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Gearing/issue + gathering feedback
Savic Prosperity
Member, Alpha Two
edit: quick edit i have been informed that resna, server im on, specifically has a bug where we only get basalt/granite respawns so im unsure if its still a major issue or off by a bit
For the early gearing it is very bad right now. I dont imagine it will get 'better' as you get to higher levels but the way it currently works seems like it'd be something to do in theory.
If you want to craft your gear (and tools) you need a lot of copper. If you use plate gear you need a big chunk of zinc, otherwise you need a bunch of flax. It still costs quite a bit of in game currency but those are the bottleneck resources.
The extremely small amount of copper, zinc, ruby, and flax spawns doesn't match up with the crafting requirements for an item. 1 weapon costs 20 copper, but that's 20 copper converted into the fragments but that'd be just for one item, that doesn't even factor in if you want to level that profession.
For flax you can circumvent the issue with farming but the idea for lvl 1 gear is 'this is short term' all things considered and the amount of time you have to invest to doing this is super off.
So the other way is to just buy the gear from the npc's laying around, which frankly isnt that much more expensive than crafting it [could be tuned] but then you want to just go farm mobs for dust instead. By the time you'd get enough money to justify buying everything though you'd already be close level 10 gear.
The other way to get gear is to just get a lucky drop while in a group, it be something you'd want to use, and you also winning the drop [assuming non coordinated group] which is just not feasible, but also why bother crafting anything at that point when you can just get the best gear from farming mobs anyway. Mind you i know this is an early iteration but it needs a lot of changes.
This boils down to my frustration with the gathering spawn system for items.
The amount of copper, zinc, ruby, and flax needed to craft is okay but the rate they appear at is way too low. Copper is the worst offender by a significant margin in this case where its spawn rate feels like it should be almost as high as basalt/granite since it is used a significant amount more than them. I have only seen one ruby but it needs to spawn quite a bit more as well since there are some recipes that use it or in the case of scribe its the only way to really level it. Zinc is mostly used for plate armor and jewelry as far as i remember seeing but not being able to find consistent amounts of it bottlenecks those professions. Flax in theory should spawn sometimes with the other flowers but it is set too rare, since cotton doesnt spawn in the wild it shouldnt feel like a fight to find a meaningful amount of flax.
The way you go about looking for stuff to gather feels not too bad, you look for where said stuff is supposed to spawn and harvest it, the threat of getting mauled by mobs helps make gathering feel more exciting despite it being super simple and un-engaging as a base. What currently makes it feel really bad is after searching enough places you still dont find a basic resource you then start to wonder if it only spawns in certain areas or doesnt exist which shouldnt happen with the base stuff. I believe this issue is still there for the lvl 10-20 materials too but i cant meaningfully test that since i cant find enough stuff to level some of the professions
For the early gearing it is very bad right now. I dont imagine it will get 'better' as you get to higher levels but the way it currently works seems like it'd be something to do in theory.
If you want to craft your gear (and tools) you need a lot of copper. If you use plate gear you need a big chunk of zinc, otherwise you need a bunch of flax. It still costs quite a bit of in game currency but those are the bottleneck resources.
The extremely small amount of copper, zinc, ruby, and flax spawns doesn't match up with the crafting requirements for an item. 1 weapon costs 20 copper, but that's 20 copper converted into the fragments but that'd be just for one item, that doesn't even factor in if you want to level that profession.
For flax you can circumvent the issue with farming but the idea for lvl 1 gear is 'this is short term' all things considered and the amount of time you have to invest to doing this is super off.
So the other way is to just buy the gear from the npc's laying around, which frankly isnt that much more expensive than crafting it [could be tuned] but then you want to just go farm mobs for dust instead. By the time you'd get enough money to justify buying everything though you'd already be close level 10 gear.
The other way to get gear is to just get a lucky drop while in a group, it be something you'd want to use, and you also winning the drop [assuming non coordinated group] which is just not feasible, but also why bother crafting anything at that point when you can just get the best gear from farming mobs anyway. Mind you i know this is an early iteration but it needs a lot of changes.
This boils down to my frustration with the gathering spawn system for items.
The amount of copper, zinc, ruby, and flax needed to craft is okay but the rate they appear at is way too low. Copper is the worst offender by a significant margin in this case where its spawn rate feels like it should be almost as high as basalt/granite since it is used a significant amount more than them. I have only seen one ruby but it needs to spawn quite a bit more as well since there are some recipes that use it or in the case of scribe its the only way to really level it. Zinc is mostly used for plate armor and jewelry as far as i remember seeing but not being able to find consistent amounts of it bottlenecks those professions. Flax in theory should spawn sometimes with the other flowers but it is set too rare, since cotton doesnt spawn in the wild it shouldnt feel like a fight to find a meaningful amount of flax.
The way you go about looking for stuff to gather feels not too bad, you look for where said stuff is supposed to spawn and harvest it, the threat of getting mauled by mobs helps make gathering feel more exciting despite it being super simple and un-engaging as a base. What currently makes it feel really bad is after searching enough places you still dont find a basic resource you then start to wonder if it only spawns in certain areas or doesnt exist which shouldnt happen with the base stuff. I believe this issue is still there for the lvl 10-20 materials too but i cant meaningfully test that since i cant find enough stuff to level some of the professions
3
Comments
I'm on Resna too.. Is this a confirmed bug by devs?
sorry for late reply forgot to check but basically only like lionhold area was spawning different ores, as soon as the world was changed from winter back to summer things were functioning as normal
but yea copper is still way too rare for how much is needed to do anything with crafting if you want people to craft gear. (and zinc/ruby as well frankly) At this time farming mobs for gear tends to just be flat out better because you'll get more exp and some gear but generally pretty good gear
it seems like when he made it winter Gems and ore node stopped respawning and t2 nodes went poof all together, design intent? i dunno but when he made it fall for last 10 hours or so copper, zinc, rubies and T2 mats all returned to the world.
also doesnt help that it seems all the mayors are trying to make a smithy which eats the small amount of metal up aswell, like the 3 nodes i looked at for what the mayor asking for resource wise made the bundle that was used to make the smithy so atleast 3 of the 5 nodes are all trying to make the same building on resna or have no clue what there doing