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Leveling too fast? My feedback for levels, artisans and nodes

eikkuueikkuu Member, Alpha Two
edited November 18 in General Discussion
Hi,
I created a post about pacing earlier, in between intrepid has done adjustments. Here is my update with some suggestions to progression based on my experience so far:

General
  • Slow down player leveling to match better with artisan progression
  • Increase stack sizes of certain items (emblems, droppings)
  • Adjust gold requirements slightly for early extra storage spaces (example 20s, 50s, 1g, 5g)
Nodes
  • Decrease the gold amount needed for artisan buildings and upgrades to speed up early node progression, it can be also progressive (first building 25, next one 50, then 100 and then 150)
  • Create buy orders for gold to players to donate for the node (instead of example doing animal husbandry and cancelling crafting right away)
  • Adjust slightly more complicated player contributions for tier 1 buildings (e.g. cookhouse bows)
  • Buff farm and factory to be worth building, now that buy orders are easier I feel that farm and factory are not worth
Gathering
  • Slow down gathering leveling across the board but especially lumberjacking
  • Slightly increase the respawn times of more rare tier 1 and tier 2 gatherables
Processing
  • Make more use cases for tier 1 hunting skins (wolves, bears, raven)
  • Make so that you can process multiple animals at the same time in animal husbandry as like in other "processing"
Crafting
  • Streamline the different emblems, maybe make less common ones and compliment those with the rare ones, I feel that there is too many different common emblems
  • Adjust tier 1 recipes (Tailoring, armor smithing, leatherworking) that other skins can be also utilized instead of only grem (wolves, bear, raven)
  • Make more use cases for spider carapaces

So there were my suggestions, did I miss something and/or was my suggestions just bad?

Comments

  • VeeshanVeeshan Member, Alpha Two
    Building benches dont take long when there are people actualy contributing to it atm people can get all there gear from drops due to inflated gear drop rates currently in phase 1 if gear stopped dropping and only recipes drop then there incentive for people to push the benches quicker

    Also grem carcasses are pretty easy to get if u farm the mob since it like a 5% chance when they spawn they be a tamable one i got like 50 in an hour which i only used half of that to hit lvl 10 with (Althougyh that was like 2nd weekend so xp rates could of changed since then). Carpentry took awhile though however was like 2000 wood to go from 1-10 i had 3 towns crafting benches crafting 250 every 4.5 hours each so 750 every 4.5 hours and took 3 full sets of 3 so 250x9 amoutn of wood so 2250 if i remember correctly, doing it just out of 1 town aone would 2 full days of process with 0 downtime on the bench :p
  • eikkuueikkuu Member, Alpha Two
    Veeshan wrote: »
    Also grem carcasses are pretty easy to get if u farm the mob since it like a 5% chance when they spawn they be a tamable

    Yeah grems are available but the amount which is needed example in leatherworking is huge and then on the otherside those wolf, raven and bear skins are not needed at all. I think it needs to be balanced

  • eikkuueikkuu Member, Alpha Two
    One thing I forgot from the list
    • Is all the different artisan gear needed? I already know that people are min maxing by buying all the shirts and then from the action bar switching those depending which gatherable they are currently using, but then there is pants and gear for processing and gear for crafting and xp scrolls etc. I feel that this needs to be streamlined somehow as well that you dont need to own like 100 different artisan gear pieces.
  • VeeshanVeeshan Member, Alpha Two
    edited November 18
    eikkuu wrote: »
    Veeshan wrote: »
    Also grem carcasses are pretty easy to get if u farm the mob since it like a 5% chance when they spawn they be a tamable

    Yeah grems are available but the amount which is needed example in leatherworking is huge and then on the otherside those wolf, raven and bear skins are not needed at all. I think it needs to be balanced

    they must have increased it from 2nd weekend cause i only needed like 25-30 carcasses of skins or something. Making the 2 skin 1 thread armor pieces gave like 30% xp at lvl 1 and at 9 5% went rather quickly
  • BrokulonBrokulon Member, Alpha Two
    I agree to all above. I would add:

    1. Move gear level lower: T1 (novice) should make gear for level 5 and 10, T2 apprientice should make gear for level 15 and 20, and so on. Add middle gear level: 5, 15, 25,...
    2. Make it posible to mix rarities in one recipe, even by lowering the quality (green + blue = green) and in BO
    3. Increase rarity of resources find or add reliable and meaningfull means to increase it (gear, buffs, etc). I had 18 level of mining and never seen yellow basalt (mined a lo of basaltt).
    4. Add more character xp from gathering, procesing and crafting. Not much but let it be at least a little meaningfull. 37xp for 10 level is a joke. And after few days crafters are really behind others. We should be abble to do best gear for ourselves and level faster thanks to it, but with so small drop of better qualitie resources it is imposible.
  • eikkuueikkuu Member, Alpha Two
    Brokulon wrote: »
    1. Move gear level lower: T1 (novice) should make gear for level 5 and 10, T2 apprientice should make gear for level 15 and 20, and so on. Add middle gear level: 5, 15, 25,...

    I like your idea in a sense that they could move the Bronze (lowest 10+ level items) to novice and let the brass and tin be on apprentice, but in order to make bronze level items you still would need to be level 10 crafter. That way you could invest on leveling the crafting but you dont need to wait for apprentice station.

    I dont know whats the perfect solution for this issue but current solution needs some adjustment.


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