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Crafting

LeyphonLeyphon Member, Alpha One, Alpha Two, Early Alpha Two
edited October 2024 in Alpha One Spot Testing Archive
I like crafting in games and I feel it's oddly satisfying. I found crafting in the A1 enjoyable except for 1 thing. Having to buy schematics for each thing you are crafting. For example: Making 5 swords. You have to buy 5 schematics in order to make all 5 swords instead of "learning" the schematic and having it be an option at the anvil and alchemy table. I am definitely not a supporter of that aspect of crafting. Anyone else think the same?

Comments

  • RuerikRuerik Member, Alpha One, Alpha Two, Early Alpha Two
    It would be nice if buying the schematic worked as a unlock. It depends on if they are trying to balance it by making us use inventory space and gold on schematics as a way to limit and slow down crafting.

    It is hard to test crafting mostly because stone is so difficult to come by at the moment.
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  • nefelianefelia Member, Intrepid Pack, Alpha Two
    I must have missed something in the early part of the game: I have no idea how to make leather straps. Can someone please clue me in?
  • LeyphonLeyphon Member, Alpha One, Alpha Two, Early Alpha Two
    Some things for crafting higher lvl things like hardend leather are not yet available as the nodes must be higher lvl in order to have the vendor sell then. Some things like normal leather have to be bought via the NPC's.
  • MrPocketsMrPockets Member, Alpha One, Alpha Two, Early Alpha Two
    I think the idea behind schematics is that you can make them rare drops that will always be in demand. If players just unlock them once, then eventually those drops become worthless since most players already have it unlocked.

    With all that said, I think conceptually using schematics in this way doesn't make much sense. Just introduce a unique rare drop for each type of weapon/armor, and it has the same effect on the economy and also makes more sense.
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