#alpha-two-artisan-chat
1 messages · Page 29 of 1
not for a few more weeks
maybe we will ahve 1/1/1 temporal processing change at least?
I hope!!! They did say they were looking at recipes, so the 1:2:2 may stand
well i will embrace the suck but please let us have 1/1/1 at least temporally
I understand
that single processing change will let it crafting be viable until big artisan patch
and we know that tech to do it exists (3/3/3 was removed to 1/2/2 in few days)
Lowering your crafting expectations prior to p3 so when it’s fixed you feel good 
I think everyone would be ok with a CTRL Z, for refining and crafting costs until p3 ready. But they’ve left it at this, so idk
I'm the most annoyed we didn't get the quantity slider on processing

If I want to process 38 of something just let me dammit
the most cringe thing is when u have processing buff and want to process some 100 blue tin/ww in planks/ingots and after first step you got 1 heroic proc 
or do we know how far out JM Stonemason is for the JM pick?
lol....I hear that. Having to go back out for one more log to have 100
seems like some of the crafts seem half done. Like carpentry
hey have you leveled carpentry up any? i have been making ship hulls but not sure the best method of what to craft to level up carpentry that is more efficient
Been doing carriages, only 10 timber same xp
And, Been through hundreds of logs and only 4th
I miss the crates for leveling
now crates take same amount as vans
I miss those too, and like it wasn't a bad thing to have the crates be cheaper 
Where can I find mining npc that gives profession license?
any node with a stoneworks in will have the npc in, you can zoom in over nodes to see what nodes building up
takes ~10k logs to make it to carp 10
its not that much
it is somewhere between 14-18k for lvl 20 though :p depending on node buffs
On one hand, it’s painful that it takes 80 weeping willow for a carriage chassis, on the other hand you can get 40 weeping willow on a loop.
Yeah but you really can only get that much willow because of how many people have already bounced this phase lol
I care not why the weeping willow abounds only that it stands tall to meet my axe.
Then your missing the point. Ive talked to enough people today that don't understand cause and effect so not going to waste time here lol. Have fun with your willow!
Where the 7734 do you get that much willow on a loop? I've spent close to 30 hours searching and found 4 adult weeping willow trees
And yes, I've searched the mountain range from the southern beach all the way south of na
At the moment (due to someone borking something), the willows will ONLY spawn in the node corks (fields around the villages). If you run circles around halcyon, they will continue to pop up in front of you. I got no less than 250-300 willow wood yesterday
i did mine without node buffs, it felt like forever with 2 characters keeping the lumber milling stations stocked up for a few days straight
I’m not telling you. I want my willow!
Lol
But I already told him…
You dork.
It’s certainly an unintended result of gathering changes and needs to be modified though
Wait. Did you give them the secret of the willow spawns? Did you reveal the prized information?! How could you?!!
Literally two messages above you saying “I’m not telling you” lol
lol, by pressing my fingers on the keys to make words!!!
Words in discord are about the only thing we can craft in the current state hahahah
Fine. I told them because I want them to have at least one beefsteak sandwich this phase. Get to chopping haha
I am, when we’re not out as a guild doing stuff I hang out in discord and chop trees
And 44 willow to make one satchel
I don’t know if we’re gonna even get JMAN gathering up before August
64 WW and 4 whole ass adult cows to make a sandwich. Haha.
wts beef steak sandwiches 20g ea
The game is dead in the water. No one wants to play it with the way crafting is right now. Too many mats not enough reward..
They seem to be more worry’s about other system rather then getting crafting working in a way that feels right..
Yeah, if you can't even buy the mats for one bow for 60 gold and you sell it at 15 gold, well. Do the maths (and if you collected all the stuff, assuming you wanted higher than common rarity, it would take you a month of casual gametime, and a week of tryhard gametime. No bueno)
I hope for animal husbandry they switch up hunting mechanic. I'm sure at least I'm praying it's all placeholder ATM. But it would be alot cooler if hunting didn't have a chance to drop mounts for you but instead when the hunter processes the carcass they have a chance to earn an item that can be turned into bait for taming process. Also mounts should only be common and increased stats should have to be bred in with mutations over generations much like in ark survival evolved.
More if you want a higher then novice craft..
For jeweler I need about 800 ruby’s to get from 9 to 10 without crafting buff up. Not to mention how many it takes to get from 1 to 9. Me getting on for a couple of hours a day and only finding about 40-60 a run. Even with 2 guild of people passing all the ruby’s they find to push 1 craft its still a struggle to get passed 9. Then if you want to do apprentice crafting you double the number of mats..
It would not be so bad if they A. Cut the amount of Xp needed to level the crafts up. Or b. Increased the amount of xp received from each craft. Also this needed to be add ether way. increasing the xp for higher rarity crafts…
I think all mobs that can be a mount should drop as mounts and then you can kill them at the AH table if you want to use them in tanning.
Just my thoughts on it I’m don’t really know much about AH
That's too basic it was meant to be an independent system that one would have to skill into getting a basic bear or wolf or whatever should be done able by anyone who gets the taming food or something like that but to get increased stats should be something that only few have so you come to them or a certain guild cuz they have the best stats on a certain mount but they need to tie in the crafts to each other could do like when hunter processes a bear carcass there's a small chance you get an item like let's say "stomach contents" (shit item name i know) " contains favorite food of a bear" a cook can then turn that into bear bait. Hunter can the use that bait on a tameable bear and get a basic stat bear he can sell. Animal husbandry can quickly turn that bear into a basic rideable mount or into a breedable bear and have a chance when breeding there animals to get a stat mutation that they can breed and pass along down further lines. Should also make it to where if your mounts killed you gotta get a new one other than your starter horse. That will keep the market going for mounts and kill off older junk stats
Like I said I don’t know much about AH lol but your sounds better than what we got..
I just started with 2.5 and everyone says I'm sure it's just place holder I'm just worried it will be an after thought or left as is if it stays in its current state for too long
The game is a placeholder at this time.
Feels about right i just want 3 things to be an island dwarf summoner who breeds mounts all 3 things not currently in game 
You can be a dwarf that sits on an island lol
Yeah been that doesn't quite hit right
The economy is the game, everything else is a supporting system

THIS is truth. PvP for the sake of PvP is pointless. if there's no economy to provide gear, or resources to fight over, what's the point?
there's no lawless islands with special resources worth keeping a large group on to harvest and prevent other harvesters.
economy gonna go nuts if they ever do end up making it so u need crates and caravans to move reosurces 😛 atlm u just run though in backpack sadly i think processed good should need 2 be moved via crates to other nodes personaly :p
It’s something I’m very excited for. It could make or break content for hours upon hours if it’s done right!
think all they have to do is make process good slow people outside of nodes by like 80% when in the inventory, that way u gotta move them via crates probaly need to wait to mules though for that though or have it so horses can carry a small crate at like a 50% movement penalty and mules can carry a medium create. Would have to follow caravan event rule or be purple when carrying a crate though
Yes, But the fact that say you and your guild just got done raiding, Yall got some rare material and now you have to caravan that to somewhere far away and go into a dungeon just to craft it. You're gunna run into guilds that want it too, Fighting tooth and nail just to get this material to point B. Might even make friends along the way that just wanna see what it makes so they can do it too! the possibilities are endless!
idk, I'm very excited for what this game brings to the table. While I may not love it's current state of things, I'm also reminded all the time that it's an Alpha.
On full release, I have a feeling this game will be nuts!
i also think there rushing making the landmass bvigger instead of finishing biomes is to test more localised resources with the caravaning of mats aswell
localized resources, Especially for building the towns
well my theory is that basicly the recipe are gonna be T1 sword and it need X ingot, x wood, x leather and based on the combination of T1 mats the stats will differsay tin might give physical power and say a T1 metal lets say Nickel is added in the anvils but using that ore will result in crit dmg instead
we have seen selected material in crafting in the crafting livestream ages ago and i think it might go that route with the crafting changes
that'd make the most sense
slight differences between stats depending on the materials used
Do you guys think quests that gave materials would help or hurt artisans?
Maybe enough to make 1 starter copper weapon but that would be it
Low tier mats at low quantities wouldn't hurt but it would need to net you less than per time spent than gathering the resources can otherwise you hurt the economy of that gathering class
That’s kinda what I was thinking, however there’s a part of me that wonders if it’s a possible future intention for copper and zinc to be as common as something like oak or basalt, and if that were the case, I feel as though the shape of the economy would be in a vastly different place.
Hence why I feel as though maybe a quest that handed out copper or zinc wouldn’t impact the economy as much as I feel it would right now. If that makes sense
It definitely needs to be very common otherwise people will out lvl it before crafter can make enough to equip everyone there's alot that they need to work out
I agree 100%. I was able to do enough quests to fully gear myself out before ever seeing a copper or zinc. To add, I was also almost level 8 when the questing was done, so even if I would have wanted to, I probably wouldn’t craft anything at that point.
I think questing for unique recipes would be more beneficial. Especially early game... pvers and mob grinding levelers will get recipes too, but that's too unreliable early game. We need a way to craft level 10 gear by the time we're level 8-10 to supply the mob grinders who level faster (at the moment) waiting 2 months to craft level 10 items (Especially with mob drop recipes only) is too late.
Even questing for a completely basic apprentice tool would be ok early game... JM is when the real meaningful crafting starts anyways.
let's get regional basic recipes first, then worry about the rest. i can't believe that the entirety of AoC is going to farm grems to work every single armor type skill
You're not wrong. Imagine that some area across the pond has the t1 metal aluminum... riverlands has copper... the other biome has t1 recipes that call for specifically aluminum, riverlands calls for specifically copper ... what if there was a t4 recipe that called for a copper/aluminum combo Damascus layered CuAl that could only be metalworked at Master level combining 2 copper and 2 aluminum ingots. That adds interest and difficulty not from recipe complication, but by distance of raw materials.
A recipe that combined materials from say The Frostgrave Fells and The Jundark should be a much better item and possibly a tier higher (combining t2 mats to make a t3 processed good) than a recipe that combine the same tier items from the Riverlands and Tropics.
Crafting commisions should yield random named mob/boss recipes as a reward occasionaly for that profession, We should also get quest lines and thing for gatherers that required X leveling in a profession to accept that yield a unique recipe aswell
There’s gonna be Grems, Grums, Grims, Grams, and Groms
and sometimes Gryms
thats not very good for economics and socials because you will get everything by self, but in case when you dont get it you actually need to look fro those recipes and trade with people who farm those named.
For me getting recipes at random by crafters from singleplayer activity is same like others would get full completely crafted items with high ratity from drops.
No it shouldnt be like u said. Crafters need to work with mob-grinder folks to get best for both parties. Crafters need named-farmers to get recipes for them, and named farmers need crafters to get high rarity crafted gear.
its same like crafters/gatherers relations, both need each other, but in this case recipes are gatherables
patch was like 1 min download, no update again(
Seems like they may be trying to rebalance the entire economy all at once, which may make sense given how intertwined it is, but feels very risky as they could be burning a ton of time and effort in a way that’s fundamentally flawed, and are blind to it because they’re rolling it all out together rather than piecemeal
I’d almost rather see it launched in distinct chunks - i.e. a couple professions largely tied together at a time
well ... they can't make it worse than it is already lol
Lmao that’s exactly my concern
Imo, there is no saving this current economy. They can piecemeal it just to see what works and what doesnt
Can you imagine if they launch the rebalance and quantity of mats in recipes net goes up?
They already reduced it from 3-3-3 down, maybe they think they reduced it down too much and that’s exactly what we’ll see, a net increase?
For all we know that’s what’s happening right now, makes me nervous for sure
Change it back to 1:1:1 and adjust for more powerful items to require more mats
As far as I’m aware, all of Steven’s comments / dev comments on it are simply “we’re working on rebalancing the economy” Not a single acknowledgement on whether it’s overall a move up or down in terms of resource requirements
That feels… concerning…
and for the love of all that is holy ... Change the weapon mold recipes ... jeez ... it's just as complicated as an entire finished product
I think the more powerful recipes should just require additionally / cumulatively the resources from the less powerful versions, and then reduce the base amounts down like you said, it’s a pretty clean change and it gets the job done
They did say something about starter resources and starter recipes ... That's got me worried ... Like ... will there be a "starter metals thats really good for nothing like the eroded granite?
and ... full release, they could take into consideration and add recipes that require combining unique resources from across the world. ... but factor that into difficulty and item power
hmmmm no update on artisan stuff, gathering, spawning 😦
it'll be a few more weeks ... Maybe even next month before I even start looking for that opne
I don't think they have enough of the economy to balance it all. I think before phase3, all they want to do is balance player, node, and artisan/gear progression (speed), so that they can commit to an extended period without a wipe, and can trust they have a base system that wont need another rewrite. Or at least program mechanics so that they can be easily tuned to progress (via feedback?) at the same speed.
It is unlucky/bad that one of the "first draft" key mechanics failed so badly, or maybe it just looks bad, because they did a good job and only one of them really failed completely. You shag 1 sheep!
I think it’s that trying to balance everything for “an extended playtest period” you refer to that may get them in trouble. If that’s the goal then we should fully expect to have to use 100+ logs to make a single scroll. There’s so little content in the game that when they try and stretch it out too much, the results become absurd (like the recipes we see currently)
I got the impression that they dealt with this specifically in the before August p3, plan. They definitely implied it. I think everything is going to be toned down. Or there is going to be a whole tier of easier recipes, or something. Lets see what they give us.
They need to just look at the amounts required to craft. They went WAY too high. Going from 2 to 13 for boots for a main ingredient was WAY too much. And when you get to apprentice, those 13 (say, ingots), now take FOUR times as much (52 tin, for example). That for the fragments (2 tin each) and then the ingots (2 frags each). This can be fixed by just making the ingots cost x2 and keep the frags at 1. Also, this all works best IF there's a decent system in place for gear and a skill tree to increase quantity significantly. But, nope, just jack the ingredient amounts up without any real thought. Perfect.
Devs need to understand too that the current system isn't a good data point. Lots of us (most?) have just put artisanship on the backburner till it gets fixed...so we're not generating data. Unless no data is good data?
I think JM crafting will still stay inflated... but they will certainly tame the t1 beast and attempt to manage the t2 ramp
Anyone seeing any flax ????
I tried to play today for a couple of hours. Ran into maybe 8 players. Found 3 zinc, 3 copper, no willow, no flax, no Bluebell, no moonbell.
It isn't a population problem.
I think I'm done until I have something else to test. I've given my feedback and I'm happy with that.
Am I reading the node chart incorrectly or is there no journeyman station anywhere?
32 flax plants in like 40-50 minutes in the tropics shrugs
theres not enough materials spawning really and a good chunk of testers are on break till phase 3 especially the crafters
they were upgrading a sawmill in joeva like last week it probaly upor close to it but no axes anyway
I wish all buildings would be available and let the citizens decide which ones to contribute to. The ones that get the most obviously get built faster. So if most citizens want a lumbermill in the node and only a few want arcane engineering, well, the lumbermill wins unless the few really hustle and grind. The idea of one massive guild controlling all of the mayors is kinda cringe. If a mayor doesn't "stick to the plan" their city will get deced repeatedly until they conform. This server starts plan has been a cluster (no pun intended but the same result) from the shoot. How the hell you put ag supply and textiles way down in the desert delaying herbalism and weaving yet put 2 lumber and 3 stoneworks in the riverlands.
Anyways... not enough resources is a problem... dumb or controlled mayor(s) is another.
Tbf, there might be some extentuating circumstances. The metalworks based buildings were prioritized because it was assumed the further nodes would pop up faster, and shorefoot just now had a breakthrough because we finnally located exotic fish that we needed to fulfill buy orders. These fish are present in ONE RIVER. 
well when it comes to exotic fish we can always count on the otters to sniff em out
need to get dem wood axes in shorefoot i think they wwere spose 2 build the jm axes :p
Otters are on the job 
There needs to be real incentive for people to actually be citizens of nodes (more storage is not enough for most to care), and for mayors to have more ownership over the node in general.
Guilds dont care about nodes, they just want flying mounts.
Guilds would like to care about nodes, but if all you can do is make some buildings that everyone else (including people your guild may not like) is going to use , why would YOU go out of your way to build it?
- Mayors should probably be allowed to deny entry to the node or specific stations based on citizenship/guild affiliation
- Citizens should have more autonomy to kick out mayors that are doing a bad job
- Citizens should get actual buffs within the node ZOI. If its not an XP related buff, they all kinda suck. Wtf is +2% mining speed doing for me?
- Renouncing citizenship should remove that citizen cloak from your back. It's not enough that you cant put it back on, it should get taken off.
^^
All that is just wishful thinking on my part, realistically I hope that once node wars move node ZOI and sieges introduce node destruction, the community is able to come up with some helpful feedback.
More nodes give us more options in terms of server progression. Right now, the first issue in my opinion, is that the nodes outside the riverlands are practically POI empty. At best, most of them have...one spot that is worth visiting, and that is usually for just some specific piece of gear. A lot of the nodes need viable leveling areas for 1-25, and node progression shouldnt lock out later content because as we've seen with the desert, if you have to level the node to do the thing you want to do...people just dont bother with it all. I'm not saying that every node has to have a super competitive lvl 5,10,15, and 20+ leveling spot, but it should at least be worth doing, and maybe the later leveling spots are a bit better to compensate, or vise versa. If every node had the same POI's as miraleth, new aela, and winstead, there would be many more mayors and buildings being worked on.
There is also currently very little identity associated with the ZOI around each node. You might think that the node that built the stonemasonry stuff probably has more rocks to gather in the area, but it doesnt. If there arent good mob grinding spots, the node is basically dead atm, which feels like a missed opportunity artisan/gathering wise.
it's a matter of economy to me right now artisans barely get enough mats to craft what they want especially with the current requirements mostly being over 100. What incentivizes donating to the node so it levels up outside of guild organized activities. Or you've maxed out your current level of artisanry so you can do JM stuff.
Right now the only reward is lowering your taxes and node currency. Both of which aren't terribly useful given you can ignore taxes and node currency isn't that useful for the stuff you can buy from the vender though I haven't looked in a while so correct me if I'm wrong.
They could to some interesting things to change this but right now just don't have enough connected systems for upgrading nodes to be the priority when we can barely make a green level 10 sword with the stuff we have.
Fast fix a guildie of mine mention was to give tax receipts for turn ins which seems like a temporary fix but would get some movement in that artisan wise.
Another thing that would help is give artisans the recipes for the items needed to turn in. For eg, if "tools" require 5 copper and 5 ash, let me craft that at a weaponsmith table for xp, then turn in that "tool" for node cash/tax credits.
Not just hand over my resources... let me literally help build the node
that one is much better than free named recipes from buy orders
i like it
another good quality of life or immersion piece is ... Allow processors and crafters to use some of the raw materials turned in to to the node for crafting those items. This could be a forerunner to the artisan request system they have in mind. If we can do it with node resources ... surely we could use the same tech to do it with other players resources.
Allow the mayor to allot certain resource requests to certain crafts... that way they can kinda set priorities on what needs worked on first. Instead of just throwing out a "buy order" ... They set aside some node resources for "Crafting orders" ... Otherwise, if a player donates raw materials for that "tool" it automatically get assigned to that toold for "craft orders"
I really like this. Would solve a couple of issues with lvling skills and basic gatherables meaning something later. Put this in feedback as a suggestion and I'll upvote the shit out of that.
I just added it to ... Building a node in a meaningful way post in "Feedback" channel
Added my input. I almost never agree with you on anything but I agree with that.
I suppose if you throw enough things against the wall at least something will stick lmao
True story
IS THIS IT?
No
I think it'll be a MAJOR update ... not before the June Dev Update .. I think they will possibly have something to talk about then and roll out the update afterwards or the week after.
1/1/1 pls 
You're more than likely not gonna see the econ patch till phase 3. Easier to accept it now than get excited every week waiting for something that isnt coming anytime soon.
1/1/1 pls 
i am literally asking for 1/1/1 temporally prior to patch, then u can do ur 5/5/5 or 10/10/10*2 w/e
well they literally said on the devstream its probably not getting touched (till p3)because -> something something hard to see how changes impact stuff with the current economy being the way it is something something shit's hard something something complete rework
if you havent been on start of phase 2.5 - they literally changed 3/3/3 to 1/2/2 in 1 day
Yes, I was there. I'm just telling you what they said last week.
suddenly tech to rollback 3/3/3 to 1/2/2 disappered?
Im with you, I wish the shit was fixed two weeks ago. But that they said theyre not tweaking it for a bit so there's really no sense complaining about it.
Ive only logged in once since the devstream 
I've logged in a couple of times... but that was to just play some classes I've never played and explore a couple of quests I haven't seen with my kids.
But I'm not really pushing any content or moving with any kind of sense of urgency lol
Any reason why? They are still missing like 60% of the things that were promised in P2 even after a delay
I'm hopeful that they have learned a lot about their current design and the flaws of not connecting systems in a meaningful way. I'm hoping that the economy will be ok... if you have good combat and a good economy, we can enjoy testing the other systems that are missing later. People won't log in just to test some naval content... if the combat and economy is good, they may take the time to try out something different to get a break from the routine.
Gotta give people a reason to keep logging in
How they gonna see how anything effects anything when there’s no one left playing cuz this phase is shit? 💀
wait for p2.75
Heyo do you mind me asking if there is an apprentice farming table anywhere
Azmaran
Guys is there a fire rune Uncommon in game or the one that mobs drop are all rare
Fire rune Can drop in all quality
but rarity has been turned way down
Nope, Always been shit
IS THIS IT?
Crafting just is not fun. I want to keep trying but always run into a wall of "NO". I understand they want it interconnected but there is a point where it is useless to a majority of the players. Running from town to town just to get the required items, if you can, takes hours. Then going bankrupt trying to buy what you cannot make yourself just to sell it for less than what you could make adventuring for the same amount of game time. I don't know how anyone has made gold in the game as the most I have ever had is 10g. Just crazy. For me crafting should be relaxing and a down time to spend talking to other crafters and friends. There is nothing relaxing about crafting in AOC and nothing fun either.
Give it a few weeks .. maybe even over a month more. We'll be able to see what they're cookin
Change IS coming... BUT, it needs to be in a BIG way... not some tweak to the current system
You are trying to do it solo
Like I'm not new new but new to where I still have eleventy billion questions.
Question 1: are there any journeyman gathering tool stations?
Question 2: I haven't found any from running around and checking the nodes featured in "N". If it's a guild thing...how do we know?
No, not trying to do it solo. You saw the part about running from town to town trying to get the required items? That is after hours trying to get the raw materials to have someone make those specific parts.
oH OK
Honestly.. right now current state, crafting is hosed up amd not really worth the game time to even try. Intrepid is actively working on an overhaul of the artisan system... we really don't know what that's gonna look like yet, but it'll be different.
We may see some of the overhaul before Aug phase 3 wipe but probably not all of it.
alrighty, we'll switch gears and 'test' elsewhere, thank you
Btw ... 1. there are no journeyman stations yet. 2. You can zoom in on the map for each node to see what buildings they have..
There is an easier way which is ask someone for the link to the server spreadsheet that lists out each nodes plan for building upgrades. I would, but it's on my pc... I'm currently on mobile.
If someone posts the link here, it would be nice to get it pinned.
When is JM Hunting going to be worked on?
When you finally take the craft and the nodes into your own hands, you have completely given the construction of the nodes to the player (the mayor) and what they have built is terribly simple, make sure that in each node you can build something along the same line, where the bow is, there is hunting, where the fishing rod is food or something like that, yourself Mayors are killing the game!!!!!
Make one common slot in the bank for other account characters, you have made a craft, loot, as you should not know how people play, like to craft, let it be normal to transfer items from character to character on one account!!!
And make a general auction, or at least one general auction for the desert, one general auction for the jungle, and so on!!!
The game is very cool, well done, but it's not necessary to make it intelligently difficult, a game for adults, please find a middle ground!!! Thank you for the game, honestly thank you, but don't kill the game, let some quests be difficult, dungeons, a caravan, but some things don't need to be complicated.
Once the node system gets fully fleshed out and implemented, that will be a major perk for Economic nodes. They will link their vassal nodes trading system (iirc)
But yes... I agree that your citizenship node should have some linked/common storage... I do believe thought that's what taverns, apartments, houses and freeholds are for tho.
Yes, transferring things according to your characters on the account should be simple.
And we need to remove this resource respawn system, so that at a certain time, after a certain time, the same resource of the same quality will be in the same place, and it doesn't matter what quality my collection tool is.
You can just see how most likely the employees of some sales sites are running and collecting resources, in a certain place at a certain time, make this resource respawn random and so that the quality of the resource collected depends on the collection tools
From their quality
I wish you developers to create a really good game, since I've been playing MMORPG games myself for 20 years, starting with Ever Quest 2, there were very difficult raid bosses, an interesting character points system, the resource collection system should be difficult, like crafting high-quality items, but impossible, now it's impossible to craft, you just need to remember respawn locations and time, this is wrong
And it should still be brought to the point that, although crafting is heavy, it is convenient, just an example of winstead. food and metalworking, which is already in another node, well, don't you think, well, at least there should be training or skin treatment, I don't know, but completely giving the construction of nodes to the players, with the head of some mayor trouble, will build nonsense and how ordinary people play
Here's a look at how the mayor built in joeva, one of all the mayors who built correctly and correctly, that's how it should be everywhere, it turns out there's only one normal mayor in the whole game, and how to play if the other mayors built incorrectly?????
I agree, it's just that many mechanics, like one common storage cell for account characters, mail, and resource respawn, are not something new, even if the resources are of the same quality at the same time, in the same place, and then the meaning depends on the quality of the tool, it doesn't work
crafting, when you make a final product does the experience from it vary by rarity? Like making daggers?
I have the barley on the left, I need the barley on the right to make oatmeal. any idea how to convert?
Hey guys what's fastest way to level up mining ? Does it matter which rocks u hit ?
i mean rarer rocks give more exp but you cant tell if they arent like another type
just hit every rock you see
Yea I'm just hitting basalt outside of mira lol. Want to bang me head against wall lol.
exp craters after 20 though lol
im gonna let you in on a secret, granite grinding stones
I just need to get to journeyman so I can equip the slagbreaker mining shirt if I get that drop from forge. 220 HP is huge 😍
Granite better ? Where can I find abundance of granite in one spot lol
use the interactive map theres a couple spots
the spot left of halcyon is well known though so i wouldnt
its always picked clean
Ok will do thanks !
hit rocks
profit
I have some bad news- those are different and can't be converted to the other yet. Hopefully intrepid fixes this because this is one of many things cucking artisans
there somewhere i can see town progression
Currently, no.
OK. Thanks
is there an easier place to find flax
grow it with droppings
Is there anyone on the PTR who can give us a heads up on when THE PATCH is there?
Guys do Curio Coins have any use? you get them from treasure maps
Nothing, per usual, enjoy the suck apparently
Have a feeling they are just holding everything new for August
Seriously doubt they are holding back like 75% of promised P2 features just cause, what even gives you that idea? Look at the list below and think again if they are just being super secret for no reason. They just havent finished the content/features. Dynamic gridding alone is like months late, Im pretty sure it was supposed to come in like Dec 24, or Jan.
What the hell do you think 200 employees have been doing for 9 months? I’m not saying everything will be there but they for sure are not giving us everything they have.
Not just enjoy it... EMBRACE IT
Oh, gimme lvl 4 nodes!
Nice. Now you can go gather all the mats u wont be able to use for another month
ROCK AND STONE
That is why it’s not crossed off 🙂
My eyeballs need green checks! 😂
How can there be already wyrdstone molds for sale?
I thought JM picks were out already?
yes but no jm herb/weaving
Yeah but threads you can get from deconstruct no?
then that might be it
I know heaps of people aren't playing till august because everything we currently put into the game we will be lucky to get it back to where it was before the mega server, let alone testing all the professions properly. Sorta shot themselves in the foot with the testing the profession thing.
They will be holding back everything new because that is how releases work. Everything in P3 is depends on the P3 code infrastructure, and has to be moved in P3, that is why it is in P3 and a new test stage. if you were to put anything in, then you would have to put it the P3 base and that wouldn't be backward compatible with the P2 stuff. The things that they already bumped from P2 will now coded to fit with the P3 code, you would have to retrofit it to P2.5 now. P3 as a release has probably been worked on for months. Everything may not go in immediately on P3, but it can only fit with P3, not with P2.5. That is just the way it works, because, say it with me now, "Ashes is still in development, and this is not a true Alpha test"
what's a fair price to sell red ink at is 20 silver for a stack of 20 common to little or to High in price ? i wish their was one place to see all the prices people are selling their at
You guys will give them a pass on everything at this point, because 'AlPhA'. I paid money, I will criticize them when they fail to meet deadlines they themselves created. And this isn't them missing 1 or 2 things but literally more than half of what they promised for P2. Also everything you wrote in that paragraph is pure fiction you made up with no actual basis. You literally have no proof of any of that being true.

That is because you either didn't read the description of what you were buying, didn't understand it, or didn't believe it. That really isn't anyone else's problem but your own. As for everything I wrote in that paragraph; anyone who has ever been involved in developing software knows what I am talking about.
Guess there’s no game expansions or anything anymore! Devs aren’t allowed to workshop content or hold things back for bigger releases!
It’s totally not like they just did a big stream going over it all

Im sorry, please tell me what parts of this list I didn't understand.
All of those were due by the END of P2 (May 1st 2025(
I get it, you willl lick boots till the end of time, doesn't mean the rest of us need to do the same.
I notice you snipped off the note at the bottom that said "As always, development is a moving train and subject to change". This is the problem with dishonest people they assume everyone else is as badly intentioned as they are.
they also done a couple thing from P3 aswell
Guess thats okay then. If they release the game tomorrow they can just say "subject to change". Have some consumer standards guys.
game not release its in development
It usually is when you run out of anything intelligent to support your point of view.
There was a conversation?
Consumer standards is one thing. Consumer's responsibility to understand what they are buying is also important. I am very disappointed with the current state of 2.5, it isn't fun. But I also understand that there's many systems currently not in place.
In the list of priorities, I get why two handed spears isn't up high, when they're trying to fix other issues like server stability.
Plus, we don't know what they are actually focusing on. They may be focusing on something else entirely.
It's okay to take a break and wait for them to work on their game for a while.
Okay boot licker.
You're just proving his point though calling him that.
I'm going to be real with you, there is a real focus on the things that are broken/not fun in the discord. It becomes an echo chamber.
The only reason people scream so loud, is that the game does certain things REALLY well.
Combat in this game is just fucking awesome.
Being able to switch from melee to range, the abilities, the way the classes interact with one another.
PvE is very fun to me. The mobs have different abilities, and you can get caught off guard easily enough.
Combat isn't perfect yet. But I remember at the end of phase two, the node wars, where people wouldn't load into your screen by the time they were 1 meter away from you.
So it's still jank. But when the combat does work? God damn is it fun.
I've had some very fun pvp, for people wanting to contest huntables as an example. They CC you. You either flag up or let them take it. And you know what? That's cool. Especially when you turn the table on them and win, take their loot and go home richer than before.
Quick question is the guy in charge of crafting tried to do it himself without creator mode?
I think that is their goal ... you can't do it yourself. However ... it's kinda ridiculous to rely on 6 different apprentice skills and 2 other novice skills to make one damn processed weapon mold ... it's not even a finished item. you can still lose it on death
Why in the hell do we need Fat, Bluebell and Willow ... Why can't it be like an ingot and be self conatined in the actual skill like most other processing items
If they absolutely demand that they want that for their design ... at least make it to where the other ingredients outside of the one being used to process be at least one tier lower
like weaving a bluebell bolt ... shouldn't take willow ... maybe some other tier 1 wood
I think they got the right "Direction", needing several professions to feed into one to work in combination. However, one of the reasons why we are struggling so much at the moment, is because many of these systems are not worked on "symetrically"
I think with the current limitations, crafting sucks to the point where people don't want to invest into making shit.
As an example: Why make level 10 gear, when you are level 25 and uncommon level 20 gear is just flat out better?
Then you add the quantities. 1 weapon, level 10, requires 140 raw tin, plus all the other just. 140 raw tin is, by base standards, 28 large tin nodes. On paper it doesn't seem bad, but in reality, getting those 28 large tin nodes of the quality you want is hours upon hours of work. And this is for a level 10 weapon, mind you!
Then you need the weapon mold, then you need-
One of the reasons why people are upset at the "Embrace the suck" is that people don't mind the grind.
People mind the fact that in the current state, it's just NOT fun. And people can't even make level 20 gear, which is what people actually need. We're still stuck in crafting limbo.
agreed! been trying to make a pickaxe and its insane. i think the thing i dont like is that you have to fun to all the different nodes to try and even do it yourself. Also im starting to feel like there needs to be a way to check global markets for prices and to see whats there. I dont wanna run back to look for bluebell thread if there is none there.
That's why I have alt's all over the damn world lmao
you need to make people feel more attached to the node/crafting tables.
People are happy to grind if the grind is fun or results in meaningful upgrades
But when it takes 3 months to craft your first level 20 item ... something is indeed broken lol
Yup, and they went over a lot of that from the stream and what their plan is to fix it
I HOPE .... They will have all apprentice stations as the default in village nodes at the time they level and the mayors get to work right away on the JM stations for specialization for the node
ye the stations need balancing for early game especially with the node amount increase i would like to not have a repeat of no gear for over a month
As long as completed items drop in the world thats what 1/2 or more of the player base will go after. If nodes don't truly mean anything people won't care about them untill end game. And nodes should mean everything to the world
Only if they’re higher rarity
People will still make(or buy) higher rarity stuff if only common and uncommon drops
They won't need to untill level 50. If anything drops that lets me kill higher level mobs, people will keep going for drops untill they hit 50
Not everyone’s gonna hit 50 asap and level that fast
This phase proved it lol
There’s still people who are just hitting level 10-15
And there would likely be level 50s already logging out till the world catches up
Or the guild of level 50s with white gear war decks or node wars just to have things to do. And we know without doubt that would happen
There has to be a reason for everyone to participate in creating the world.
in what stream did they describe the fix they only said they are working on it in the last dev stream?
While I agree that for apprentice it may be to many cross trading in jobs with the lack of tools available to smooth the proccess. We really only have node markets as a bare minimum and if there were better tools like bounty boards and contracts I think it would be less of a problem.
What I would like is if they started to slowly add more jobs to a craft as the tier went up as a kind of tutorial learning process. but this is also an mmo and the one thing the current system does is increases player interaction by a lot which I think is overall a more healthy outcome for the game
the thing is before it was already complicated enough but now you need twice or 3 time the amount of resources
People will want gear for alts, there will (hopefully) be newer players coming to the game all the time. There are players that don't non-stop grind to 25. There are relatively few people that push content that hard. They are usually fed by guild members that do not.
anyone else, looking for weeping willow, found some stuck in braidwood?
Yes, everyone
Anyone know some good copper farming spots?
I found a good bit running around the tropics and Jundark, but things seemed a bit off yesterday. I wasn't finding much of anything.
So I wasn’t the only one that found less than usual…
Interesting
Anyway, thanks for the info 🙂
As a ranger what stat should i focus on? Phsy power or crit and is there a hit cap?
imagine if this week we wont get artisan patch too?
there will be noone left to test crafting when patch hits(
and that will ruin p3 because we will have untested global artisan rework on start of new long phase
I 2nd this.
Especially with the rarity nerfs they made.
Now that Legendary isn't vastly better than Rare, it makes people less inclined to want to craft high rarity.
...
As long as the players can complete their caravans and make more gold. . . Or find other ways to make gold on the server for themselves. We will see more things available because people are determined.
Those players at Journeyman will make good money. Masters will make awesome money. . . Grandmasters will be expensive
Well they kind of had to do that to make enchanting, tempering and ascension worth it. but yeah. This is something they have to get right.
Them still having a slot open for hiring an economist worries me a bit
well idk why leg/rare has so low difference right now btw, just checked bis healer scepter and its rly interesting
its like 3180 vs 3876 healing difference between rare and LEGENDARY item and
what the actual f?
i mean legendary item is nearly impossible to craft in roday's economy and it give you what? 20-25% increase??
more like 28%
which is a lot, the only thing making it rough is the current amount of resources needed paired with how hard it is getting the resources right now
with armor u have even worse picture
100% difference would be horrible for balance
in archeage you had like 200-300% power increase between low rarity and highest rarity
and everyone was fine with that
in phase 2 you had much more power increase too iirc
the armor bits are also consistently 28% better for the legendary compared to rare
okay but it doesnt feel right to spend 10-100x more resourses to craft 28% more better item for me anyway
you cant gear your self to teeth right now and been able 1v2 with equal skillled people.
it doesn't require more resources, just better
i mean 10-100x in terms of prices
28% gives the people in non legendary a fighting chance. Legendary still get a fairly large benefit at 28%. If the items because 200 or 300% anyone in legendary would be unkillable for someone not in legendary regardless of skill
yep, and that how it was for ages, people grind shit out of game get bis gear and been able to 1v2
now every casual player with right hands can 1v1
so maybe we just remove gear and do pvp template armor/weapons, so everyone has his chance? because amount of resourses and time needed to get epic/leg gear now isnt worth that bonus which it gives to you
crafting is hard now and after i checked stats its even pretty pointless considering effort
just getting gree/blue drops >>> crafting heroic+ gear
I would be 100% fine with skill based combat. Remove gear rarity and bonuses from lvls let go!
yea but it was always core pillar of MMO, and devs stated that crafting will be core for this game.
yea we can remove gear and add template gear in pvp, but its completly other game.
i might be ok with that, if it will be instanced arenas for some people who want to test their skill.
This game isn't really meant for pure skill based fighting. However the balance between skill gear and lvls is a careful balance. They all need to matter without one dominating the others. Its a balance all mmos have issues with
with such difference in gear zerg problem will be big, why do u need to gear small/mid group of people when you can just get green-geared zerg to dominate.
I'm definitely fine with the current rarity scaling. With some tweaking to resources and material amounts for the recipies I think we're approaching some kind of sweet spot
I think from common to legendary it should be 80-100% better. Otherwise having legendary gear doesn’t feel legendary.
I agree with this. Its more about the current crafting system at the tiers
And maybe make the jump from epic to legendary be a bigger jump?
But there are other ways that a sweat can bis their gear with sockets and tempering
I think the rarity increases should follow a linear curve, or people will just ignore heroic/epic materials
I'm not sure what you mean on this. Does it not already?
Also keep in mind the higher rarity is less about the primary stats and more about the secondary stats
I forgot to put in reply to Rynoku, my bad
And yes it is linear, and should stay that way
Okay that's what I thought and I agree with that
i get idea of small linear upgrade curve (or no curve at all) for 1v1 or small scale pvp but this game is about large/mid scale fights
imagine how much more interesting game will be in tactical aspect if some people will be less geared (majority) and minority will be overpowered geared. You can do small troop of bis geared people just to push line of battle where it needed and other low-geared will hold you lines etc.
And in case if everyone will be geared equailly it will be zerg-driven game. Mass scale pvp will be always - wall-on-wall without thinking and in most cases it would be win for bigger raid just because smaller raid cant do anything tactically.
And yes i get what if some guild will be overgeared and will take control of half of the world - yes it could happen, but you know it will be result of our/their choices in political/economical aspects. Because this game is not about single player skill but about skill of leaders and that involves economics and politics too - not just battle expertise. If your leader cant do economics and dont ahve strong allies - no matter how good you are you cant win.
i actually dislike that nowadays way of thinking of everyone should be equal no matter how much time they invested in game
this game isn't about large/mid scale fights. it's about fights from 1v1 and up to sieges, and covers the entire range, not to mention the PvE side of things
As to your last comment they are not equal. Both skill and gear matter
As to the rest your just asking for trouble with that. You can already do these things you are talking about with a well geared and skilled group. They will never be enough to kill 100 guys but a same tactical group can make a large impact in a fight
I like this idea. It’s how Ragnarok online was. You absolutely felt powerful when you had something crazy
yes now you dont feel legendary or epic when you legendary or epic geared/
i remember archeage when you got red set - buff from set alone gave you so much power
good ol days
now people want some kind of session game - log in in at evening, do some pvp for couple hours and log off. Noone wants to invest time in gearing :\
i actually love how long leveling to 50 will take, at least here you need to grind
Investing in gearing is fine but it shouldn't make you all powerful. Archage had a very real pay to win problem
they had shop lol, interprid clearly stated that its bannable offence to buy gold, and they dont have shop, so its not like that
If you put that much power behind gear it will be
yea, lets gut game because someone buying stuff
just ban them if its against ToS thats it
i mean no need to do another session-like game when you can log at evening do ur raid, or pvp or arena and log off - we have WoW already
or no need for game with no trading at all - we have BDO already
for me this game is very fun because of economical skill matters here, you can raise ur artisan and do best gear and actually matter in game
what u guys are suggesting will make it another only battle/micro control-skill game. You gut artisan more like this now (large costs, not much of diference between legedary and rare items) - this economical skill wont matter at all
Does anyone have an updated node map for journeyman stations?
The cost wi be change that's already been stated and the current difference between common and legendary is a massive difference if you knkw how to use it but doesn't make people unkillable death machines which is what it sounds like you want.
as far as I know, Halcyon is the only one with JM....so far
Joeva has JM milling and halc has JM pickaxe
Journeyman milling, but no journeyman lumberjack axe?
What a strange world we live in
Yeah that axe is supposed to be shorefoot I think. And someone said they are close but I can't confirm
Doesn't matter much. We aren't going to be testing much if any crafted JM things before Aug4th. Well, I'd be surprised if we did
App weaving, in the desert, anywhere else?
What time IRL are yall running solo caravans?
it was sieged Monday so...dunno...Aithanahr
Depends on what run you make. Sunhaven to Joeva is roughly 30-35 minutes with t2 steed and heroic larch wheels. SH, Joe and NA all have the trade Bureau speed buff. Also depends on if you get attacked along the way.
Well that's in the desert. Is there any town OUTSIDE of the desert that has apprentice weaving?
Sup, is there a way to calc how many rss do i need to lvl up aclhemy to lvl 20 crafting for example deconstruction kits?
That first statement doesn't say much other than the dev team has been doing development. The 2nd thing would be blindly running the script that had doubled all t2 processing and run it again using 1/2 and hope it doesn't have a rounding error.
We're probably still another month away from the econ patch
I would just take a break until phase 3 at this point to save everyone the aggravation of playing a broken economy
I dont see anything econ happing before P3 at this point
I think we will see an economy update just before P3.
I could be wrong lol
people still listing things for 400g in the markets econ is toast no matter what
"Toast" is a good word. 
I think we have to do some testing on live b4 p3 - at least 3 to 4 weeks ideally to catch issues with major update and have at least one patch iteration. If they can't have the big update done before then they should delay p3.
that's the only one I've found via N-key and running around...we actually just got my baby mage to Aithanahr to do some T2 weaving before the siege ....then left her there, LOL
Far from impossible. I was mining rividium before the downtime:
Lego 125, Epic 84, Heroic 127, rare 180. This was mining for like 26 hours straight
For all those looking to level up jewelry, WS, or AS - as long as you have gold, you can buy decon kits off market to decon very cheap novice gear from vendor. Gives you 3 frags of copper or zinc per decon.
I can tell you all right now, P3 isn't coming on August 4th. It's pretty obvious that isn't happening. Summoner hasn't even been the per yet and that along with econ changes were supposed to come before P3. I'm guessing delayed again until Oct at the earliest.
Why are you surprised that we’re not crafting?
Currently, crafting a level 10 item requires 140 Weeping Willow Wood, which translates to 840 gold just for materials (140 × 6g). That’s simply not feasible for most players.
This system urgently needs balancing. At the very least, 1 legendary Willow Wood should yield 1 legendary Plank. Otherwise, the crafting system will continue to be ignored by the vast majority of players.
We hope the necessary adjustments will be made.
Thanks for your time and happy gaming to everyone!
Everyone plan a vacation now and hope that August brings us sunshine and rainbows 🌈
Yeah and this is just for weapons and armour. Chefs, farmers, scribes, arcane engineers... we are SO cooked. Look at how fricking hard ink is to make. Look at BREAD. its so painful and we are screaming but i feel like intrepid just doesnt realize how bad it is yet. Its game killing bad.
Yeah, professions feel bad. I hope they are watching and listening. P2 felt pretty good, just needed more resource spawns. It just sounds like they want professions to be just another grind, to add to all the other grind.
Hope I'm wrong
If they don't have it ready by Aug with at least a week of testing in p2.5, they should delay p3 until that's ready... also, delay p3 until they are 100 certain they can quickly curtail exploits and RMT near real time as soon as it's reported with evidence.
Honestly p2 only felt good because p2.5 was so bad and p2 had loot drops like Halloween candy ... it was still completely out of sync with leveling.
There wasn't a stress test for artisans because of 1. Lower populations and 2. The loot drops were getting handed out like cars on Oprah
I'm speaking specifically to artisan stuff. I thought then it felt good, just lacked enough random spawns in the world, the static spawn and rarity was bad. Really hoping the econ revamp is decent. But the fact they still have a job posting for a principal economy designer is disappointing
I'm sure they will see us. I hope they make the crafting system better
for alchemy, just go farm 2000 dapphodils and make powder with buffs in place that will be close to 20
works for snowdrops/poppy they all are too numerous to count you coul dbe 20 alchemy in 3 days tops prob sooner
.. whereas farming is gated behindd the low droprate of Droppings 😦
how are you levelling carpentry? making those 10 oak carriages is shit
That's how I leveled carp
should I level up carpentry with decon? need to check how to craft decon kits 😄
idk carpnetry is most chill, you can jsut chop wood endlessly
true
I just don't like selling those crates/carriages and crafting one by one is also kinda shit when it is obvious that you need to craft 50 of them in one go
Any hope for a beefy patch with lots of goodies? Or are we expecting just a couple bug fixes and tweaks? Heard rumor that PTR was not patched this week. Does that lessen the chances for any Econ improvements?
@proper scarab Thanks for sharing. Seems like we are still a few weeks away from any meaningful changes.
weeks/=/months yes
i'm dumb, i meant arcane engineering
i give it half way through next month although they probaly be looking for a beefyish patch at the end of this month since then they got a monmth to finish phase 3 if not delayed again (which im kinda expecting)
Well they are looking to hire their Principal Economy Designer
what does 1/1/1 mean?
processing
I honestly feel like if the processing all went back to 1/1/1 and left the end crafting with the multipliers it would be like 85% of the way to being fixed
really wondering where they go with the rework when they think needing a whole forest for a single bow is ok
in no world real or fantasy would you ever use 2 trees to make 1 board..... how would that even work? are we gluing them together
1 wood = 1 timber = 1 plank for example
1 ruby = 1 powder = 1 ink
wait for them to type it and accidently do like 1/11/1 by double pressing 1 in one of the sections they change :p
then itll take em 2 months to fix it even after they admit it sucks
they need to get that econ design hire in
Noted thank you
i don-t think it should be 1/1/1/ tho
1 ruby - 1 powder - 1 ink is already the case, because its all T1... It's the crafting recipes that have been modified to take so much ink.
Did you play the first days of this phase?
1 powder were 3 rubies, 1 ink were 3 powders
Inkflation
Yes. I did not see that you were referring to the "first days" as that was reverted pretty quickly for the T1 processing
thats 20 lvl bow, in first day it was 35 x 3*3 = 945 wood
Hahahaha
i mean catching 35 leg braidwood is already hard
specially without static rarity
but with 1/2/2 like now u need 280 leg braidwood
for what? 30% increase from blue hawk bow? which coudl be dropped every 30 minutes?
Yeah and if you go further, rn it's lvl 20 items which are not even 50% progression
So who would be able to craft such a thing
make it 200% increase between legendary and rare and it will justify 280 braidwood
but 30%?
thats 35 braidwood for sure
and thats 1/1/1 processing
At least it has some logic behind it, chopping 35 trees for 1 bow
How about 82 weeping willow logs to make one ore bag
I mostly agree with all the comments. 82 willow to make a bag seems insane. 30+ trees to make a bow. X cows to make a stick of butter. Comically insane. … but… it is not xx items return yy item…. We are not balancing to reality. The balance should be xx time and effort return yy utility and character power. New bag is a huge improvement to utility. It should take some effort. (82 willow seems high… but it should not be 1…. Somewhere in the middle1). New weapons can be a huge jump in character power. It should be a process and take loads of effort at level 20. Novice and apprentice should probably be easier to craft. Consumables should all be much easier to craft. A healing potion or a scroll should not be a major time or resource sink.
The most bizarre of all recipes are the t2 and t3 weapon molds ... requires 10 different skills and resources from every gathering profession... FOR A PROCESSED GOOD ... it's not even a full item... you could loose it if you die trying to get at across the map to a weaponsmith table or the table needed for JM tools!
"not balancing to reality" -> I'd say, otherwise why are we killing herds of cows for milk? Do we not know utter tech?
Understanding how to make weapon molds has been one of my artisan specialties for a while. Now 16 slate! 2 bluebell thread, so 4 bluebell, and the one willow board takes 4 willow. Thank goodness its still just one animal fat.
And I know of 3 people dying to mobs on the way to crafting their tools, just in my little circle. Loosing your weapon mold is harsh.
I find this thing actually really good.
okay patch downloaded in 1 min, no serious patch notes it seems
my hunch the reason the procesisng went to needing 2 items was to allow for composite materials to be crafted for different stat options when they allow for selected materials :p
my guess was that they were about to add some artisan skill trees which let high end artsians use much less reagents for crafts/processing and will cashback some
That's a good theory... but wasn't the implementation a bit premature lol
that was my original though aswell but if they do what i think there gonna do with condesning recipes and having you select materials and that determins stats i feel they would want more option although they could just add a shit load of resource types for same effect which may be why they been pushing biomes out to get a continent done to get that diversity
well they were not expecting to have to redo the whole system artisan skill tree were meant to be in like a week after 2.5 but they decided they had to redo the entire economy system and things
which we wouldnt of even had apprentice benches up by then anyway
But wouldn't it make sense to just hold off and implement them at the same time as opposed to just hosing up the system lol
im assuming they did it early on so people couldnt stockpile the materials ar a 1/1/1 cost before bumping in skill tree which made it cheaper when you leveled up some
i dont think that thought that so deep, they just implemented first part, thinking that they will do next one in next week
they would of done it same time then naa i think they thought a little ahead incase somone managed to gbet a bench up fast enough or they had 2 delay a week 😛 but then it escalated
it is what it is
no reason to not revert it now though since economy patch gonna be awhile and by then it pointless testing wise
real test for economy will come p3 so they need to have ti done before then
We honestly do need to see and get a feel for the new artisan changes long before they wipe. No need to wipe if the economy isn't fixed
is this week finally the economy update?
doesnt seem like it by what steven said earlier
the whole 1-2-3 or 3-2-1 bs, is just dumb they could of reverted it to make us suffer less :l
he did say something but passing reverting back to 1-1-1 to the team the same day
only 1 month too late, if it happens
Why go 1-2-2 in the first place and strap themselves in to a rigid system when they could leave it as 1-1-1 and adjust recipes?
Adjust the final item recipe and leave processing alone
all i know is my "testing" of 1-2-2, or 3-2-1 or 1-2-3. is that it is ass currently
Lol or that
@novel delta fucking huge patch today 1 1 1 inc ( no )
increase mobe dmg by further 50% that is all have fun :p
Processing Stations no longer have set batch size options. Instead, characters can now freely set any processing batch size to any value from 1 to the recipe's maximum size. Want to process a batch of 6 zinc fragments? Now you can!
well thats a good start
That's my favorite
Literally this + econ changes and it will make a ton of people very happy
Getting over ~100FPS in Winstead, when prior would get 50 ish
some foliage performance changes finally
That's BIG!
IF... and I truly mean IF they can get a good economy and crafting in sync with leveling... P3 could be pretty awesome! 2 starting zones to spread people out + a good economy and crafting system will be awesome IF .. IF .. IF they get it right
can only craft common stuff?
not my case tbh, but i've already seen like 10 people complaining on general chat ingame
It seems to be related to Processing, and things with both a basic and quality ingredient
Team is aware and investigating now #alpha-two-news message
idk crafting quality works for me
@torn fiber JM Weaponsmithing is already up in Miraleth
okay thats fukd up, i did 70 epic tin fragmetnts and cant do ingots because its bugged (
finally a change to batch processing
I am processing so much more now
Thank you
can we expect fix in tomorrow update? thanks!
I don't know if the fix for this will be ready for tomorrow. Team is working on it now
thank you, hopefully we will get it tomorrow, because crafting is already gutted and with that bug its impossible(
Do you want to check if this workaround works for what you're trying to Process? #1382793715600593118 message
oh wow
thank you!
i ll check it in couple of hours (i made 70 epic tin frags, and couldnt process it to ingots)
has anyone commented on why there are next to no t2/t3 gatherables in the riverlands/sandsquall with the exception of the areas right outside nodes which are uber spawning? some kind of test?
spawning has been borked since the cluster update
true. although i was finding clusters and individual nodes those first couple weeks. now it feels like 95% of nodes are t1 cept around some cities
Yeah im having that bug when trying to make ingots. I am unable to select any of the quality options regards of what I do with switching screens relogging or anything along those line. I can make frags just fine so I think it has something to do with having the flux in my bag which is needed for the craft.
thats temp fix
I'll try it tonight. Thank you
it worked for alchemy and metalworking for me
Worked for the ingots?
yes
Cool
Was trying to help a friend make their pick last night and that was driving me nuts
Someone tell Steven to release the playable Keebler elves, or I will stop chopping wood, and the economy collapses.
Are there good places to hunt grem?
You literally just have to ask me.
T2/T3 gatherables been spawning inside node metropolis areas, and players grab that sh*t fast as hell
Let me know if you need Willow, or Dragon Tree. I know someone with Obsidian too.
(Nothing good to do with Saguaro except make mulch)
where are those iron and sapphies? cant see any?
Any idea where I can make a Journeyman Axe?
go to fragments again, check the rarity of the ingots you will be making on the fragments tab, now select ingots. should be on the rarity you chose for fragment.
For the weapon molds, can we mix rarities yet?
no
question, anyone else run into Eastern Hemlock being only 3 fuel?
- was that an intended change?
Used to be 8
- Timber I've made in the past is 8
- Just the uncut wood is now 3?
Oak is 10, Larch is 25, everything else was 8...until now?
Yeah that doesnt seem intentional
Ngl, it can't possibly be because the ui text is so small 3's look like 8's and they accidentally changed it
That fish give the same fuel as hemlock wood is kinda cringe
how do you get a jman bench but the tool bench is only apprentice?
lumber mill is jman but you're right Carpentry is apprentice
but the bench is for lumberjack but placed in the mill
so the axe bench is a separate build? But there's already a app toolbench at the app lumbermill
toolbench I think is the deciding factor for JM axe
it is
gonna have those annoying braidwood blockers for some time 😄
yeah, almost jman lumberjack but with no axe bench
I am at around 24 lumberjacking
so, what needs to happen in joeve so we can get a jman toolbench?
some summoning probably
Well this only works if you have the ore to turn into frags. Sad day, cant select the frag rarity
husband just encountered this too - we don't have the mats to do the work around that he's having issues with
yeah i dont have the mats either, feels bad
not happeing in Joeva Its being built in azmaran
Got everything i need to make a heroic tin ingot but can t do it !! Crafting getting worst by the minute !!!!!
WHY oh WHY is it taking 4 weeping willow now to make 1 board its soooooooooooooo damn rare to even find willow in the first place why make even harder to make ffs crafting is ruined will take 4 months to make one damn bag
thats 80 weeping willow just to make 1 damn bag for tailoring but only 44 for making it with carpentry doesnt add up well
APPRENTICE bag not journeyman even!
Ive found 2 weeping willow trees so far only since the opening of this server that makes it impossable to make these
did I hear right that JM Hunting is coming soon?
So crafting is broken right now?
Yeah it's pretty depressing when you make it to apprentice lumberjack and then have nothing to harvest. Referring to Weeping Willow. Which you need to make apprentice level leather. Just increase spawn points please!
Crafting has been broken since 2.5 released. Just hope they can get it into a decent working state for phase 3
not sure if the despawn thing is happening to all collectable stuff or just the hunts but its crazy rare to find any T2 materials to farm. Flax copper also non existent!
If it wasnt for the new nodes around the cities we wouldnt have ANYTHING at all to collect!
yeah it's pretty clear spawn chance concept lends to resources becoming one type (whatever peple don't need). There needs to be a rework on the idea. I don't believe it should be a complete rework, but at the very least, there should be a minimum number of each resource on the map at a given time.
Well for instance if someone mines a spot then another should spawn somewere to replace the one that just got picked so at least others can collect having 1 hour respawn times with 8k peeps is killing the crafting
And i dont mean spawning next to each other like 100's of feet apart or something so peeps have to search for the next node
Yep I've come into this with the desire to craft, but it's proving 50% more difficult than I'd like. If the servers were full I recon it's be near impossible. I think it can be balanced easily enough with some tweeks. I still want resource discovery to require exploration, but not to run from end to end to only find one spawn. I can't recall seeing any copper in that time either
Edit: I've discoverred the node spawning, that definitely helps
does rarity of crate affect its space inside?
no
How do u seal crate, i jsut tried to open, put there some trash, pressed seal - nothing happened
Have to do it at the caravansary from what I remember
I haven't seen a bluebell since the servers came back up Thursday ... Do they still spawn?
Go buy my ruby powder in NA. Hurry while supplies last! Avoid future regret!
Good afternoon, and when will the quality of the collected resource finally be envied by the quality of the worn tools and things to collect, for example, in hunting?
resource spawning in the open riverland/sandquall areas is either bugged or they are testing something. same as nodes hyper spawning resources. bug or test. i'd like to believe a test, but probably a bug.
Think most people are waiting for phase 3 for rebalance/rehash as crafting/gathering need big rebalance
Hopefully, I haven’t sold any lumber in three days 
No reason to level up crafting if nobody is buying anything
Well, the loss of objects, their quality, which depends on the tool, clothes, could have been done a long time ago
any solution for that >> can t select any quality
thats literally in patchnotes
There are issues with Processing when using materials of different rarities. As we work on a fix for this, here’s a workaround that works for many recipes:
Select a single-ingredient recipe that uses the material you want to process. Select the rarity you wish to process here, and only have the rarity of material in your inventory that you want to process
Now switch to the processing recipe you want to execute, and the UI will be pre-loaded with the rarity you had selected for the previous recipe
It s maybe in the patch note bit still not working !! It works for some craft but not for all of them !! We try with farming and cooking and not only me several people try to have it working trust me it s a pain in the ass to do crafting but we still try!
yea, ok sorry mb
you re fine it s just already hard enough to craft some simple thing with the amount of mats asked and every week it s a new thing when lot of things were working fine .I know it s Alpha but sometimes i think they want us out of the game 😀
https://docs.google.com/spreadsheets/d/1Vq3NDn9ay4pPJ3imcr13IM9KI1mLrqfXHOY-4CmKsVc/edit?usp=sharing
Which city currently has JM herb and JM Hunting? I saw someone with a hunting bow yesterday?
OK, looking at the spread sheet I see Aithanahr has JM weaving. Is there another town that has app weaving?
Yes. But an apprentice machine is easier to make so I was hoping another town closer to Joeve had ne
if only there's a spreadsheet for that. XD

nah soz mate, ur stuck with aithanahr for a while
Daaam Nice work on spreadsheet!
Made by @torn fiber and I :)
When are we getting JM axe
Anyone know what the plan is for Hunting? As it stands now do it if you want to be bankrupted. % are wacked IMO. First you harvest and get one possible mount out of 11 (counted this weekend), then you get a BOB that cost 1.75g that sells to the vendor for 7c because nobody wants a BOB anymore. If you're lucky you can make 10g from a mount but it costs 20g to do so and 3 days of non stop hunting. Not to mention, without any buffs you get 600 exp for each attempt. Not sure how many it will take to go from 10 to 20 but if I were to guess it will cost you 100g+. The risk v reward just isn't worth it. My cook AFK fishes, makes filets and sells them for a small profit and hits 20 in two days without breaking a sweat and gets two adventuring lvls without killing anything (except fish). Just doesn't seem right IMO.
Welcome to Animal Husbandry 😄 enjoy the pain and learn to use market and trade chat
There is a complete problem with crafting in the game, especially with the collection of resources, their quality does not depend on the tool at all, while there is no crafting here
To make something on the machine, you will spend the most time, not on crafting or collecting resources, but on running from one node to another, it has long been possible to make one common storage cell in each node so that people can craft normally and transfer resources to their characters.
Now you cannot even give away blue BOBs.
Just poking my head in after being away for about a month. Is crafting better yet? Have recipes been made reasonable, node spawn improved, etc?
Hell no
hahaha thanks, see y'all in another month
https://ashesofcreation.wiki/Animal_Husbandry
Youngling stage: For mammals this relates to baby animals. For lizards (reptiles) this is an egg stage.[32]
Once these creatures are actually born there is an element of raising the creature. So animals need to be raised from birth to adulthood and trained for the intended purposes, either as a mount, a pet, a beast of burden, or livestock. Animal Husbandry feeds a lot of these different aspects; and you'll be able to specialize your focus as an 'animal husbandrist', if that's a word, to one of those particular ends. Players have a multitude of activities to perform like feeding, cleaning the creatures, taking them out for practice rides, training them to fight monsters, etc. This period is very important however- the training period- because it will have the greatest influence on the resulting quality of the genetically determined stats and abilities of the creature once they reach adulthood. So basically as you're discovering these different genetic paths when pairing different animals, and the offspring is born, it will have a window of where a stat block will land. But where it lands will be determined by the training phase by raising the creature up- and that's going to be an important aspect.[7] – Steven Sharif
The active mounts are determined based on you having that active mount as part of a slot within the stable that you're within the area of. And what that means is that mounts are relevant in battle; and if you lose your mount in battle it is a detriment. There are ways for you to bring that mount back. There are active potions that you can have available to you to do fast resurrections to reduce that cooldown potentially; and you can also interface with the stable itself if you want to swap that mount out with a different mount.[37] – Steven Sharif
Long term there supposed to be used for training mounts, pets, BoB's, and livestock. Its supposed to have a system like the Gregor Mendal method to mix different animals together and get get different traits. Also your mounts will be able to die making Animal Husbandry more than a one stop shop. It's a place holder for what it is going to be in the future.
"Gregor Mendal" Intellectual show off! Love it! 😍 🤣
Okay, chances of economic patch weekly check.
what you guys think, is it this week?
1/47 chance Econ patch is before July
They've probably realized by now that the econ patch necessitates going through a LOT of recipes and fixing them manually... i predict late july for a big econ patch.
Same ... I hope they roll out the whole package at once so we can get a good feel for what it's going to be like... even if they delay P3 again... this is more important than hitting P3 timeline
If it's not fixed before P3 wipe, the economy will be wrecked again... no going back with patches to fix it
💯 percent. I would also rather have a delay of p3 then a bad launch, the longetivity of a bad launch hurts everyone in the long run, more than just a delay.
I predict p3 comes, none of its ready, and they just revert everything back to pre 2.5 state
Would be better than now lol
If the economy changes are ready in time, i would love a fresh start server. Giving us a chance to test it out in new environment before ph3
They can call it P2.75 except this time they break another core system for 3 months lol
Artisan update tomorrow?
their posting for an econ developer is still on the site, unfilled
yes and in that 2.666(6) phase we will have no benches again (need like 1.5 month to do 6-7 Jm benches) and how would u test new economy? Also knowing that there will be wipe in aug 4 no artisans will come to that joke of phase.
Only pvpers are interested in wipe and playing like for 1-1.5 month till next wipe, there wont be proper test of new systems. Now at least you have bunch of Jm benches and some high leveled artisans for testing
And truth is that more we delay big econ update les people will be there to test it.
And if they plan for no delay on Aug 4 p3, we will have not tested properly econ again.
Imagine start on 7/7 with no-wipe-till-beta phase with UNTESTED econ
If you think there are many complains now about econ, you will be surprised that there will be much more at that p3 start
the whole world won't be killing grems and farming weeping willow just to craft T1 and T2 without some ungodly bitching and bitter complaining
There will be bugs with new Econ - worst thing would be August 4 it goes live before we can pre-test. Even just 1 week of test may be enough - if they can do fixes in time
1 week wont be enough for sure, because of low amount of people to test
i d say last to test it properly if it goes live this r next week
Whatever or whenever... as long as we get to test the new econ for a bit before P3
That looks like a photo from an NDA channel 
Good catch.. wasn't thinking about that
xD
Moving it to appropriate channel

that's not even the latest patch

whats in latest?
ritchie is still working on the video for yesterday's massive update
for real? we have something?
please dont make fun of me
no, sorry, just kidding, there were just a few fixes
it has 3x the changes than the patch you mentioned
Just you wait, once everyone is using pylons it’s going to be amazing
artisan update today?
Next week is never this week
Ok. Thats deep as fuck.
next week never comes
Next week fellas. Soon

wake me up when econ update makes artisans viable again.
there will be noone to test it, i guess it will drop late july
would think they would want at least a month of testing before august 4th but thats assuming p3 isn't delayed and we get 2.75 next lol
week 4 of P3
Did we get a heads up from the PTR that the econ/artisan patch has hit there?
So glad we fixed that lighting......
is enyone else experience problems with crafting butter?
it was last weekend and i made ingame bug report but havent seen eny here?
I hear bad things about cows and butter
The vegans were right about butter all along... 
Also yes butter is still broken. I just hear that tertially though because i didnt hate myself enough to attempt cooking profession
You think that's bad. Do you know how many animals have to die just to provide the droppings to make 1 salad
I have bad news... look at scrolls. Its way worse. 
The trees call. Cut down all the trees. The answer is in the thousands of trees you need to chop down at journeyman to do anything.
As I hear Az in voice screaming while chopping all the trees, " Go to sleep, GO to sleep, GO TO SLEEP!"
Don’t worry I will test it
What kind of issue are you having?
I have like 2000 milk I haven’t had time to run it out of Azmaran lol
Can you not get Starfish in game yet?
is it normal to say that, first time i accidentally moused over it
oh well thats my issue....i hav like 200 milk but can only craft 1 at a time. crafting ammount scale is broken😭
It's not just milk, it's cooking recipes in general.
Was broken last week, reported every day. Still broken this week :/
i was able to make 75 fruit salads in uncommon
Weird, because I can't even make Aelan Spice in anything but singles.
Same with other meals
just got 60 uncommon spices out of crafting🤔
Could it be Common is the problem?
Can you try seeing if you can set common variants at higher than singles?
well im prety sure i was able to make even common ones. enything else but butter
Very strange, because I can't even use my already processed butter/mats to make meals at higher than singles :/
Good to know there's inconsistency at least lol
and that is even wierder
which node is working tailoring/weaving?
no tailoring this phase
dang
So I haven't very active in discord this time around. I take it there is a spreadsheet with all this info on it?
And with no tailoring how do spell casters get their gear?
Will need to reconsider table distribution for next phase
if you mean just apprentice tailoring/weaving, Aithanahr is available
and yes, there's a node sheet. see below:
https://docs.google.com/spreadsheets/d/1Vq3NDn9ay4pPJ3imcr13IM9KI1mLrqfXHOY-4CmKsVc/edit?usp=sharing
gets updated daily / once every 2 days
shows the server plan, current node progression and buy orders
anyone is free to @ me or alenya to update the node sheet, and will work on it when available. Alternatively, you can leave comments on the sheet as well.
lately it feels like the only thing being tested is my patience
can you please check what ludocrat sent you in pm (its about switching alchemy and scribe since scribe cant be done without alch and alch can be done without scribe)
and also i can help build alchemy in NA since i need it
@steep currentcheck it too
also alchemy has never been done on p1-p2 it would be itneresting to check vendor
when is the JM axe coming?
think the best person to talk to would be @wicked badge
cmon rik, type faster, ur giving me anxiety
bro wants you to suffer
:'(
Alchemy was done on Vyra, the vendor now wouldn’t have anything since they had removed the props from him either way.
Would need to check, but I believe it would put some of needed materials further away from where they would be used. That increases time moving to one place from the other to use the station.
Another thing is that I dont think NA needs the gold from Alchemy as much as Seahook would require it.
3 in 1 bro
Typing on the phone and I just woke up 😦
Oh! So this is all a dream! 
Nop, just still have a bit of sand on the eye lids 🤣
sadge
well what about switching arcane eng and scribe?
also you do realise that alchemy is seahook wont give gold to seahook, because before it will be doen and operational, phase will be nearly over, i am offering full complete station in NA in about a week from now (keep in mind alchemy gives u chance to do paper for other artisans)
but i dotn see a point to donate for scribe right now, and it looks noone have interest in donating in NA
Honestly, if you want to make that work, you would probably need the current mayors from all related nodes onboard. All I can say is that a few things will be further with any of the changes.
Also, with vassalship this probably won’t be a problem further in the game as well.
(Ps: also agree that we will not have all jm stations in the next 40 days the server has, not many people playing and going out to help on the orders and such”
do you guys mind if we do alchemy or not?) in NA
since phase is completly bricked and nearly over?
let us do soemthing we want at least, next phase we cna do it differently
@wicked badge @steep current
not exactly my call - like Rik said already, you would need to contact the mayors of other nodes and see if they are also okay with it
i agree that the phase is basically dead and you can experiment how you want. but yeah i don't make the last and final call for these things
i'm just someone who maintains the node sheet xD
i think a mayor that you may wanna connect with the most would be Srixun and maybe come to some sort of agreement to swap JM plans?
this was how the plan got after the swap from LJ and what happened in Azmaran
the black lines are processing/craft related dependencies, such as Alchemy requiring Cooking/Farming, then go to LM for Paper and on the way to Scribe so Scrolls would be alive
the red lines are when that pathing is too far, and you need a building to provide that close by.
For example: LM in Joeva is too far to provide mats to SunHaven on Arcane Eng, but it was initially planned for Azmaran to also have a JM LM station there, which would make the long road not really a problem.
(recall that we got at least 8 new nodes after the beginning and when this concept was agreed initially)
Honestly, at this point, 40 days for p3 and the end of Shol, I am fine with whatever ppl want to do, if there are people playing the game and they want to try something, why not ?
But you would still need to reach out to mayors from all the nodes where you want to swap the JM stations in order to make it work.
Azmaran already has JM axe?
nope
alchemy do require cooking/farming BUT paper you can do without it
and paper needed for jeweler
I'll check in morning
hello, quick question, im getting items together for an Uncommon Pickaxe- all my parts are UnComm do i have to use uncommon wood as fuel?
no
great thank you
Hey guys I was wondering how you can get mystic lenses I’ve been looking and looking and can’t find any info
Am I just blind or dumb or what 😂
Decided to come to the artisan goats for some assistance 🙂↕️🫶🏻
You’ll need Crushed Monocle to craft Mystic Lenses. But the issue is, the drop rate seems to be extremely low or non existent at the moment. People have reported it to be dropped by humanoids so far.
i stockpiled 10 of them
i jsut cant find the craft
Ah gotcha, you probably don’t have the recipe for Mystic Lenses. It’s crafted under Arcane Engineering
Drop rate is good for crushed monocoles, you need to be lower level farming the appropriate humanoids
Maybe I have been just unlucky, cause I’ve only seen a couple in my inventory which was later lost along the way cause I died :(
Journeyman Animal Husbandry unlocked at Shorefoot
Where can I find apprentice herblism workstation ?
using magic sorcery to summon the great Node sheet
BOOM
Also you can go to Azmaran, Seahook or Shorefoot for Apprentice Herbalism stations
ty
np
anyone find where the halycon earring and ring recipe drops ?
humanoids at highwaymanhill
Halcyon has Journeyman Metalworking
New Aela has Journeyman Stonemasonry
Sunhaven has Journeyman Jewelcrafting
What area has this fish?
The sky
has anyone else had issues with Jovea lumber mill?
i put 14 heroic weeping willow on but the Quantity slider says7
Not a bug. It takes 2 weeping willow wood to make 1 weeping willow timber
Also takes 2 weeping willow timber to make 1 weeping willow plank
So if you need something like 10 weeping willow plank, you need a total of 40 weeping willow wood
So have fun gathering 40 heroic weeping willow wood for 10 heroic weeping willow plank
Thanks Aizher didnt see any mention of that
Hey guys, does anyone know a better way to lvl up Armorsmithing than crafting Chest piece and decon over and over?
Someone at intrepid is really bad at math if they thought the crafting changes in 2.5 were a good move... as it stands now i need 140 tin to make the spellbook I'm trying to make.. at current market value of 50s per blue tin that puts the cost of materials at 70 gold.. now someone please tell me how that is worth my time and effort.. I am sure I'm not the only one complaining about this... just shouting into the void
Yeah this has been well known by everyone, including Intrepid.
They are not doing temporary bandaid fixes because they are overhauling the system
They sure didn’t mind temporarily fucking it up for phase 2.5
Why they didn’t just revert to the old system while they fixed it blows my mind
great question
thats just not true, they did revert 3/3/3 processing to 1/2/2 at start of phase (it was done in 1 day and didnt overhaul system). My guess is that reverting to 1/1/1 will remove 99% freustration from crafters. But I HONESTLY DO NOT KNOW why cant we have temp 1/1/1 fix before artisan patch
i even asked steven in general chat and got answer that he ll pass it to artisan team ( it was 2+ weeks ago)
maybe that's how they want it to be
well then its not how crafters are seeing it. like 90% of artisans left because we cant sustain that demand or resources. and those artisans were valuable assets for gathering data. i mean we lost like 90% economy testers in couple of weeks waiting for artisan changes, when it was only one thing that we need (1/1/1 revert)
thats not good usage of alpha testers to be honest
And what i fear most - that they repeat their mistake and will do econ patch 1 week before p3 (when there will be none to test it) or at start of p3. And we will have 1 year long phase started with untested systems.
Yup, I've no idea how you can come up with such values in the first place, you don't need a field test to understand that it is not viable.
After the attribute system rework and drop rate changes, I'm a bit worried about the outcome of that update too.
Novice crafting is novice crafting, I just can not wrap my mind around why they want to make it difficult at that level. Like why are they trying to balance crafting around level 25 when the goal is to have 50 as the cap. Shouldn't it be easy to craft Novice and Apprentice craft and then from Journeyman and up it starts taking more time. Also that you work on your crafting / gathering gear so the higher rarity of resources becomes easier. Instead everything just feels like luck and grind, I don't play gatcha games cause I don't want to waste my time and money on such terrible games but it feels like that way currently. I hope the Econ update is good
If they want higher resource use, do it at the recipe level ... higher powered items should take more resources ... basic recipes like the every day bluebell tunic or academic pants should take less. doubling up on the initial processing, I kinda get ... but then to double up on the double processed item is ridiculous. Wood to Lumber .. ok ... but then Lumber to board is not fun ... Who in the world would take two pieces of lumber to make a board? That dude needs fired! Measure twice, cut once ... boom, board(s) from a single piece of lumber lol
That's why I have been suggesting, for a long time now, that novice materials be common as Larch for all crafts. Every crossroads should have tier 1 benches. Tier 2 benches should be the default at the village stage in the market area. Then, once a mayor is elected, they can start to build the specialized tier 3 crafting station. This would require the journeyman to actually journey to complete a craft ... usually a node or 2 away... Then by tier 4 Master level, you'll need to travel further to complete the craft ... maybe all the way across the continent ... By grandmaster level, you'll need to travel the world to complete it. ... That progression makes sense to me.
This is not how software development often works. Ideally, yes but if these changes were bundled with other core architecture changes, it is very difficult to "cherry pick" the bits from previous implementation.
hello, i repeat they already did this.
first it was 3/3/3 processing then they revert it to 1/2/2 in a day after start.
So tech to do that exists and is working.
So no tech-dev-issue excuse here
Particularly in Agile development. each "Sprint" has a new build that is run through for a few weeks. That build can get whacky as they try things. Because they have extended this one to get the base artisan system right before the next one, (even worse because it is the end of a phase) it is far more noticeable. With luck, this wont happen again. Once the base systems are working, the changes will be less impactful. We just have to get over this hump.
Testing the old system, when the new system is going to be a complete change or overhaul, is near pointless.
And trust me, for the sake of ENJOYMENT, I get it. But we get the enjoyment we get, that's not the priority during this stage in development.
- we need to test artisan overhaul BEFORE p3, so it will be ready for year-long-nowipe phase
- for that we need as much JM staions as we can get
- for that we need people specially artisans
- artisans need at least reverting to 1/1/1 processing (that wont take a bit of time since we have already reverted processing on start of phase very quickly
I dont see how its pointless to help old system work better to attract (not loose in this state) people to do preparations for crafting overhaul to be tested well
You slightly misunderstood my statement. It was more of a general software development statement, but, I highly doubt the first run in phase 3 will be a year-long no wipe. They test these things out in the PTR, or at least should, where they can fast forward things to a state they need to be in.
yea i doubt it too, but i think that p3.0 will be way longer than p2 or p2.5
and i dont want repeat of p2.5 start when we got untested artisan patch, which ruined artisan gameplay for full phase
For sure. Supposed to be the last phase until beta, so I am sure it will go on for a good long while, but with the amount of systems still needing their placeholders gutted and real system implemented, I would bank on some wipes for sure.
Don't think anything needs to be gutted. Apart from the artisan system the base systems did quite well. They all need to be fleshed out and a few are buggy, but they work OK concept-wise. I think we will see a pretty good base game in August tbh. If they can get server meshing going and the new artisan system works, I think we might get surprised how quickly things move from here on in. I still think the biggest problem is going to be expectations. Reading Comprehension isn't the greatest these days, and you can tell from the stuff you see on here, that some people have read the wiki, and not quite grasped what is going on.
with all skills but weaponsmith which was at apprentice I could not promote any other skills 😦 Really want to play with JM Weaponsmithing
You are forgetting phases 3.1, 3.2, 3.3 ... well, you get the picture lol
Artisan update today? 😄
Dont Get my hopes up by takling about it….
How many jm crafting stations exist rn?
Lumbermilling, Mining, Jewelcraft,Weaponsmith, Husbandy, Metalworking, Hunting
Lumberjacking and Herbalism soon*
Add your thoughts/ideas
crafting rarity not working, even with heroic materials you are recieving white result at least in tooltip
can someone confirm
it works but ingame tooltip doesnt hsow it
I reported it in game. You can chuck all uncommon stuff in and it’ll craft an uncommon… but the preview it shows is common and doesn’t match the output.
Does crafting rare medium armour need a certain level of crafting artisan profession or is that based on the level of gear
So for example if I wanted to craft Wolfen Maw at rare quality for level 10 would I need apprentice or journeyman leatherworking?
The output is based off material quality/crafting quality rating from your artisan gear. You can play around with the calculator on ashes codex
For the most part its accurate
Thanks!

https://docs.google.com/spreadsheets/d/1Vq3NDn9ay4pPJ3imcr13IM9KI1mLrqfXHOY-4CmKsVc/edit?usp=sharing
i was preparing for JM armorsmith and found one interesting thing.
armor platings have ONE MORE PROCESSING STEP than ingots
Meaning u need x2 materials from ingots
good luck fellow armorsmith
for one bracers u need over 100+ ore

Apprentice and Journeyman processing recipes now require one primary material instead of two
FUCK YEAH
YEAAAAAAH
So they reverted the broken ass ratios after 2 months
My notes from the update: 1) processing back to 1:1 for apprentice and Jman materials
2) P3 going to change names from Novice>apprentice>Journeyman to Initiate>Adept>Radiant, and there will be SIX levels at launch instead of 5.
3) nothing about rarity mixing 😭
Also more plot spaces, even for t3 nodes, and new support building types.
same issue that people will be still fighting in lvl 0 gear at 25
does bird of paradise flowers exist?
In the tropics, yes
They reverted the changes of 2-1>2-1>2-1 TO 1-1-1-1 again. They left the increased crafting costs for the items, so it still is better than p2 but feels way nicer than the 2-1 change at the beginning of this intermediate phase
Has anyone noticed how the node corks are no longer spawning other materials now?
Just basalt and regular trees like before the node cork frenzy changes?
The names apprentice and journeyman etc are staying I believe, I think it’s the tiers within the tier that are changing if that makes sense
That’s what I gathered from yesterdays stream anyways
As they said there will be 3 Tiers of gear within each level
So I think that’s where the names are coming from so initiate>adept>radiant gear within each artisan level which would be the Novice>apprentice>journeyman
And they said that the lowest tier gear of each level will be easily attainable so you can gear up as you level instead of waiting for ages for gear
Or at least that’s what I gathered from it
i mean you still won't be able to craft gear from lvl 30+ until lvl 50 at launch
Yeah more talking about what was said on the stream
yes i just find it odd, that they make it " being able to gear as you lvl to lvl 20, and then totaly stop it
Wdym
proccessing master and grand master are ONLY in freehold, and freehold is gated behind lvl 50 quest. and not everyone will have it anyway but that's an other thing
Ah I see
I was under the impression that master and grandmaster processing stations were available at the highest level node
Being 5 now
no it wont, only crafting station 2 for 5 and 1 for 4 now maybe ( it was that for 5 and 6 )
but processing above journeyman won't be in node
Oh right I read somewhere else that it was going to be possible to have grandmaster ones
Everyone has access to freehold’s tho
Obvs the people owning them are gated behind level 50
But even if I don’t own it I will be able to access its stations
wdym, freehold is not a feature everyone will have
Even if you don’t own it you can access its crafting stations and use them though
not sure you will be able to freely access it
Pretty sure we can
Yeah you can, it’s more of business
So they would build the stations and provide them as a service so people could use them
any source on that ?
I can’t atm as I’m on my phone but I’ll provide the link to wiki
Freeholds are sizable player housing plots that can be situated in baronies within the Zone of influence (ZOI) of a Village (stage 3) or higher node, including the ZOI of any of its vassal nodes.
Freehold estates may be purchased from other players, or can be obtained via deeds from completing a quest and winning an auction.
Freehold ownership,...
the only thing they said about extending the access to the process, is the family system
Read the first quote on the wiki
The other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[2] – Steven Sharif
Think it’s designed so certain freeholds will be near certain types of resources and then the player owning the freehold could take advantage of that
Popular hunting ground? The owner would put tanning etc so they could benefit and the players near can use it
i know you can sell item and consumable on freehold nothing about processing, i hope it's like that tho
Yeah I’m pretty sure the owner will be a belt o pick and choose what stations and buildings are on that specific freehold
but like i said that part was a "other issue" at launch you will still be gated get 50 before being able to craft 30+ gear
Not really
Anyone can use the freehold’s stations not just the owner
The freehold owner will do the work of getting a freehold, build the stations and then anyone can walk up and use them
that's why i say launch, you can't access it if there is no owner
Well I’m sure owners will pick them up rather quickly so you will be able to use them
Unless you plan on reaching level 50 before everyone else
yes what i say, is at somepoint ppl that are leveling, won't be able to craft 30+ until ppl got 50 knowing that aquire it alone is not suppose to happen , that will make it a feature that will come late as of player progression
I don’t know about you but from an MMO standpoint I know for a fact people will be hitting 50 within the first week, so I’m sure you’ll be fine
People will be playing non stop
i get that , but if their goal is to make mob harder and wanting ppl to gear up, and make it so the craft of gear is not so hard on low tier
but the guy having to go 50 to begin with have to do it without gear, not sure it will go as well
Other ways of levelling
Gathering is a perfectly stable way of levelling
No need for gear unless you run into the odd couple mobs
But it’s designed so you will always have gear anyways no matter what tier you are at now with the three sub tiers
if you need master proccess item to craft master gear, no matter the three sub tiers, you won't be able to craft it
JM Lumberjacking available now at Azmaran
Guys, when will you make a normal craft, a normal transfer of items between characters on your account? It's not difficult, just make one common cell in each warehouse in each node, and I've collected resources, but how can I craft if I can't transfer resources to another character? It's a problem to level up to 10, and what about after that? Resource collection is independent of the tool, and hunting is even more strange. A month ago, there were almost 90 sales pages on the market, but now there are less than 30, and people are leaving(((
2.5 is dead bro, gotta wait til P3
oh, time to play new d4 season
What’s the best method to level metalworking?
Be a citizen of a node that has all the processing buffs and process whatever metals you have there.
T2 metals need to be done in a town with apprentice metalworking, but technically you could just keep processing t1 wherever has the buff
@analog abyss thanks for info.
When you are referencing T1 and T2 I’ve seen this a few times I’m guessing we are referring to the level of artisanship? So certain ores are locked behind being gathered by an apprentice for example?
Same with gear, I’ve seen people reference tier 1 gear and tier 2 gear, I imagine this is the likes of gear crafted from a novice and that of an apprentice? I’ve crafted a set of river stalker gear for example so this would be tier 1? For levels 1-9 and when I reach apprentice I can craft tier 2 gear from level 10?
Correct. T1 is novice. So copper, zinc, snowdrop, oak. Apprentice T2 Tin, obsidian, Willow. Then Journeyman T3 braidwood, iron, rividium, spindlevine. Etc. There is more to it, those are just some examples
Same goes currently for levels of processed foods and crafts
T0 is 0. T1 1-9, T2 10-19 and so on
There’s in between levels being added eventually which will likely follow along the lines of tin/brass/bronze
Which are all level 10 items with varying types of stats, but bronze has more then brass, more then just tin
has anyone crafted higher rarity apprentice shirts ?
im trying to craft a apprentice jewellery shirt.
but the rairty isnt counting
has anyone run into this and this is just a tooltip issue ? and the item comes out properly ?
accordding to codex it should be epic
Yes. There is a new bug where the preview doesn’t show the final result.
I crafted a few uncommon apprentice shirts several weeks ago.
I tested crafting on the current build and noticed that the preview was not showing the final product. I crafted a few uncommon things that the preview showed as common, and they came out uncommon as I’d hoped.
I /bugged it.
thanks! a few others also confirmed to me.. i was still worried. bit the bullet. got my epic shirt
thanks!
is there any way to get crafting quality higher besides pants / shirt ? any food / buffs you can get ?
First things that come to mind:
Node buffs +
food (JM cook) +
elixir (JM alch, if recipes exist?) +
JM belt (armorsmithed) +
NOV/APP/JM shirt (tailored) +
APP/JM pants (lw)…
Out of all of those, the node buffs can have the single biggest boost, which feels bad given the investment for the other stuff.
Im sure this has been asked before. Are there any apprentice level stations? I’m trying to craft an apprentice sickle but can’t find a station for it
Haha thanks. Node buff seems impossible at this point .. got burned with the glitched interface.. spent all day and buncha gold to make epic shirt and pants and it wasn’t enough to bump me to legendary 😦
All my pieces are legendary except vendor items and the key item
And still can’t get a legendary craft
Definitely seems like not worth the investment
It’s not, especially with the time we have left. hopefully we see some improvements there
Yea it was still a good lesson for myself sucks but it is what it is
Consider tossing some enchants on it if you want to invest more time into it
Into the shirts and pants ?
I wish I could tell how much more I need
To get the codex doesn’t take bonus rating into account
You can put your QR into it
Oh man yea i totally skipped over that and woulda saved me a ton of gold and time


