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Rare Resources feedback

The_HippoThe_Hippo Member, Alpha Two
edited November 7 in Artisanship
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.

Comments

  • ShivaFangShivaFang Member, Alpha Two
    edited October 28
    Copper is currently far too rare for a tier 1 resource. It's so rare it's impossible to buy from other players which means people who plan on being dedicated metalworkers have no hope of levelling it. (Zinc is also absurdly rare, but not quite as bad. Still enough that a single gatherer can process their own and they don't need to sell it.)
  • VeeshanVeeshan Member, Alpha Two
    I just made a post about regionalizing resources within nodes so like metals nodes will be common in one node rare in the others where stone could be common in a different node and animal in another node, gems in the 4th node and then plants in the 5th node.
    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
  • TaiisienTaiisien Member, Alpha Two
    I am wondering if it comes down to shared spawn tables. If say copper, zinc, tin, and iron all share the same spawn table and then the copper gets replaced by something higher tier, no one can farm it and get the copper to respawn. I dont know for sure this is what is happening, but I saw an awful lot of iron and tin in the world. Same for the gems, I didnt see many rubies but i did see tons of emeralds and sapphires.
  • The_HippoThe_Hippo Member, Alpha Two
    Taiisien wrote: »
    I am wondering if it comes down to shared spawn tables. If say copper, zinc, tin, and iron all share the same spawn table and then the copper gets replaced by something higher tier, no one can farm it and get the copper to respawn. I dont know for sure this is what is happening, but I saw an awful lot of iron and tin in the world. Same for the gems, I didnt see many rubies but i did see tons of emeralds and sapphires.

    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.
  • RustedRiotRustedRiot Member, Alpha Two
    It's because they fast tracked node leveling for this part of the test. As a node increases in level the tier of materials spawned increases... And since node XP gain was so high, we were at tier three pretty much immediately. Not giving gatherers time to level their professions before a higher quantity of high tier materials spawned.
    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.
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