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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.
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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.
Some feedback on the Artisan system
spartanliam
Member, Alpha Two
in Artisanship
my first impressions of the artisan system as someone who enjoys the gathering/ crafting loop in most games and plan to make it one of my main focuses. I understand the crafting and gathering systems are not yet fully implemented and improvements will be made.
I started on the fresh start server I played cleric and got to level 11 (mostly solo or group grinding), artisan skills are 14 mining 10 woodcutting, 8 herbalism, 8 fishing and 10 hunting. at every opportunity id grab the gathering quests they are not really worth the time investment but a tiny bonus for doing what i was going to do anyway.
1. My main gripe is that i dont feel im being rewarded early on for gathering and processing if anything im being punished for investing into artisan skills, while the character xp is nice i spent most of my time this weekend gathering and it felt like i was wasting my time at lower levels. I would level faster get more glint/money and get better gear from drops from solo grinding not to mention group grinding. I understand it should be slower than other levelling methods but currently but i could kill a few mobs in about 2 minutes and get more xp than gathering for 40minutes.
2. I enjoy the gathering loop hunting down specific ores and finding the best path loop for resources gathering is enjoyable, however there are many portions the the map where i would expect to find resources such as rock formations where it is devoid of ore and rocks and many areas are covered with tier 2 resources over the entire weekend i mined maybe 100 copper ore in total its rare but needed for alot of crafting and even when searching you can go hours without finding any.
3. node storage is an issue for crafters its fine in the really low levels when I have all common items as i can just process and sell but later on i found different types of rarities were taking up a lot of space to the point i was selling uncommon materials even with 2 storages unlocked.
Suggested improvement.
1. class xp is an issue id like to say go for the easy solution increase gathering xp or have it scale with gathering level.
2. Have a resources sink/npc where i can convert ither processed and/or gatherable resources into xp instead of selling it this would introduce a choice between a money or class xp reward and would serve as another resource sink.
3. assuming the map will be rebalanced and improved for resources it might also be worth while for rocks such as granite to have a small chance to drop copper and zinc
4. increasing the stack size of node storages when you reach a higher level artisan would be nice.
I started on the fresh start server I played cleric and got to level 11 (mostly solo or group grinding), artisan skills are 14 mining 10 woodcutting, 8 herbalism, 8 fishing and 10 hunting. at every opportunity id grab the gathering quests they are not really worth the time investment but a tiny bonus for doing what i was going to do anyway.
1. My main gripe is that i dont feel im being rewarded early on for gathering and processing if anything im being punished for investing into artisan skills, while the character xp is nice i spent most of my time this weekend gathering and it felt like i was wasting my time at lower levels. I would level faster get more glint/money and get better gear from drops from solo grinding not to mention group grinding. I understand it should be slower than other levelling methods but currently but i could kill a few mobs in about 2 minutes and get more xp than gathering for 40minutes.
2. I enjoy the gathering loop hunting down specific ores and finding the best path loop for resources gathering is enjoyable, however there are many portions the the map where i would expect to find resources such as rock formations where it is devoid of ore and rocks and many areas are covered with tier 2 resources over the entire weekend i mined maybe 100 copper ore in total its rare but needed for alot of crafting and even when searching you can go hours without finding any.
3. node storage is an issue for crafters its fine in the really low levels when I have all common items as i can just process and sell but later on i found different types of rarities were taking up a lot of space to the point i was selling uncommon materials even with 2 storages unlocked.
Suggested improvement.
1. class xp is an issue id like to say go for the easy solution increase gathering xp or have it scale with gathering level.
2. Have a resources sink/npc where i can convert ither processed and/or gatherable resources into xp instead of selling it this would introduce a choice between a money or class xp reward and would serve as another resource sink.
3. assuming the map will be rebalanced and improved for resources it might also be worth while for rocks such as granite to have a small chance to drop copper and zinc
4. increasing the stack size of node storages when you reach a higher level artisan would be nice.
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