Glorious Alpha Two Testers!
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.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
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.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Crafting Woes
The_Hippo
Member, Alpha Two
Can we just get real about the absurdity of copper nodes?
Here's the thing we already have people complaining about them all the time, but I don't see many people mentioning that multiple buildings require anywhere from 500-2k copper as well.
I believe the crafting experience 1-10 should be similar to the base level experience 1-10, quick and easy and gives you a sense of how the systems work.
This is not the case at all, whether its grem carcasses, copper, zinc, or flax the rarity is just too unrealistic.
In most cases the most needed items per craft are also the RAREST, I only need 1 basalt for a craft, and 22 copper!?
Don't get me wrong, I think this level of grinding is still appropriate.. but for the higher levels. I mean if this scaled proportionately like the base leveling system, it would take genuine years to hit max.
2 easy fixes would be, switching the rare and common resources for each craft. I.E make it so I need 22 basalt and 1 copper for a craft, or just increasing the node respawn time.
Please give us crafters some love, I really want to engage with this system.
Here's the thing we already have people complaining about them all the time, but I don't see many people mentioning that multiple buildings require anywhere from 500-2k copper as well.
I believe the crafting experience 1-10 should be similar to the base level experience 1-10, quick and easy and gives you a sense of how the systems work.
This is not the case at all, whether its grem carcasses, copper, zinc, or flax the rarity is just too unrealistic.
In most cases the most needed items per craft are also the RAREST, I only need 1 basalt for a craft, and 22 copper!?
Don't get me wrong, I think this level of grinding is still appropriate.. but for the higher levels. I mean if this scaled proportionately like the base leveling system, it would take genuine years to hit max.
2 easy fixes would be, switching the rare and common resources for each craft. I.E make it so I need 22 basalt and 1 copper for a craft, or just increasing the node respawn time.
Please give us crafters some love, I really want to engage with this system.
3
Comments
Mining: 16
Lumberjacking: 16
Stonemasonry : 19
Metalworking: 10 (If anyone knows where trainer is lmk)
Lumber Milling: 15
Weaponsmithing: 4
I've engaged with the system a lot so I'm not just complaining after an hour of grinding.
also the metalworking guy i believe is the same spot as where you get mining apprentice/stoneworking apprentice
this x10.
This will effectively stop all tier 2 + crafting so be warned profession enjoyers.
**This got patched in so we're good now trainer is the smithy folks.**