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Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

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Processing request/discussion

ZealithZealith Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
edited November 7 in Artisanship
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

Comments

  • Tearl StoneheartTearl Stoneheart Member, Alpha One, Alpha Two, Early Alpha Two
    The problem is the devs are not focused on crafting at this stage. Everything that we can craft just drops in the game. So players as a whole aren't focused on crafting weapons and armor since they can just grind mobs for gear. Further, realms focused on figuring how crafting does actually work (like Lyneth) have figured out you can't even get all professions to journeyman. Having only 5 nodes limits the progress to journeyman to some, but not all, professions. That is spread across the gathering, processing, and crafting stations. So, for Lyneth, armor smithing is not even being looked at due to the abundance of gear drops. That just cripples any progress for armoring (heavy and medium), animal husbandry, hunting, and more.

    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)
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