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.

Gatherable Rarity Issue

GhostggGhostgg Member, Alpha Two
edited November 12 in Artisanship
I want the devs to be aware of what is, IMO, the largest problem next to having T2/3 nodes that literally no one can gather: rarity across gathering professions.

Specifically hunting. As we are nearing the stage where we can start pumping out level 10 crafted gear the value of rare+ materials is going to sky rocket. This is achievable for things such as mining/herbalism where you can get heroic+ materials consistently, though not commonly. Hunting just isn't that way.

For perspective I've leveled mining and hunting to about apprentice each. I have a few (maybe 20) items heroic-legendary quality metals/stone with a spread that makes sense, I have only ever found a single rare carcass/animal.

FOR EXAMPLE. I'm a fighter, lets say I have the choice between belts to craft. I want either Bear Hide Belt or Ashen Haunt's Belt.
https://ashescodex.com/db/item/Gear_Armor_Heavy_AshenHaunt_Waist
https://ashescodex.com/db/item/Gear_Armor_Medium_BearHide_Waist

Crafting this is uncommon/common they are similar. But the reality is getting the 2 bear carcasses as heroic or higher for the bear hide is not even remotely comparable to getting the 2 bronze ingots as heroic. I'd go as far as saying when you're going for higher tier items that bear hide requirement makes the Bear Hide Belt unviable. Basically impossible. I'd compare making a heroic Bear Hide Belt to a legendary Ashen Haunt Belt.
I was wrong on this, it does only require a single carcass in most cases. Finding a heroic+ carcass is still extremely rare and I don't think anyone in our entire guild has found an epic+ so the point still stands.

Proposal: Just bump the rarity of animal parts significantly.

Before anyone mentions tools giving bonuses to rarity this comparison is base value vs base value, a fair comparison. If tools rarity bonus becomes too impactful with the higher baseline rarity for animals then reduce the rarity bonus on the tool for hunting tools only.

Comments

  • _Relic_Relic Member, Alpha Two
    I found the same with hunting, was easily the hardest for me to find rarity. But Monday, not sure if they changed anything, I was finding more rare everything especially hunting nodes.

    Will also point out that with hides, 1 skin = 5 hides after crafted
  • GhostggGhostgg Member, Alpha Two
    Dainsleif wrote: »
    I found the same with hunting, was easily the hardest for me to find rarity. But Monday, not sure if they changed anything, I was finding more rare everything especially hunting nodes.

    Will also point out that with hides, 1 skin = 5 hides after crafted

    Oh I hadn't realized that last point (didn't do tanning just lumbermilling/stonemasonry/metalworking) I'll edit it. Thanks!
  • LughlaochLughlaoch Member, Alpha Two
    I agree that during the testing weekends the availability of materials (i.e., copper, zinc, etc.) is fairly low compared to other games. However, I can only direct you to the hundreds of times I have heard Stephen say, "SCARCITY OF RESOURCES" in the many development updates he has done and is something he WANTS in the game. It creates conflict - that's what he wants for his mmorpg. As recent as this past weekend's Twitch interview with Thor from Pirate Software. He must have used the term 15 times. Whether I agree or disagree is irrelevant, it's something I don't see changing.
  • GhostggGhostgg Member, Alpha Two
    Lughlaoch wrote: »
    I agree that during the testing weekends the availability of materials (i.e., copper, zinc, etc.) is fairly low compared to other games. However, I can only direct you to the hundreds of times I have heard Stephen say, "SCARCITY OF RESOURCES" in the many development updates he has done and is something he WANTS in the game. It creates conflict - that's what he wants for his mmorpg. As recent as this past weekend's Twitch interview with Thor from Pirate Software. He must have used the term 15 times. Whether I agree or disagree is irrelevant, it's something I don't see changing.

    So I agree, I'm not saying buff the total amount of rare materials, I want them to be similar across the crafting professions as they produce similar results. It doesn't make sense that two comparable armors are vastly different in crafting difficulty to me. I suppose an alternative would be to nerf the rarity of mining/herb/etc, but then that would exacerbate the finding vs crafting gearing options, which is already a hot topic.
  • _Relic_Relic Member, Alpha Two
    edited November 12
    As rare as people were saying copper/zinc is (rarest to find for me), I still found enough and they have the same rarity chances as other mats.

    Like OP though, rare skins were my bottleneck. I had enough uncommon and rare copper/zinc to make several pieces, but got nothing but common skins.

    Until Monday, which makes me think they changed something. I then got got several uncommon and rare carcasses. Other mats seemed to be too high though, got 5 legendary copper and half a stack of epic copper all on Monday alone.
Sign In or Register to comment.