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.
Please Reincrease the Crafting Experience Rate
TopWombat
Member, Alpha Two
The nerf this past weekend to crafting xp has changed crafting from being 99% irrelevant to 100% irrelevant. Currently the only point in crafting novice items is to get to apprentice where you can make somewhat ok items - this now takes hundreds of crafted items (which needs thousands of materials). It's simply much, much faster to grind mobs and equip dropped gear.
The flow-on effect from crafting being redundant is it also makes the following systems pointless:
- Processing
- Gathering
- Unlocking node buildings (buy orders and construction donations)
- Mayoral Commissions
- Grinding mobs for specific mats
- Risk/Reward of transporting materials
I know it's not a focus of this stage of alpha, but it is something Intrepid changed in a recent patch so it must be something they are looking at. They've also said multiple times before that it's easy to tweak numbers. There is a wonderfully complex economy in this game - it's a shame to see it sidelined.
The flow-on effect from crafting being redundant is it also makes the following systems pointless:
- Processing
- Gathering
- Unlocking node buildings (buy orders and construction donations)
- Mayoral Commissions
- Grinding mobs for specific mats
- Risk/Reward of transporting materials
I know it's not a focus of this stage of alpha, but it is something Intrepid changed in a recent patch so it must be something they are looking at. They've also said multiple times before that it's easy to tweak numbers. There is a wonderfully complex economy in this game - it's a shame to see it sidelined.
3
Comments
Everything about it feels good and it's only said to get more detailed.
I have 5 apprentice artisan skills and 3 that are 7+ closing in on apprentice. I don't really feel like the nerf hit that hard.
I like the nerf because it makes my efforts feel more rewarding. Yes I got 2 of my apprentice skills done week 2 pre nerf. But they felt too easy.
It took me only 4 hours to get hunting and leather working to apprentice week two. 4 hours to get two trades to apprentice is too easy.
What is crazy is that week three post nerf felt faster. I was able to craft better tools and really get a ton of resources and XP. I also found the XP scrolls week 3 over at the laboratory. Very cheap for how long they last.
I do agree that it's a little weird that they nerfed this in phase 1, but I think it's good for people to see what XP rates are intended now if these rates are intended.
I want crafting to be something that takes me months off effort to cap. I like having goals to work on. That's just my feedback though.
This is my personal feedback, shared to help the game thrive in its niche.
I don't have the courage to progress in alchemy until ui get better and craft time go down.
Gather a large batch of mats. Process 50-100 at a time. Use XP scrolls.
Don't just sit around waiting for one off crafts to process. Use the system to your advantage.
This is my personal feedback, shared to help the game thrive in its niche.
I'm not a fan of crafting systems which force you to craft 1000s of useless items no one wants.
Also I'm not so sure how I feel about a possible outcome of making crafting a playstyle which can be afforded only by guilds.
I feel like standard and uncommon gear should be obtainable and craftable without much effort. Rare and higher items should require rare ingredients obtainable from locations which require group effort.
Blown past falling sands…
I've been thinking that too. They said that "crafters make the best shit", but so far in my experience, mob grinding starred creatures with parties gets the best shit. I tried engaging in the crafting system, only to find that there are no apprentice workstations in our server. So really, I just used the time to check out how it works, test a few things, but not bother getting apprentice.
It seems like this phase they only wanted to test mob grinding and dungeons and the whole node systems/caravans/professions are just to dip our toes into but not actually test robustly. We are wiping in like 4 weeks anyways so wait till Phase 2 to actually test the crafting systems.
If they wanted these systems tested they would have incentivized it by making sure that the crafting route was the only way to get gear.