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Please Reincrease the Crafting Experience Rate

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.

Comments

  • Flashfirez23Flashfirez23 Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Yeah don’t like how crafting in this game is at all. I’ve played other mmo alpha’s where the crafting felt great. You will never craft anything that is at your level with how crafting currently is. I understand that it is intended for crafting to be grindy. But can’t the early game crafting be fast to level up and it gets more grindy as you progress through the tiers. Right now it doesn't even seem worth it to start crafting in the early game at all. I think classic wow had a better crafting system personally. It’s easy to get started but takes more time as you progress. I’d love to see something similar in Ashes.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    I am in love with crafting in ashes right now.

    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.
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • JaymaJayma Member, Alpha Two
    Personnally my only experience with crafting leveling was alchemy (level 1 -> 2). And it was awful, you need i think something like 30+ craft to get the first level. With the one minute craft and the reselecting fuel each time, it was just tendious.
    I don't have the courage to progress in alchemy until ui get better and craft time go down.


  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Jayma wrote: »
    Personnally my only experience with crafting leveling was alchemy (level 1 -> 2). And it was awful, you need i think something like 30+ craft to get the first level. With the one minute craft and the reselecting fuel each time, it was just tendious.
    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.
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • KotterKotter Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    i think it will be setup for crafters to be more sought after opposed to everyone making their own items.
  • PyrololPyrolol Member, Alpha Two
    The crafting department does not a bit of a tweak, maybe the artisan shirts you wear can give some sort of crafting speed bonus? 1 minute per item is a bit much
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  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    edited November 12
    TopWombat wrote: »
    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.
    I believe gear drop rates in live are going to be even lower. Something to consider.

    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.
    My lungs taste the air of Time,
    Blown past falling sands…
  • XeegXeeg Member, Alpha Two
    edited November 12
    TopWombat wrote: »
    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.

    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.
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