Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Rare Resources feedback
The_Hippo
Member, Alpha Two
I want to start by saying I loved the A2 (when it was playable, freaking DDOSers) I got to level 17 solo on a fighter and was able to pull 10 mobs at a time to AOE farm. The combat is DEFINITELY feeling GREAT so far... and considering we don't have second archetypes yet... oh man I'm SO HYPED.
However I want to address the immediate red flags in crafting ASAP.
I want to start off by saying I understand the need for rare / uncommon gatherables in crafting, HOWEVER I would argue these rare resources CANNOT be a primary resources for crafting basic items needed to level a profession.
To break it down for 1 copper great sword you need 10 oak logs --> timber (easy to farm), 1 basalt --> weapon mold (easy to farm), and 10 copper --> fragments (insanely rare).
I spent 4 hours looking for materials (around rivers and lakes) and found a total of 4 copper.
There are 3 easy fixes to this that instantly pop in my mind:
1: swap the basalt and copper role in crafting so you only need 1 copper per craft
2: increase the fragments per copper for metal processing
3: make copper as common as basalt
I hear that getting higher levels of processing eventually increases the # of fragments you get... the only problem is to level that processing you need COPPER (or zinc)!
I understand the fighting over resources part of this game, but I feel that should be reserved for materials need in RARE crafts, and not materials needed for the most basic crafts in the game.
I'm guessing this won't get addressed for a while given the recent networking issues, but just know it's something easy to overlook and without a fix will dishearten players who engage with the system.
I hear flax is a big issue also, but I never worked with that system so I can't speak to it.
However I want to address the immediate red flags in crafting ASAP.
I want to start off by saying I understand the need for rare / uncommon gatherables in crafting, HOWEVER I would argue these rare resources CANNOT be a primary resources for crafting basic items needed to level a profession.
To break it down for 1 copper great sword you need 10 oak logs --> timber (easy to farm), 1 basalt --> weapon mold (easy to farm), and 10 copper --> fragments (insanely rare).
I spent 4 hours looking for materials (around rivers and lakes) and found a total of 4 copper.
There are 3 easy fixes to this that instantly pop in my mind:
1: swap the basalt and copper role in crafting so you only need 1 copper per craft
2: increase the fragments per copper for metal processing
3: make copper as common as basalt
I hear that getting higher levels of processing eventually increases the # of fragments you get... the only problem is to level that processing you need COPPER (or zinc)!
I understand the fighting over resources part of this game, but I feel that should be reserved for materials need in RARE crafts, and not materials needed for the most basic crafts in the game.
I'm guessing this won't get addressed for a while given the recent networking issues, but just know it's something easy to overlook and without a fix will dishearten players who engage with the system.
I hear flax is a big issue also, but I never worked with that system so I can't speak to it.
5
Comments
This way all nodes are common and rare at the same time depending on the node you based out of and could open up the potential for regionalise caravan trading of alot of mats to one node to another potentially
You might be onto something tbh. Either way I hope the team takes it seriously, I understand most players are focused on leveling right now... but man when you engage with this system its ROUGH.
In addition nobody is mining the stone. If you mind the stone away in an area there's a chance it respawns as metal. (The gathering area I've been camping has seen quite a bit of metal ever since I started farming there, as I've given material nodes a higher refresh frequency)
Additionally, having foundational materials be somewhat rare (it's actually more common than you think, it's just it's perceived value makes it get immediately snapped up everytime it spawns) is a good thing. It makes being a gathering main like me and important role. If crafters want to progress quickly they will need people like me to grind materials for them. And that's exactly what's intended. An interlocking player driven economy that incentivises people to work together rather than making it easy to go solo.