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.

Artisanship - General Feedback

LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
edited November 19 in Artisanship
Here are my biggest pieces of feedback on Artisanship thus far...
  1. Artisanship feels slow and I am not enjoying it currently. My character's leveling experience and artisan leveling feel so different in pace that it feels like they work against one another. Leveling my character's archetypes has the benefit of socializing while grinding and leveling weapon talents. Artisanship is not something that is as easy to play with others while doing it and there are no talent trees that fill between levels.

    I wish early Artisanship worked alongside leveling where you can do it while grinding archetype levels. While I can concede that later game artisanship should slow down even more than the archetype leveling, I feel the first 10-20 levels of both character and artisanship should be able to be done in tandem without too much special effort. Special effort may be an option but should not be required to meaningfully progress.

  2. This results in a second issue, the ability to craft gear falls behind the recipes and materials you find. This creates a tension where I feel like to be able to craft I cannot level (again the first point repeating.) Early on I should be able to experience the gameplay loop of gathering, refining, and crafting in a very quick fashion. That way I get an idea of what I am signing up to do in a longer format for each artisan path (gathering, refining, and crafting.) I realize we will have to choose specialties and we're not meant to do it all. However, skill caps allow us to do a lot of it for a specific craft on our own.
Stag-Axiom-Sig-LEAUK3.png

Comments

  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    Edited to clarify my feedback. Would love to hear others' opinions on this and if yours align with my feedback (why or why not?)
    Stag-Axiom-Sig-LEAUK3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Do you feel that just tweaking the Artisanship 'rates' would solve this for you?

    From my(our?) end, no one really wants to address it because they don't see any solutions that could/would be implemented at this stage and still be truly enjoyable (other than drop table changes for some mobs).

    Artisanship always seems to run into this problem in games where 'accessibility' and 'enjoyability' are somewhat opposed, and adding 'won't break the game economy' constraints just makes it worse.

    tl;dr - agree that it's jank/unpleasant, currently assuming that it's so low on the priority list for this phase that current implementation might as well be ignored if they don't want to (or can't) change mob drops/mining node spawns much
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
Sign In or Register to comment.