlands is good idea?
Yeah it’ll be something solved in the future but 3 is more worried about the issue at hand right now
thats no herbalism too
Definitely not something I planned or was part of. The fact is that this is a trial and error stage, and a good thing to know what needs to be approved on
Def the best combo, but unfortunately that is on the node plan for squall’s end, the hardest node to level at the moment

I’m sure the people who have made the node plan will revise their decision again from others feedback like yours
And improve it for phase 3
Something to keep in mind, with low drop rates and harder mobs it is possible that people might be stuck needing gear upgrades to push past level 20 in future phases.
That is true too, and the second option would be to craft gear
Buuuut the amount of materials needed at the moment is… uhhhhhh
You knoooow :3
No incentive for crafting gear this phase that’s for sure. Last phase it was crazy easy, and now it’s crazy difficult
Waiting for this or next weekend for the crafting changes, making gear might get easier.
Also doesn’t help that we barely see t1 metals in the wild. Even rubies are hard to come by. Best is to get treasure maps for a chance to get a good stockpile of t1 stuff
this has been reported as an issue in P2. I don't think much has been done to address this.
BRO I HOPE THIS IS CRAFITNG UPDATE
Unlike the update that happened on Sunday. Where it was one thing. I do too hope it’s the t1 deposits
I also got a small stockpile of T1 deposits in windansea before the gather update. Might just sell them for some gold lol
Game theory would indicate that the players will behave based on the reward structure of the game, both material and subjective. If the players are not behaving properly you need to change the mechanics of the game so that they change their behavior. You can train people you pay as workers, to change their behavior, but not game players.
Yes, and I expanded in my next statement that currently there are significant inhibitors for people trading processed goods. The systems to support it are not in or robust enough.
why were plans even made to accomodate joruneyman station to the fullest. We won't see half of them until new servers and p3 launch. We should've focused to get the important apprentice stations in riverlands
i think in ideal state : nod focusing on crafting skill need to have proper processing on same level 😄
Oh I know they would, doesn't mean the game devs should accommodate that choice.
they could remove item drops completely, so lv 0 and 10 gear will be important, and the artisan system before journeyman as well. Mobs can drop resources for crafting. Currently, if you get drops for t3 gear, you won't need to change it until new servers at all
Getting rid of drops would have to come after. Not before. Not if you want anyone except for the most hardcore of crafting afficianodos to play the game.
that may work if there will be marketplace in lionhold
No they are being serious. You just need 3g at level 10 to buy that sword, dummy.
Deleted my rude statement - but you have to understand why people play a game. Top down restrictions and contrived bottlenecks is not a solution if you want a vibrant game.
not sure what do you mean by after. After what? it's an economy game, if you are not crafting, you might be caravaning or selling resources and buy from crafters
You can't have players waiting for systems to come online to play the game.
that's exactly how the game works now, thats what I meant to solve with this
people will have trouble leveling past the node progress without propper gear and will have to be involved into develpoing the node
You're not seeing any holes in this plan?
i like the vision of that crafting just hate to spend time in slowmode travelling 😄 only game i love to have autorun is this .
if t1 materials were available people may contribute to the node system, but searching for a needle in haystack to then choose give/sell to crafter or donate to node ?
I was told that copper is no longer the issue, but I have yet to find a node hehehe
Good luck with that.
seems like the entire game is split into two parts - before nodes are online and after. The before nodes are full online portion will be like 2-3 months, and the after nodes are fully online will be like years? decades? the life of the game? Feels kind of odd to have that split and the imbalance of time between the two portions of the game
not having enought t1 materials is a problem and needs to be resolved, with all other biomes having them as well. All recepise need riverlands resources, they need to add recepise for other biomes. If you craft a tool or gear in desert, you should you need sandstone etc
Ah man I guess I better log in and do stuff that I don't want to do so that people can make stuff for me.
Said no one -ever.
Bonos I agree with you, they probably need to keep level 1-10 gear in the game via drops or vendor purchasable gear. And they need to raise novice crafting and all other tiers up a level range, to better match node progression.
Let us buy common level 10 gear from the NPC. Give players time go get money to buy the crafted gear as we're able to afford it. Not many players can afford crafted gear at level 10.
I mean every game is like that. But shoudlnt be, you shoudlnt do what you dont want, there needs to me multiple paths. For example I don't want to do grind, you could say it's the same for me now then. The game should have lots of valid paths
We agree there. Taking away all drops isn't really offering multiple paths though.
depends how the system is setup, that's the real problem they need to solve
I think novice crafting should start with lvl 10 gear instead of 0.
I believe that most players would be OK if we could just buy common level 10 gear for cheap so that we can - I don't know - go get money to upgrade gear to progress in the game.
FFS we have 13g green level 10 wands on the market
people here write 10g isnt big money i like to know how is it possible have 2 chars on lvl 14 and have max 3 golds on each one one time 😄
you could also make stations available earlier, make them easier to build, then people would craft those lv 10 items when they are needed, not when people are already 20. Game should not be allowing people to reach lv 20 in 2-3 days
That’s the result of cheaters 😅
That's a big part of it. But we need for crafting to come online a lot more quickly I think. The "I earned this by processing 10,000 rocks" stuff is BS.
Hold on though, that isn't purely due to crafting issues. The economy was screwed on this server almost from the start with some of the hacks going around.
That's not a challenge. That's a second, monontonous AF job.
Agreed there, but it needs to be simplified by a factor of about 10.
How do you REALLY incentivize getting someone to help level a node? Getting 10 tickets for turning in a bunch of oak and granite doesn't feel like a great system. This much I know.
They also need to somehow tweak their algorithm for resource spawning to have potentially a roll of t1 mats to always be included in spawn. At current state, at least for me, I feel like it is way too hard to get into crafting when some t1 materials are as rare as diamonds. Granted I am a newbie so I do not know all the spawns of this mythical Copper and Zinc, but is just feels odd to make it so that starting crafting is harder than continuing when you break through after apprentice. And even then the amount of resources you need to level up ......you would need a group funneling you. But if it ends up fully group endeavor, it will push this economy into inflation.
played all day server up +- 2-3 houres day and have 14lvl 2x becose i dont grind in groups all time so isnt that fast for everyone
And glint so that we can buy shit from crafters
and even u give ticket u get really one usable item if u dont count essences 😄
I know it isn't, I myself am below lv 15 even though I play quite a bit, but have apprentice for most professions
It needs to be a viable alternative to camping without ruining the game for people who like to just grindout xp like that, IMO. Like cool - you can grind that spot for the xp and the gear. I'll help this node level, and get good xp and glint for doing so, and then I can buy my upgrades off the vendor. I don't know. That is likely full of holes too, but it can't be perfect. The game will be in alpha forever if perfect is the goal.
exactly higer hunting and commisions xp get chance for solo players or smallest guilds partyes
The only saving grace I guess is that nodes will develop supposedly later based on activity as well and new potential dungeons and mob spawns are to show up around most active nodes, but that is probably still years before they get that kind of system up. We are currently in static world unlike what they proposed this game will be.
Yeah it's easier to forget that we're looking at a bare bones system still sometimes.
We also have people and guilds playing this game like a release title with full force competition instead of testing it by getting as much of the stuff up and achieved by whole server as most alphas and closed betas do.
But that is a new wave of players/testers I guess
"its pvp game " 😭 😅
Mhe I'd rather not burn myself out for phase 3. I log I to do abit of artisan stuff this phase but I'm mostly waiting for summoner and artisan changes
wht does it have to do with pvp?
most of big guilds or "players" that have big influence on development of this game as i saw witch way is going , are focusing on pvp /siege battles testing all stuffs around pvp and ballance of class becose that instead focusing more on world and economy and mobs or quests. just my point of view on progress in alpha 2
Shadowbane was full pvp game and L2 and I was in betas back then - we were enjoying trying to see all the systems - there was competition but not to the point where people were purposedly blocking progress just to show off how cool they are. But that was before streamer culture where narcissism on display.
Anyway - I am not a voice of a community - just speaking my mind.
Found my 1st copper node today. Kind of surprised me 🙂
Lies we all know copper is a myth
Jealous! I would like to see one, one day! Most of the copper I get is from granit and basalt lol
lol. I should have taken a picture 🙂
i love how they make it with that greenish oxidation 😄
yeah. Almost thought it was an iron one until I saw the difference.
For fishing and lumberjacking.
How many pieces of gear are currently available ?
(For example pole and shirt)
And what are the methods to get them?
You craft them. There are some novice gear available at the Fishing hut vendor that you can buy as well.
shirts are available at novice, pants at apprentice, belts at journeyman
Do you know of a webpage or forum post that lists the craftable gears available?
mmm. I really need to work on getting my mining and lumberjack gear
This was a good reference for apprentice gear:
https://ashescodex.com/guides/lumberjacking-in-ashes-of-creation
Lumberjacking in Ashes of Creation Lumberjacking, also known as woodcutting in Ashes of Creation, is a core artisan skill just like mining. It allows you to cut down a variety of different types and sizes of trees. These can then be processed to make timber, woodchips, warp and charcoal. The reason why Lumberjacking is a […]
patch size looks small, so i think our hopes wont come true today(
client side patch is small. server side patch could be impactful
Nice, longer the usual downtime for smaller than usual patch notes! To be fair though - this is the only industry that is required to give long reports to their members.
this 2 hr down time is a lot shorter than the 48 hour down time were supposed to get
still no fix to metal spawns though 😦
we really need to get feedback from them about this
True, but straw manning argument of comparison is kind of irrelevant :P. But it is all good.
ah thank you,i didnt see that msg
yea, kinda silly that you have to be in the right place at the right time to get info
well looks like another week of no cool patch. Gonna wait for this recipe fix
or search through 1000s of msg to find it
been waiting for this aswell... literally not crafted anything this server so far due to all the messing up with changes
hopefully this will all be done and balanced for p3
if u think that copper is hard to find, you havent tryed to find tin
They also don't include a lot of things in the notes. Mobs get moved, added, itemization happens, quests get updated.
What location has the novice lumberjack shirt?
You clearly have never been responsible for updating product documentation. I assure you if you make any product, particularly anything regulated by the FDA, like the medical industry, you have to update your "Members" on changes, even more than here.
Clearly you know exactly what I am responsible or not. Any product made has documentation internally for regulation or labeling and that is no argument for my statement. What my statement entailed, however, is the fact that any minor change in development or update cycle of the game is almost always "demanded" by "members" (PLAYERS) (not development staff or coders, or regulators, or administrators) to be written out and given every production push, however minute it might be. Game developers are not regulated to give these updates, but the Members (PLAYERS) cry rivers when they do not see it all itemized.
The FDA mandates that the documentation that patients and doctors (PLAYERS) receive, is complete and validated, however minute it may be. People can be jailed if they leave things out. I get that your real point that it was due to the whining of the players, but in actual fact the game industry is one of the exceptions where companies can bet a little lax on documentation. Intrepid have a large team that need to be aware of the patch notes also and they probably have a system that generates patch notes from the code management system, so I doubt it takes much time to compile them, or to distribute them to the players.
Any GM / Mod online I contact regarding a potential exploit/bug for crafting?
Dont want to post it public
/bug in game chat brings up a report theres a exploit thing while filing it
We're in 2025... Patch / Release notes should be auto generated, pretty much every basic way of working / tool suite has this in it isn't a luxury - should have 0 human overhead. Nothing to do with the industry either, it's baseline dev/release management.
Does anyone know if we have an ETA on the gathering rework patch? Or is it a case of, it will be ready when it is ready? I want documentation on patches pending as well, whine, whine, whine!
Steven has responded to two of my posts saying that it is in the works and "hopefully" will be deployed this week. The biggest issue I have is that the patch on last Friday is what broke ore generation. There should in almost all cases be a plan for backout of a patch. This is just part of being a good developer/system admin. There was very few cases in my career (there was a few though) where we applied a patch/upgrade without having a backout plan.
they also posted the patch the day before people are off from work, so even if a backup plan was in play, it probably wouldnt of been sent out till yday or today
Maybe.. but when deploying patching/updates you aren't off until you know the deployment was successful. That doesn't mean that it was successfully applied.. it also means that it is working properly. It needs to be part of the process. I realize we are in Alpha, but now is the time to build that process so that when you push a patch/update in Production that doesn't go as planned it can be backed out. The thing about development and patching (especially with the complexity of Ashes) you try to plan for all scenarios but seldom will it be perfect. All the more reason to get this process down. Having something that doesn't work perfect is okay.. but having something that completely breaks core parts of the game needs to be reversed.
100% but just because some comapnys do that doesnt mean all companys do and as of right now it seems they are not following this
Alright so is herbalism a no go. I just hit lvl 10 lol. I keep hearing about some drama.
All of us veterans of IT have a nightmare story of moving a patch in on Friday (often involving payroll), and then spending the best weekend of the summer fixing it! As much as I beat up on Steven and the crew over Ashes, I have immense sympathy. Developing any software is a thankless task, and inevitably the biggest plaudits on a successful project go to the non-participants. Maybe it is old fashioned, but sometimes telling people the truth, however harsh, is more productive than sugar-coating it. I was just waiting on the patch. I believe in the game, and don't want to get burned out banging my head against a brick wall.
I am level 7 in hunting and all i feel is pain. (I am refusing to hunt grems or bully others out of entry level farming spots). I hope intrepid implements hunting faster 
why do mira, halcy, and winstead all have smithy nodes? . - . I know Mira had apprentice smithing, what are the other two?
Im pretty sure you need a smithy in order to place armoursmithing, or weapon smithing stations. But then I'm confused why we need 3. Anyone more knowledgeable?
Armor/Weapon/metal working
At apprentice level the table serves metalworking, armoursmithing and weaponsmithing, but at Journeyman level you need one building for each - so three buildings.
Thank you peeps 
anyone know where apprentice herbalism will be?
Shorefoot
give it like a month and it might be at the stage we can put building in :p
God bless we have a 3 months crafting focussed economy phase, while not being able to craft lv 10 weapons for the first 2 months :)
it hasn't even been 1 month
Cos nothing has changed hahaha
Wasn’t Joeva building it until shorefoot got it?
No Joeva was going to deviate from the plan to get it up sooner but shorefoot is almost leveled so they decided not to
You could really end up getting on an absolutely dysfunctional server when this game is released, and not know for sure for a good 2 months if it's time to jump ship.
As long as there's a solid core it should be fixable even if it gets messed up
Odds are that a lot of new players will become mayors at launch and then we’ll get a ton of weapon smiths and armor smiths and nothing else 
Well unless they alter the drop rate for droppings farming and cooking are out of the question
Then we have the vassal system and citizenship housing... nodes are gonna be a mess with duplicate buildings and having to travle across the world to get the crafting station you want
Yeah it's going to be a circus. On the other hand, I guess it may be fun to play a game where your server can just fail to thrive lol.
High magic and artisanship, etc. on server A, and on server B, they have...rocks.
its just like real life
the idiots get voted into power
and ruin the economy😂
If I am developing a game, I'm putting some guard rails in place so that everyone has an opportunity to enjoy the game, but I didn't pay for this development out of my own pocket either, so 🤷🏼
well if your server fails to thrive compared to others it doesnt matter since cross-server stuff probably wont exist
you just fix it from the ground up
I’d think every server will have every artisan building built considering there’s 85 nodes to work on, so really the issue would be how close are the related high level benches to each other. That won’t make the game feel that bad, you’ll just need to do more transport and travel to get stuff done than a heavily optimized vassal network would
Aithanahr Textile Mill currently under construction.
Required Materials:
1,200 Basalt
1,200 Ash Wood
2,400 Daffodil
600 Cotton Thread
Current progress on screenshot.
Lets go! I will start on it in an hour, start farming, little late as I used to havbe few hundred daffodils, used them to lvl up weaving after stocking for few days lol Gonna go pure basalt and daffodil mining by Miraleth [if spawned then go to Aith, long way!]
awesome, have fun ^^ its alr my bed time and currently updating buy orders on my sheet before i head off LOL
What is a good area to farm larch?
New alea
could be, if u mean possible spawn points then yes
willow, rock source sby shore and cliff, herbs too
Actual willow trees that you can easily harvest and aren't stuck in objects. Long answer maybe. Short answer no
Will journyman workbenches be in this phase?
long time, but yes, few weeks atleast?
Ok cool ty 🙂
Hopefully the devs will rebalanced node development and make it a little faster next time because if they increase the level cap it's gonna feel even worse to be a crafter
Coming Aug 5
A temporary boost to level threes if we get vassaling and destruction would be interesting. But who knows they still get a lot of leveling data from the server starts.
cant wait to craft lv 10 gear when i hit lv 50 on release🥳
We should have a better fix by then and leveling is going to be a lot longer
Is there a journeyman mining station available somewhere?
nope, gonna be a while
how's Shorefoot getting along? I put some time in this morning but didn't see where it was at.
Halcyon will eventually have it iirc, but it’s still gunna be a hot minute
@oak spindle thank you for the response! I'll head over to see how I can contribute
What determines how soon a JM table can start?
Once the proper buildings are in place and enough resources are raised it's go time
Can you be an everything crafter/gatherer? or do you have to choose only one?
You can have a total of 5 classes that can go to Apprentice (10)
Out of the 5, 4 can go to Journeyman (20)
Out of the 4, only 3 can go to Master (30)
Out of the 3, only 2 can go to Grandmaster (40, capped at 50)
So for example, you can have:
Lumbermilling and Carpentry - Grandmaster
Lumberjacking - Master
Cooking - Journeyman
Fishing - Apprentice
I appreciate the details and the example in particular, thank you for taking the time to reply
btw, you can deliver other kinds of stones, woods, plants and threads.
If it's a t1 material, it will be accepted.
Just careful not to bypass the limit
Dang okay, that’s new to me. Thanks!
Does the texttile mill automatically pop up when orders are complete? or mayor has to push or deploy the textile mill? [just curious as to the process]
First, we need enough node commodities to be able to put down a plot. Once we do, mayor puts down the building on an empty plot. It will then be under construction where players must contribute materials in order to complete it. After all construction materials are handed in, it deploys immediately.
The node commodities are what you’ve been handing in at the acquisition agent near storage.
The mayor creates buy orders on what node commodities are needed for building, upgrading and maintaining plots.
not hitting 50 in a week so there is hope
Question for Intrepid Studio: is Ashes Of Creation supposed to be like all those MMO out there, where people rush their max level, and then start playing the Economic aspects of the game (gathering, processing, crafting, trading, caravans, …), or will this game be different?
Or said it differently, will the Economic system be completely useless until level 50?
That’s the core question.
I don't think their answer would be "We are trying to make Economy-related systems useless until lvl 50" 
but you probably knew the answer
Well i hope they find a balance. I like slow progress
But slow progress meaning you are lv 25 in 2 days but cant craft anything sucks
node advancement is definitely too slow relative to leveling speed, but a lot of players are still not lvl 25.
but they should adjusting it to your median leveling speed, not the 1% of fastest levellers who get to 25 in a few days
people who push forward alone while ignoring the world should not have access to node buildings.
It's one of the may ways to soft-gate rushing to 50
(but again, currently node advancement is way too slow compared to leveling speed, even for more casual players)
im sure they plan to tweak leveling speed and when they boost elite mobs and 3 star mob stats im sure that will also influence leveling speed... probably only by a day or 2 though.
i think the main issue with crafting was the poor xp rate mixed with recipe changes and resource rarity made all the crafters not really bother with 2.5
The main issue a mix of
lowered player dmg = slower farming
Lower mob drop chance = slower farming
Increased requirement (drastically if I may add) = slower crafting

the xp rate seems to be at a satisfactory level now for most people (i dont feel like i need to chose grinding over gathering/crafting) yes its slower but acceptable. now they just need to make node currency worth something so people fill work orders
i still think that PvE is way too easy.
hopefully they will start rolling back the temporary mob nerfs soon
although.. maybe do it after fixing gathering & crafting 
yeah they are im here soloing last boss of carphin for example atm lol
there are a lot of good parts of korean MMOs, but PvE being an absolute faceroll AoE fest is not one of them
(and soloable too)
Imagine if the amount of stars an enemy had represented their ability to react to players and cause genuine difficulty.

i'd be content if stat-wise they were strong enough to pose a challenge, but that would be amazing
ofc we need both, but even just the former would be great
Indeed, I hope so
IS THIS IT?
oh good please
i think that would be a poor decision considering the blog post has today slated as the .11 update & they haven't changed or updated that post yet.
if you have no expectations, they can't upset you when it's yet again not economy adjustments 😂
i expect everything to be delayed over and over :p
Only an hour
Hope for tweaking of resource nodes 🙂
No 0.11 today. So anyone's guess what's in it.
adjusted light in pocket dungeons. fixed missing water
extended the leash of mobs to be 3 SW now enjoy!
Added rainbows to RoS, Church, and Steelbloom. Re-added the rainbows to Carph.
Generally, a patch consists in a backup, a deployment, and some smoke tests. This can be achieved in one hour.
Sometimes, additional operations must be performed. For instance, some migration of data in the database. This is where the downtime can be longer.
Therefore, the downtime can be 1 hour even if they deploy the Economic patch.
they already said it comiong nex tweek getting dfelayed due to fixing errors and things peopel been egtting :p
bro they literally said that its next week (or maybe week after0
Damn bro slow down the typing speed 😂
Hey that would be a shorter leash distance than currently exists for those fucking iguanas in the tropics
its almost 3 am finger no worky haha
Hmm worse then Beetles
I have had iguanas chase me from the middle of the mainland part of the tropics all the way to joeva
they dont leash until you go over water (the yellow mushrooms are actualy the worst though they follow you to the desert and there realy slow so they just randomly rock up like 30 minutes after u get there :p
If you attack mobs chasing you once, they will leash "properly" and reset way earlier
Why in all of these updates have they not fixed the resources problem yet for t1 that is causing so many setbacks with crafting and progressing
seems like it is bugged with how leashing works for mobs unless you damage em at least once
i like some mobs not leashing or super long leash tbh but i prefer ones that make sense :p i dont see a lizard or mushroom being so motivated about ur death they chase u to the end of the world :p
undead though i see doing that
hit em once and u will lose em super quick
pirates should chase you for eternity if your carrying a treasure map :p if they kill you, they loot your map :p
Good to know about the mob damage thing, but it seems odd because they don't reset when the guards start fighting them.
Yeah it is super weird
one day ill gather all the iguana in the tropics and run them into a node to see if they can beat the guards :p
can every iguana in the tropics able to kill a guard thats the question 😄
please stack all their poison puddles on the same spot!
in the first area, (Lions hold?) is it possible to craft more than just the quest items?
Hello all. So, if I'm understanding the current state of Husbandry, there is not a current Apprentice Husbandry station available, as of yet?
correct, @frank shore and their allies, along with some good natured folks are hard leveling Shorefoot in order to build the first Agr Supply in Shol. If we kept the temporary plan as it was going before, it would be completed in a pretty close date.
yeah. Kind of stuck not once coming across a weeping willow tree in the wild. I can only assume it's the area that I am in.
they are working on it since a while and steven said they will rework economy step by step, starting this week (hopefully)
honestly mayoral buffs not comming down when servers do is a solid update
Since the "clusters" were introduced a couple of patches ago, willow now share the same proc rate as minables and flowers ... You literally gotta just clear everything in an area and see what comes back. I got one willow and 2 copper after about 2 hours of clearing crap
i can dig that one
also someone else cna took new willow or copper after u did ur hard work
miserable
horrible design flaw ... ALSO ... those respawns can come back as t2 or t3 ... If its T2 flowers or T3 anything .... you're locked ouyt
PLEASE!!!
i guess they didnt have backup
but why?? why would u NOT have a backup???
no way they are that inept
what game doesnt have backups???
well i might be worng mayeb they have backup but dont think it is needed to revert that change (idk whats worse)
Do you know where he posted that ?
I haven’t seen them post anything in update notes or progress notes

basically 1 day left before the 'week' ends
And this was from a staff member ?
steven himself
if u click on it, it takes u to the post
Also again reposting this for visibility: https://discord.com/channels/256164085366915072/1374072721675260037
tl;dr: Unfuck artisan and node prog, make gear prog require artisan stuff to incentivize interaction with nodes
Thanks much
K thanks !!
Does anyone have a link to where the devs have said anything about fixing the resources available problem for tier 1
People just want item level so they don’t have to think about big numbers, been using power rating for weapons

Where does the mystic lense recipe come from
Drops from same mobs that maps will drop from
Ok ty
Hello all - Is Shorefoot still on track for Apprentice Husbandry this weekend? I've been running the commission quests non stop today, and the progression hasn't moved.
what's it like to find copper ore LOL and make gear with it?
It feels good, every item I craft I can hear some faraway gatherer screeching
Les gooooo
can anyoen with experince of last phase give me intel on this^
how long it takes to build any JM building in node AFTER you did all 4 basic buildings
The BEST mount... 
It sounds like a dinosaur when moving
Is it 100% mount possibility? No way this can be a beast of burden
You need all the materials, then the building is placed, needs final construction materials and the vote to clear majority and the timer to complete
are you able to upgrade your apprentice gathering cert at an apprentice stonemasonry building, to journeyman cert? im being told i should be able to but i cannot.
I believe you upgrade certs at the foreman and not the stonemasonry building, I was able to upgrade my mining cert to journeyman at level 20 mining
yeah, i meant the foreman at the building
there's a mining foreman at the stonemasonry building that i was talking to, i figured he'd be able to upgrade my cert but when i try to do it nothing happens
in the searchbar search for „stevenjs“
then click on him and you can stalk all messages he ever wrote
This is why I think items shouldn't just be better versions of eachother, but simply different
more variety and more sets for different scenarios
Hey can anyone confirm whether hunting pylons are working and are worth the investment?
Is there a stone processing output that would generate a little bit of gold when sold to NPC?
Selling to the NPC is never worth. It's mainly there just for things you don't want to hold onto and know won't sell on the market.
So if i'm mining a shit ton of basalt and granite to lvl up my mining skill. What would you do with the mats? I'm new to the game
Hold onto it for mayoral commissions. You can get a decent amount of glint once the turn in commissions are up since they're repeatable. Also pick up the gathering commissions from the marketplace in a node.
ho yeah, I didn't thought about those, thank you Clover
@tiny jacinth I had that issue when I exceeded the 5 apprentice skills
allow mix and match of ingredients to alter stat line ... sub out oak for larch to get crit chance on a bow for eg. ... Let it be a discovery chance to learn a new recipe by experimentation. sometimes the craft fails ... sometimes it let's you learn the recipe but craft fails ... sometimes you hit both
Volcanic rock doesn't seem to have any bonus loot like basalt / granite
thats a lot of iron nodes 🙂
BTW why does Volcanic Rock Mortar require Bluebell thread instead of a tropics based thread?
I think they haven't fleshed out the other biome recipes just yet
recipes aren't fleshed out in any real way
recipes would be just better if it was T1 material and t2 material and done.
I wonder if it's worth considering switching JM Hunting from Winstead to Miraleth and JM Armorsmithing from Mira to Winstead, that way all JM Metalworking, Armorsmithing, and Weaponsmithing close by, plus Mira will have JM Hunting [App. Fishing for town fishers] and Leatherworking already in the node too. Ofcourse, will need to take into account time and resources needed to switch but it maybe worth it over the "long" term [depending on what happens on Aug 4th :p].
this alpha is dependent on egos to accomplish anything, so town layouts are waay too kind for the sweats to coordinate effectively
after near 13 hours of searching...i question if Willows exist...i know they exist of course. I've gotten a few before...but 13 straight hours of no other gameplay and not a single one found.
Probably just put the axe down if you ran around for 13h with nothing to show for it
Trees, t1 ore, flax
willows....
Ok, just willow trees, T1 ore and flax
Hopefully next time there's better bench coordination. Herbalist and weaver benches are being built on opposite edges of the map
the whole economy system is a bit of a joke. Imagine a medieval city without skilled blacksmiths or requiring building materials like wood or stone which aren't abundant in the local area.
Oh no dont criticize the node plan
Noob question: Can only one copy of each capability be built across the map? or is it an issue because it's very cumbersome to build and we need everyone contribution to do it?
Is there a YouTube video that explains all the mayor buildings make what stations and the limitations?
I think nodes would be built easier if the ticket reward made it better to do the more expensive requests. Who wants to donate tin or grow celery. When I can donate 25 rocks and get more tickets
now why cant this happen with copper and zinc lol
Are there any Journeyman Mining stations? I got to level 20 mining but apparently can't make the pickaxe??
there are not JM stations at all right now. i feel the game is stalling out with out the Mining Nodes being fixed and crafting being dumb amounts of mats.
See picture above ... they are taken by iron lol
Wait if there aren't any JM stations, how did anyone make a JM pickaxe or other gathering tools?
no one did
Found one 🙂
burried in a tree lol
IS THIS IT?
I hope so,
NO WE GET ARTISAN PATCH NOW, JSUT NEED TO BELIEVE
For awareness
Temporary Gathering Spawn Rate Adjustment
As part of our ongoing efforts to improve the economy, recipe composition and resource distribution across Verra, we’ve implemented a temporary change to gathering while we prepare for a broader rebalance in the coming weeks.
• Increased spawn rates for the following gatherables: Copper, Zinc, Flax, Weeping Willow, Braidwood, Dragon Tree, and Cacao.
• Mining now has an increased chance to yield bonus materials.
These adjustments are meant to ease material scarcity during testing and will continue to evolve as we move toward a more comprehensive economy update. Stay tuned!
Thank fuck
YYYEEESSSSSSS
yes thx, but most problematic were rubies/emeralds/tin
people could decon items for copper and zinc, so they are not needed for crafting
and tin is bottleneck for 80% crafts atlvl 10 (thats the only crafts that have any impact at this state of game)
Wait a minute ... Won't braidwood hose up the system because it isn't gatherable?
yes thats of concern too
At least we can level up crafting relatively easy now? Then chase after the desired materials to craft our not best gears
or 3 frags from an orb that costs 3 silver
yep
cheaper to go with sword overall because of kit costs
and faster
oh i didnt know that actually thx ^^
This is probably the best news I’ve heard in a long time
until we realize it just made it quicker for the t2 nodes to spawn and block everything
ye but make me think like you pls?
because i am short on rubies/emerald/tin not on those mentioned
i want to share ur optimism
To you short is different than to others
well it coudl be mistake in wording, because weeping is same tier resourse as tin, and it has been patched
okay i m not loosing hope
TIN TIN TIN
I logged out right at my mining location that was doing me VERY well before the cluster update
after the cluster ... Which I reference as the clustered update ... I have only gotten like 8 copper 2 tin and 0 zinc
anyway i am glad that they atleast addressed this issue and made temporal fix. I jsut hope true patch will be soon when they ll fix gathering/processing/crafting
Why the increase in braidwood spawn? Just trying to understand 🙂
i was
about it too
Honestly ... I kinda wish they had these back ... Go mining ... Clear it all and see what ya get. Get that hit of dopamine when you get something cool.
@marsh vigil thank you, thank you thank you
or atleast mix them in as the dynamic gathering nodes
Just as a note both trees are apprentice but the capacity widths are off just wanted to bring that to your attention @marsh vigil .
i need the copper to do the push to JM weaponsmithing i honestly dont care much about anything else xD
Holy crap temp gathering fix before the holiday weekend? A++, I was not expecting this after yesterdays news, very excited to see it and a big thank you to the team for trying to keep a positive experience in the server even in an alpha state
so its semi... fixed 2 tin out of all this
ALOT more ungratherable spawning then what can be gathered spawning, havent seen 1 copper/zinc yet
prices 📉
Yeah it sounds like ungatherables choking out things like copper is still a problem, I don’t expect this to completely solve the issues
not sure about the copper/zinc being more ... but DANG! the Basalt and Gratnite are EVERYWHERE ... Time to get minin' boys
But them TRYING something before the weekend is certainly appreciated. Good sign for how they’ll manage the game long term. Would have been easy to say “we’re not focusing on that right at this moment in the alpha and it’ll come when it comes”
yes 100%, they put in something to help, but it also allows them to see the bigger issue on the spawns
5 zinc, but lets see if its gatherable
Hmm, not sure what you mean by gatherable, maybe I haven’t seen that bug yet, are resources spawning we should be able to gather but can’t?
yo is there more tin? gatherers?
sometimes stuff will spawn but its not gatherable, aka you do the whole gather but then the node stays
and it doesnt go away and you dont get any mats
@tepid drum @marsh vigil so the patch helped, but also screwed us over more. There are WAY to many iron/slate/rividium spawning not even 1hr after the restart. about 80% of the nodes ive ran past in the tropics are iron/slate right now. We as a community arent even close to a single JR building yet to even gather those mats.
When different tier resources are on the same proc chance ... it'll always be hosed up until end game tier 6
it'll repeat EVERY tier
They are gonna have to make a system that checks node progression OR, separate out the tier nodes and have their own proc chance of type and respawn time
ya ive ran around the tropics since server restart and this is all ive found
not bad tho
certainly better than before
have you found and t1 rocks to test the added proc rate of extra resources?
I've hit about 25 granite and proced it twice
like the extra chance to get copper/zinc? no i havent
i was just running around looking
it's a little better
but still the iron/slate/rividium is causing massive issues
and ... if I am correct, it'll also proc a chance to respawn something better
all the t3 mining
If we mine enough this weekend, maybe we can make every. single. resource. on the server something that can’t be mined yet. Would certainly put a spotlight on the problem
That's the problem ... the cross proc rates for different tiers will always be a problem until we get GM benches
this is already happening within 1hr in the tropics 😛
challenge accepted
not if there system worked RIGHT since gatherable tiers are meant to be connected to node levels
I came here to click on rocks and chew bubblegum…
IF t2 benches came standard in village nodes... then the mayors work directly on starting the specialized t3 benches ... it would work out
t1 benches should be standard in an encampment
ya that would 100% fix the issues right now, or at least the BIGGEST issues
we would already be working on t3 items and cycling the gathering nodes properly
make the journeyman crafters journey ... not the apprentice lol
does not really feel like anything has changed with this new patch
it has for sure ... not sure if it will be enough because of the t3 gatherables respawning
t2/3
we can get t2 trees and ores
if they dont bug out
lol
this is still the plan
Steven confirmed it on a stream during Phase 2
ran into so many bugged out willows this past week
@marsh vigil can you turn off T3 nodes for a test?
PLZ!
Anyone seeing the increased willow count yet? I haven't seen it myself and been running around since server reset
are you serious??? @marsh vigil ❤️
yeah, i can try and find it for you.
the current version with visible nodes was just easier to implement apparently
all I see mostly is 90% basalt and granite like usual, so I don't really think this patch fixed anything.
I think for now, gathering isn't worth the time sink
timestamped:
https://youtu.be/inZAJmH71f8?t=731
Everyone should be sure to do a /bug report when they encounter an ungatherable resource, maybe we can get a hotfix
so farrrrrr we aren't seeing any copper or zinc lol
oh man if i do that im about to blow up there bug reports
well im sure we have to give it a min... you probably haven't traveled very far since the patch update
I'm also clearing out the basalt/granite
just got a singular heroic copper from a granite lol
I'm trying to use a green decon kit to decon a common copper greatsword and get the message "insufficient inventory for deconstsruction". What does it mean?
pack is free : /
/bug it lol
try removing and re-adding your packs
im getting more stuff hitting basalt and granite
I just got 4 copper from a granite
"mining now has an increased chance to yield bonus materials" - bet that's exactly what that is
for sure
I'm about to beat the shit outta these rocks
im mining nothing but basalt and granit as a test to see how much I get from procs .... using 3 mining bags
increase the chance by 1%
chance * 1%, ok done ^_^
I have not been everywhere on the map, I usually stick to dense wooded areas where resources are easily overlooked due to the terrain and did not spot much. As open areas are easier areas to spot resources.
RIP
Currently all the nodes are T3 and effectively bricked. Will this update address the 1000 Braidwood and Iron nodes or will those persist?
it's pretty clear the update did not address the T3 nodes
Which requires T2 resources lol
nodes should re-roll after not being gathered for a set period of time, it's just common sense
sperate out the nodes and only have t1 proc as a t1 etc ... OR Proc based off of node advancement ... OR ... Allow all villages to start with t2 tables and let the mayors start work on t3 right away ... I prefer the later
That's what I'm trying to get clarification on. Because I have seen them flip right in front of me. Just not 100% sure that is how it works.
soooo is there zinc now? uwu?
ah interesting, I've never seen that, maybe they have the mechanic and just need to tune it
no zinc for me so far
I've seen that too ... AND I've seen a tree come back as a rock
I ran around the tropics and 80% of the nodes that could be copper/zinc are iron/limestone or rividium
Yep, found 2 slate, the rest are T3. Hoping they flip in an hour or two.
to my knowledge once they are t3, it stays t3 for a long long time
If they do flip, I think it only upgrades yeah.
so like 80% of the tropics is already screwed
So I don't see this actually fixing anything unless they tweaked that and just don't want to disclose specifics
test complete ... mined 200 granite worth of nodes ... here are the procs
how long did it take
about an hour 😦
would be cool to get an increase for droppings
maybe 45 minute
so that's ~40 resource nodes right? it seemed like it was 1 bonus drop per 40 resource nodes previously, so definitley a meaningful improvement there
honestly ... this rate seems like it should stay even when they "fix" it
hopefully that's what their data tells em
it's nothing game breaking ... but yet rewarding enough to not feel bad about clearing nodes to have other things spawn
I heard in this chat about a week ago that it's better to keep using crude tools vs. novice, and only upgrade at apprentice because of something to do with rarity calculations, anyone know if that's true / confirmed?
yea curious if you end up finding any.. none seen yet 😦
yea thats good, but their update notes clearly say changed the spawning of the actual nodes 😦 this is what i was hoping changed
I've found a few ... nothing to write home about
it may take a while to really see a change in the node spawns because of the timers and how that all works, fingers crossed
I've been trying to clear out the basalt and granite to see what happens
same, I've picked an area I rarely see people so I can hopefully tell if it's actually different in a couple hours
also, if you see a random larch or hemlock in with nothing but oak and ash ... chop it
chop any standing out trees 🙂 uncommon+
What’s the respawn rate on mining nodes?
Variable between 2.5-3.5 hours... I think.
Thank ye
what do you mean by the timers?
Nodes have variable respawn timers
variable respawn time + (allegedly, according to global) they will re-roll to a different resource after not being gathered for a set period of time. If a specific resources probability of spawning is changed I would expect it to take a while for that change to propogate and really make a difference. Need a lot of resources gathered and a lot of resources re-rolling before you'd notice it.
ok, thats a good way to explain it... i just wish i would see the change lol
be the change you wanna see my friend
I'm watching 2 limestone nodes while I work lol
im tryin my friend lol
But that is to help augment mining.. that is not to be the primary method
@marsh vigil @dense sable
I appreciate the attempt at helping ore by increasing ore spawns; however, this isn't the issue and doesn't solve the problem. To be more clear, increasing isn't helping because the ore isn't spawning in the Riverlands. The "cluster" update done last Friday somehow broke ore generation only in the Riverlands. My assumption is that the desert and tropics were built different and possibly designed in a different way than the Riverlands since they came online later. Just a theory.. you would know better. But the issue is that we are only getting stone (basalt/granite), gems, and oddly we see Iron spawn. But the Copper/Zinc T1 ores are not spawning correctly in the Riverlands. I hope this helps.
They know the real issues for professions and economy. They just need more time.
That's why this is a temporary fix
I do hope they keep these extra resource procs the same ... it doesn't feel bad to clear out t1 rocks
Me too. They are listening to us, trust the process. They are cookin...
The point is that the fix isn't a fix because it doesn't address the underlying issue.
They don't have the systems and changes yet to fix the underlying issue.
And they need to build the ability to rollback a patch into their process
I agree ... IF they would have t2 tables defaulted at village and then mayors work on t3 specialization ... everything will start falling in line with the progression
They could have done nothing and people would have been upset.
Yea.. T2 will help for sure..
but t2 AS SOON AS the node hits village as a default ... every table
Takes longer though since upgrades are relaint on the T1 resources we are having issues gathering as well. It will get corrected no doubt...
They don't even need to do that. Just add the tool tables at the Independents.
That would be nice
Here's the good news .... When crafting and gathering is your biggest complaint ... time to kill - combat skills etc are in a pretty good place lol
Agreed.. the balance there is certainly better
I think they should have t1, t2 through t5 all on separate expandable nodes. Meaning at wilderness only t1 and t2 materials will be found in the world and as nodes level up so do the gatherables about the nodes.
not sure i"d go that far. Still quite a few broken skills.
The fact they have t1 and t3 sharing nodes is wild to me.
I agree ... it's not perfect, but certainly the most mature system they have
we would still be stuck on t3 for a LONG time
I'm hoping that that is the work going in to this big econ patch. I think there are going to be big sweeping changes on the front end and back end.
Once they figure out the balance with Artisan and player progression so that crafint novice/apprentice gear is meaningful then this game is going to rock
It really wouldn't surprise me if they sped up how to get t2/t3 stations
Not really, because we could be stockpiling the resources to unlock T3 as soon as you hit 10
where would we make the t3 tools?
Things are supposed to take time.. and get harder as we progress. It is best for Intrepid to slow it down. Especially considering this is going to be a subscription based model. Can't have players reaching max level in the first month and cities advancing to T4 and T5 in the first month because players will stop playing.
their stated goal is level 25 in 100 hours ... they want t3 node in a few days and t4 node in many days
they want t5 nodes in a few weeks and t6 in many weeks
Max level going to be 50?
55 I think
I think the info on how long nodes are suspected to level might change to be longer than what's on the wiki
Just 50
Agreed
@marsh vigil not sure if this has been mentioned before. Are there plans to have increase cargo capacity for caravel in this phase? or maybe phase 3?
I'm OK with that ... but ... one way or the other, they will need to hgarmonize crafting levels to player levels if they want low drop rates
Increase cargo is based on crafted Tier isn't it.
yeah but i believe different rarity oak doesnt affect the hull currently?
yes, willow has more capacity than larch for eg
That is the balancing goal. As it is now.. players advance too fast and make novice/apprentice gear obsolete
we are talking about caravels here, can only make caravels out of oak.
true ... even apprentice gear gets squeezed out. They need to make base gear full set recipes at each tier available quickly as well
Sadly.. 2.5 might just be screwed for novice/apprentice at this point. But getting that balance dialed in now before P3 will be a big deal. Thankfully we have time.
We will still need to make the apprentice artisan gear for ourselves. The overall quality rating and stats will be needed for crafting
and it's started ... t3 everywhere lol
this is what im saying.. i just dont understand why all other tiers of things are working and regular are not
even the temporary fix we are supposed to be seeing, isn't working
The problem is ... you mine a t1 copper ... it could come back as a t3 rividium
then just hoses up that spawn node
but as a temporary fix, make it to where this doesn't happen
that would solve the whole problem
take out that random tier thing
that clearly isn't working
the code may be a little more comlicated than that
complicated*
7 saphire in one spot
it may not be the ultimate thing they want to happen, but they could temporarily make those tier 1's spawn, im sure
3 luma's and a rividium just 200 yards away
@marsh vigil @tepid drum you guys need to just turn t3 spawns off for right now, so many spawns are becoming ungatherables because they are coming in as t3, even basic ore in Shorefoot arent respawning
we are a few hours since the restart and there are already so many ungatherables
I think they'll de-spawn after a while and reset
ive never seen that happen before
they do
and ive stayed in locations for a while to see
mark a braidwood and come back after several hours .... maybe a day. it'll be different
a whole da?
thats WAY to long
it takes a while
like freaking absurdly to long
maybe they need to lower that to 6-8 hours
i agree
SO IT BECAME WORSE?
hopefully they are reading this chat and seeing that clearly things aren't working, and if they intended a different fix then maybe more of an explanation on how their fix was supposed to work or change would help a lot of our questions
2 hours isn't enough time to allow a gatherer to find t2 stuff because t1 should have a higher respawn rate
4-6 maybe
2hrs is plenty of time
we need a response is what we need, they are being lazy with it. its SUPER easy to fix this right now, you legit just turn off the t3 node spawns and BAM probably fixed
maybe not completely, but you cant tell me they cant really make a temporary fix to this problem
oh they 10000% can, they just arent
turn their proc chance down to 0.0001%
they can legit just make id/ spawn chance 0% and boom itd fix
but why not.. you cant tell me they hate their community of testers that much they would intetionally cause the problem to be worse or not create a temporary working fix
based on there actions thats what im seeing
it took them how many days to max a temp fixed that did basically close to nothing?
because they REFUSE to look at the major issue
but this resource thing has been happening for weeks!
no
it wasnt this bad before .10
before .10 you'd see iron here and there
but you'd ALWAYS find zinc/copper way more often
i could wander around pretty much anywhere in the world and find at least 10-20 copper/zinc in a good amount of time. before .10 patch
it messed up at the cluster patch
and id find maybe 5 iron in that same time span
before that we just simply didn't have enough nodes to mine
i clearly haven't seen anyyyyy flax whatsoever
.10 patch basically fucked gathering
clusters was a cluster
and todays patch just showed just how bad the current system is because iron is in 80% of the spawns, then limestone in the other 15% and then the last t3 mat for that last 5%
w/e that one is called
at least im finding some slate and halcyonite ... that's some improvment
I don’t think they did it on purpose but they didn’t know what would happen with the system because they have never turned it on.
where are you finding this
i dont think they play the game
if they played the game this would've been done in 36hrs
in areas heavy covered in brown crap in thick trees lol
the fix is stupid fucking easy and they just refuse to do it till they can get around to the econ changes they promised 1-2 weeks ago which we wont get for 2-3 weeks at best
Are you a software developer?
i use to do some coding yes
They are literally working with a brand new system they built while we play an alpha take it easy.
I honestly find it hard to believe they "don't want" to fix it
Nobody in software developemnt ever says anything is "stupid easy" yet get told it all the time.
By fools who have zero clue
i had stuff that i had to fix that was stupid easy to fix so.. i have different history on that
they will get it right ... they're cookin' ... Took them how long to get time to kill feeling good? and the combat system is their most mature
we just gotta keep them flooded with factual feedback
until its in game i dont believe any etas or promises from any company anymore
It's clearly a deep seeded issue and they have to work within the bounds of what they can move quickly on and what would invalidate other branches.
also correct me if im wrong but wasnt this meant to be the crafting testing phase? and its had both the worse gathering and crafting out of them all?
they tried something ... it didn't work ... try something different ... That's agile development
it's not a fun way to develop ... but it is effective at getting to the proper end goal
yep, iterate, test, repeat
I've already found a bunch of dragon wood and copper
so it did do something
yeah ... im finding slate and halcyonite
but thats why you have different braches so you can test without hurting the other stuff in progress, you could legit turn off the t3 spawns for now and then once the econ stuff is good to go turn them back on. its not hard to change spawn rates or IDs of stuff and then revert it without bricking anything
I've only seen one willow and it was stuck in a huge rock
I do think they need that economy director position filled because there’s some oversight on the effects the some changes are causing but it’s a steady progress thing.
branches are tied to the tree ... something are deep rooted in the systems
You don't know any of that, you can't unless you know their codebase. This isn't an Ark server ini lol.
The 3 limestone nodes I was camping are all gone. I had to go afk for a few and missed the switch but confirmed gone.
ok ... something is bugged ... I cleared a small area outside of new alea ... I gathered 5 granite ... 4 came back within minutes as Rividium
yup those nocdes are now cooked for a while
how long
That’s intended a bit modes still love around. I just don’t know how they have clusters working
Is there a trigger chance every time a resource spawns can it trigger a cluster around it?
im not sure
Slate isn't a part of the patch. Probably just a cluster thing
my hope is @dense sable is watching the chat and notifies the gang that can make the changes that will be actual changes for us or at least explain how this "fix" is or was supposed to work... a little more communication
The team is watching the chat
We're looking not just at feedback, but data since today's update. We'll continue to work and balance as needed
I submitted a bug on the 4/5 turning into Rividium
sorry if this has been asked a million times, how exactly do we get crafting stations to journeyman level?
do the quests "fill orders" in the node
I've cleared a lot of granite. But did get a little ore as a extra
and once all the fill orders are gone they upgrade? or
then the building starts ... then go to the building manager and give them more stuff lol ... then it's built
ohh okay thank you for explaining
Journeyman stations are related to the Service Buildings at Nodes
As Nodes progress and mayors upgrade Service Buildings, things like Apprentice (tier 2) and Journeyman (tier 3) stations are connected with them
have you guys considered having gatherables spawn based on the stations highest tier in the world?
cleared granite and granite repopped......grrrr
i appreciate it... but please know that the balance "as needed" is definitely needed for the community to be able to get past the hole our crafters and gatherers are in because of the lack of resources and the fix that didn't seem to work.. we have faith in you guys and we know you can resolve the issue
your right i dont know everything, sorry for the crash out just very.. frustrated
I totally get that.
The team has considered a lot of things, but I'll bump this suggestion based on the discussion happening today
I know its meant to be tied into node level but nodes are leveling WAY faster then stations are, we dont even have a app herb building yet
Yeah, today isn't intended to be the final solution. Like it says in the update notes, this was intended to be a temporary fix to help with materials while bigger updates are being worked on
ya as a gather at heart my heart has been hurting since .10 patch
can you at least say that the team notices that the fix didnt work and maybe they can put another "plan of action" into play to maybe counter the fix that was supposed to work
I think having t2 stations as the default in village nodes would really tie character progression with crafting progression pretty well ... that way mayors can start working on t3 stations from the jump @tepid drum
i think the issue is, the fix pushed today WOULD be working amazing IF t3 nodes didnt spawn, the t3 spawns are what is basicallying screwing over any fix to the copper/zinc/willow spawns
yes i totally agree we knew whatever the fix was supposed to be today was temporary but you have NO idea but im sure you do know the amount of people thrilled to hear about these update notes only to spawn into the world and not really see much change i guess is my point... so maybe another plan can be implemented is our hope
That's why I made my stations suggestion
yes even if this is something that is done just for alpha because of the time limit on the alpha tests
well you guys didn't over do it with the change. Cleared a field of granite and repop was another load of granite
Alternatively, if the node benches can be dev boosted to Journeyman it would allow us to self resolve the issue caused by T3 nodes blocking T1 & 2 spawns. At this rate, we likely won't see Journeyman by 8/4
which is why i hope they know whatever they did today didn't really fix
we'd be LUCKY to get ONE JM before wipe
and that's too long ... Mayors should start working on joureyman as soon as elected ... t2 stations should be default in the marketplace area ... t1 stations should be in the encampments
if that does happen then the rate at which the spawns are set would be fine id feel
i think village is when t3 starts spawning
that wouldn't break the game AND it woulod put crafting on the same pace as characters ... then as the game progresses, crafting gets more and more difficult
so if you hit village>t3 ore spawns> insta start on jm station>finish it and mine the t3
it just flows much better
AND ... apprentice level crafts would actually mean something
Yeah, its been said many times before. I think everyone agrees. It gives artisans the same progresasion flexibility that mob grinders have
novice will be to work skills ... pretty quickly ... t2 is to gear up the slower leveling folks that don't camp grind spots
My idea has always been. If the world can't gather it, it shouldn't spawn, and if the world can't craft it, it shouldn't drop. Would push more cooperation with leveling nodes and the world, instead of just rushing to 25/50 and farming gear
get to building Aithanahr buddy
The server needs you 🙏
I doubt we see JM crafts before aug4th tbh
We are working on it. Aggressively. We knocked out the weaving bench in like 3 hours.
even with proper t1 and t2 gathering quantities ... that's TOO sloow
Zinc is a major bottleneck. I spent 30g of my own money on Aith already and I'm just a member.
t1 and t2 gear has already become useless for a WHILE
Idk who planned this server stuff but pushing lumberjacking into shorefoot is a throw, literally have to wait a month to unlock that node and then its going to take forever to get all the resources over there
If we could get every artisan on the server to actually work on the mining bench, we could probably knock it out in a day.
One day we'll get t4 nodes and won't have to plan out servers
Then move on to lumber. And by then Herbalism would be up.
deconstruct the tier 1 vendor boots
I thought Lotharia and Lyneth guilds would have some journeyman stations up by now
Feels like the same progression loop as Vyra
requires ore, not frags
I still disagree with the artisan bench’s starting at apprentice but they could be much easier than they are.
i mean..dont we have to wait for the mayor of halcyon to start the stuff?
I think so. Last I checked it was armorsmith and weaponsmith buy orders.
ohhhy ... that's sucky lol
what is your reservation or drawback with that?
curious
My thought is ... if people can get to level 10 in 10-20 hours ... why is it a problem for stations to come up in a few days?
I’d like them to figure out a reason to use caravans between nodes and starting at apprentice if they required materials to be processed in one node and move to another it would create an interesting dynamic.
And I’m not saying that the apprentice buildings don’t need to come up faster just that they should be able to be built faster.
If players are gonna be level 20 in 100 hours, why is it a problem for nodes to start work on t3 benches and have them in a couple of weeks
just got tin from slate, that's pretty cool
there will be plenty of opportunity for caravans ... just t1 and t2 really insn't the time for that imo
We still have to progress to town, city and metro
That’s the thing most options should be viable after level 10 including if you want to be a caravan runner.
a tier 2 bench isn't gonna stop you
matter of fact ... you'll get larger vans quicker
I just went running for two hours not one flax plenty of Bluebells and Grave Lilys but not one flax hows is a tailor suppost to level past level 10 when every peice of armor takes 20 linen(Flax) and you cant sub any other plant? flax should be like snowdrops that there is a bunch in the world.
poop is ur friend
If every node has all the tier 2 benches it will. Again if they allow the base buildings to be built quicker it solves it I. A similar way while sticking closer to the current system. The caravans I’m talking about are not just the glint ones but material ones which intrepid hasn’t worked out yet.
how ... people run their materials now ... t2 isn't spread out far enough for vans tbh
even t3 didn't use vans for processing
building node buildings at t4 is where vans will come in handy because it'll take resources from further away
I agree but the economy isn’t in place as it’s supposed to be. But that doesn’t mean the it won’t be in the final game.
village and t3 nodes all use local resources
t4 is where you'll really need those vans to advance the node using resources from neighboring biomes
this is how Flax should be (Bluebells in the shot)
t5 will need resources from biomes a few away ... metros will need resources probably from every biome
I still feel that villages should start with t2 stations because that flows better with character progression. It wouldn't wreck the economy and players can really explore crafting before it goes bonkers crazy hard grind lol
same as character progression and leveling ... level 19-20 is a bit of a grind ... but before then, it really isn't that bad ... 100 hours is their stated goal. not too much to ask to have t2 stations up in several days and have t3 stations up in several weeks to a month
I'm good on the agree to disagree. Like I said they could majorly shorten the requirement for the apprentice buildings themselves and it would still keep up with leveling speed. Since we also will eventually have building destruction itself it might building quicker might lend to the getting back on nodes feet feel after losing it in a siege.
can this PLEASE BE COPPER AND ZINC 🙂
I BETTTER LOL
just dont see how they can increase the PROC for a random ore to spawn with the granite or basalt but cant actually make the copper and zinc spawn... explain that to me lol
I cannot lol
Honestly I don't think we'll ever get "good" drops for key resources in Alpha 2/2.5
same reason they nerfed mob drops
maybe they could have warned us this is how it would be in 2/2.5 lol
I'm so tired for people trying to gloss over the problem with comments like that, Just get Procs to fix it or go kill 1000 animals and get droppings so you can make 20 flax
I don't think they knew ... honestly ... I think there was a major flaw in the cluster code and it's takin them time to figure it out
Mob drops in pois haven't been nerfed at all
SB is dropping things like crazy
if no resources were spawning i could understand but clearly their cluster is working for other resources.. this is the part that is hard to understand
like maybe in the code replace granite and basalt with the words copper and zinc and flax lmao
Im sure it's hard for them to understand too or it would have been fixed lol
maybe they are withholding those precious goods from us to tantalize us lol
there's not a lot of content so they're stingy with everything, resource spawns, gear drops, xp. I just hope that is relaxed as more content is added, constant famine is not good for the game long term
you think thats what it is?
i think current resource drops are still too low, well below even "stingy", but it's natural that stuff is harder to get when there's less stuff to get total, I think that's the overall philosophy
So crafters "make" the best stuff but it will take weeks to find enough of tier 1 resource to make 1 Tier 1 light armor which 90% of the tester will not need by that time so 10% of testers will do the actual crafting which they will just sell to the NPC's since nobody needs it, so only 1% of the lower gear will be actually tested gotcha
OK, so far still no copper nodes. But a decent increase in zinc nodes
I explained why I think they're setting it up this way generally, I'm still actively providing feedback it needs to be increased for exactly those reasons, no need to get upset
I've seen more slate than anything ... maybe it's our locations?
never had a shortage of slate I know of
after the cluster patch I was haveing a hard time finding anything other than basalt and granite
the weekend would be a great opportunity to test out the most because most people are off work and such, wish they could post a fix for copper, zinc, flax
very discouraging for us willing to help test and not being able to fully
holyyyy helll!!!!!! one node!!! you got the jackpot lol
where oh where lol
more than the last 3 days ... progress I say lol
As someone who gathers a lot in Ashes, I would rather be frustrated in the Alpha than in the live game. I understand as someone who forgets they are testing an alpha because Ashes in many ways feels like a game to play. In many, many other ways, its very 1.0 in many of its system designs. Intrepid needs time to get these systems right and sometimes they will be wrong and that's where we come in and help them along the way. As someone who really wants to play Ashes right now, this phase 2.5 feels more experimented upon than the previous phases and I love that! We need A/B testing from many of the econ systems and more.
Just let them cook and when the update is ready to come out to get us out of this econ hellhole were in lol, then so be it. 🙂
If you are citizen in say Joeva and grab a freehold in a different node does it automatically shift you to the new node?
or does being a citizen not matter?
doesnt matter now
Where do you get these bags? Do they drop in Forge?
yes
Rode around for ~75 mins, mining all granite and basalt while on the lookout for copper/zinc/ruby. Dropped all normal granite/basalt. Not a bad haul, only 2 small copper nodes found, but ok-ish copper as bonus drops. A lot of zinc, probably found 4 large nodes and 6+ small nodes.
Overall I felt the increased drop/spawn rate. It's not where it was pre cluster implementation, but much better than it was yesterday.
Was this in the Riverlands?
Those numbers are still very sad in relation to how ore is supposed to be generating.
U can't buy them anymore
Is that player made or a mob drop?
must be dropped in forge dungeon ... its journeyman level bag
That is a pic from the codex tho because it shows the ranges. The actual drop will show the real values for it.
Like this
idk guys there just seems to be not enough iron
Are f CRAZY ? who the f think its good idea to make APP Farm to south desert , so for cooking skill we trawel between Azma and Winstead ? seriously guys think about that crafting more than making f tools for gathering !
wasted golds and time for cooking ... seriously gj
I get it if we will have 20K more people active but with 2k people active in one time now we cant test it properly , maybe phase 3 will be suited more for crafting friendly.... So far its just pvp , big guilds , influencers ... But more then half people here play most solo or with small guilds ... I dont get it ...
anyone finding flax ? like this is nuts.. running around the whole world and NO flax
Do droppings still drop off low level mobs? LIke the level 5 grems if Im 25?
no
Is there a needed level range within the mob?
not sure about that one.. because i am 13 hitting lvl 7 grems and getting the turds
Thanks!
lmfao
You think it's bad now wait untill the vassal system comes in and you have to go to the other continent
looking at Shorefoot, it seems like the agricultural supply apprentice building will need things like basalt, daffodil, and ash, which as far as I can tell, do not spawn anywhere nearby. Will we need to ferry them over from the south?
Tropics will have additional region specific buy orders, but as this is the first one will need to wait to see what they are
i wonder if the update today will include a fix for the resources and flaX
i doubt
There is an update today?
well they usually do at 1000am but didn't today maybe because its saturday not sure
2 in 3 days
but to be fair ... that's for like tiers 3,4 & 5 ... Tier 2 shouldn't take you to other biomes ... I understand tier 3 should, tier 4 should take you to many across the continent and GM should be global ... Tier 2 shouldn't be an all day task (2-3 hours of someone's dedicated or allotted playtime) to create a single item
horrible right? ugh
i think riverlands is screwed lol
they'll get it fixed ... this is not the inteded game loop lol
I swear though ... If they thought about it, and just gave it a try. If they would allow Crossroads to have storage, Encampments to have T1 stations, and Village Nodes start with T2 stations, THEN allow Mayors to start work on T3 specialized stations, this woiuld allign SOOO much better with character progression, regardless of how long they would like leveling to take. You would then only need to manage node leveling with character leveling from an XP award standpoint. Nodes AND characters are progressing way too quickly at the moment. Nodes will naturally slow down once we have several starting zones and players are spread out more (less XP going to a single node for eg) and Character levels they know they are going to work on to target 100 hours to level 20.
this would also alleviate some of the resources getting trapped behind t3 nodes for days because we would have been gathering t3 resources now for about a week
9 levels
I heard someone say animal husbandry is the only profitable artisan and farming mobs is still better than the others. Is that true?
Yeah, people like mounts
I heard someone made a spreadsheet of all the crafting stations. Is that true?
Is there a pinned/organized list of best recipes for levelling specific artisan skills?
or a site of some kind?
was an apprentice herbalist ever built
I mined my first tin ore 😭
leg?
bro
i jsut checked cooking
and its fantastic
u need 64 weeping willow for 1 bread
can someone tell me when they had processing patch did they actually check processing recipes?
because 64 willow for 1 reagent for cooking which turns in 1 hour food feels like out of control
same with farming 8 weeping willow +4 droppings to get 5 weeping willow
like you cant just do 1/2/3 processing patch without checking consequences?
all crafters have quit after 1 week of phase, and half of gatherers quit testing after gathering became nonexistant week ago.
its not healthy for testing when testers of some important parts of game are just quitting till next phase and not testing it xd
how bout u wait next week for the other half of the artisan changes before QQing :p you know the side that will make thing cheaper :p
i mean i wonder how this change went to live
and i m not qqing, i still think that game is great, but we need to put attention to such details that make whole parts of this game not working. This one of the core systems of game - crafting, shoudl eb addresed pretty fast. Good this is stress testing, and i guess in long phase 3 we wont have such problems
i actually have invested big amount of time in crafting this phase, and thats why i am trying to point that there is major flaws that dont let whole system work
Current Azmaran Ag Culture progress. Under Construction Phase
devs need to hurry up with artisan patch my banks getting to full of willow and dragon wood :p
got some tin? xd
nope
i be lumberjack :p 30lumberjack 43 lumbermilling 20 carp 😛
got like 4 banks full of T2 wood dont wanna process it till artisan patch
somone in global saying u can buy horses from the agri vendor in starting area too btw
Devs just want everything to be a chore .. grind is fine but I think they are forgetting about the fun part ..
Leg ?
im too poor :(
i'll check it out tho if its true
pretty pricy
I mined my first tin ore today never saw it before 💀
can we make Apprentice Sycles yet?
4am est (little under 2 hrs)
Not sure I understand
In 2 hrs
we will have an apprentice station? which node?
It has a construction timer, in Azmaran
ahh, i understand! ok cool, thanks a lot for answering
im confused though that they have bags for sale on the markets, yet there is no way to get the big bell flowers yet
you can with rare & heroic treasure map
that's how they have been able to find the bags or the mats to make them?
to find giant bluebell to make em
Is there a good guide that discusses the professions?
Azmaran's Agricultural Supply building will be online <t:1748160600:R>
This will unlock the following:
Apprentice Animal Husbandry
Apprentice Farming
Apprentice Herbalism
Does anyone know what the chance of bonus drop from mining Volcanic Rock is? I cannot recall seeing much if any.
Azmaran's Agricultural Supply is now built.
There is a quest in the starting area where you get a horse for free. Talk to the trademanager or master or whatever he's called
That’s a cooked mount. We were looking for specifically uncooked horses
whats the desert equivalent of western larch, well do any desert trees give 25 fuel?
Ok got it
Why does it take 8 weeping willow wood to create a rooting ball that will only generate 5 weeping willow wood? Let alone the need for droppings of the same rarity
Because like other games, they want to make this a grind from hades
But it's not a grind. It's literally a net loss of mats
It makes rooting balls of anything above novice useless
What, you need more mats to make less. So if you need 10 trees you need 80 instead of 50. You have to grind more
correct. I think you don't understand the concept of grind
Ah yes, grinding to go down in materials. I see now. You are meant to have nothing in the end lol
its to make people who cant read get baited
I have to assume that's the reason, that and making a mockery of anyone dumb enough to buy a freehold
freehold to try print wood? shame on you from the devs
Even if it was a +1 gain itd make sense lol
Sometimes people sell them or others on market place too

