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.
Processing request/discussion
Zealith
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
Hello all,
Loving the game! I have ran into 1 annoyance that I would love to have the community discuss.
Copper. (and zinc, flax etc)
I 100% understand at the start of this that crafting is in a bare bones state and it's mostly planned for later. I am typing this out not only to express my interest in interacting with crafting in a lessened state but also to see what other people are thinking and feeling. My interest is to get gear into my other players hand (and gear myself) so we can go farm mobs in the world and break the game for the devs.
Issue:
Not enough copper/zinc/flax.
As a crafter main (weapon/armor for this test so far) of a large guild I find it hard to come by enough copper/zinc to level my professions. It seems my guildies are all powering through levels while I'm still struggling to craft level 1 gear. This may be a skill issue, sure, but it seems to me overly difficult in this alpha to keep up with them. Making me feel useless as a crafter, as they get ALL of their gear from drops. I'm fine with drops being better (for now) then my crafted gear but I would like my guildies to replace my gear instead of not having any at the start and just grinding drops.
Proposed solution:
Make the processing of some materials (metals/cloth) 1 ore/plant - > 2 Fragments/cloth until more of the crafting professions are in.
This would increase the amount of fragments we have, and we need a LOT, and allow us to keep up with the level grinders, making our gear reasonable to have/sell. At the moment leatherworking has 1 harvestable -> 5 materials, and I think that's fine for that profession but 1 or for 1 fragments hurts. This solution will do basically the same as lowering the material costs but in a faster, less time intensive way, allowing the devs to get onto more important projects.
Please feel free to discuss. Do you agree? Disagree? Are you a solo player? Or are you also part of a large/medium group? Do you get a lot of ores? or are you also having trouble finding them?
I am not sure about the apprentice tools, that might help with this. We've played ~6 total days and we still don't have the next tier of tools as it's locked behind the node buildings. Would this change your opinion of this post if that tier double your ores gained? would it be "ok" for crafters to struggle at the start on wipes during alpha?
Thank you for your time,
-Zealith
Loving the game! I have ran into 1 annoyance that I would love to have the community discuss.
Copper. (and zinc, flax etc)
I 100% understand at the start of this that crafting is in a bare bones state and it's mostly planned for later. I am typing this out not only to express my interest in interacting with crafting in a lessened state but also to see what other people are thinking and feeling. My interest is to get gear into my other players hand (and gear myself) so we can go farm mobs in the world and break the game for the devs.
Issue:
Not enough copper/zinc/flax.
As a crafter main (weapon/armor for this test so far) of a large guild I find it hard to come by enough copper/zinc to level my professions. It seems my guildies are all powering through levels while I'm still struggling to craft level 1 gear. This may be a skill issue, sure, but it seems to me overly difficult in this alpha to keep up with them. Making me feel useless as a crafter, as they get ALL of their gear from drops. I'm fine with drops being better (for now) then my crafted gear but I would like my guildies to replace my gear instead of not having any at the start and just grinding drops.
Proposed solution:
Make the processing of some materials (metals/cloth) 1 ore/plant - > 2 Fragments/cloth until more of the crafting professions are in.
This would increase the amount of fragments we have, and we need a LOT, and allow us to keep up with the level grinders, making our gear reasonable to have/sell. At the moment leatherworking has 1 harvestable -> 5 materials, and I think that's fine for that profession but 1 or for 1 fragments hurts. This solution will do basically the same as lowering the material costs but in a faster, less time intensive way, allowing the devs to get onto more important projects.
Please feel free to discuss. Do you agree? Disagree? Are you a solo player? Or are you also part of a large/medium group? Do you get a lot of ores? or are you also having trouble finding them?
I am not sure about the apprentice tools, that might help with this. We've played ~6 total days and we still don't have the next tier of tools as it's locked behind the node buildings. Would this change your opinion of this post if that tier double your ores gained? would it be "ok" for crafters to struggle at the start on wipes during alpha?
Thank you for your time,
-Zealith
0
Comments
I have mining to 14 and metal processing to 10. that was a real grind. And that journey just got me to level 7 armoring and level 6 weaponsmithing. Now I can't find enough copper to continue, lol. (I'm abandoning armor since I won't be able to craft apprentice armor due to no progress for hunting)