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Unpopular Opinion

RustedRiotRustedRiot Member, Alpha Two
Metal should be rare. It creates value, a purpose for gatherer mains like me, conflict for resources, and just plain excitement at finding something rare. Rarity can be frustrating, but for a game that's trying to create an interlocking player driven economy.. it's very important. It means people NEED to work together if they want to progress quickly. Going solo is possible.. but it will be slow.
The smart crafter will hire someone like me to grind materials for them allowing them to focus their time and effort on their craft.

Comments

  • Savic ProsperitySavic Prosperity Member, Alpha Two
    the issue is that an individual needs around x1.5 the materials to go from 1-10 vs a node does for a building that is used to make apprentice buildings. It is one thing if its a community building thing, it is another when its just one persons 1 profession
  • WhiskyWhisky Member, Alpha Two
    Hmmm...I was in a guild in Crowfall (RIP) and this is how we were able to outfit people. Gatherers dropped everything into guild storage. We had one Officer that tracked this on discord, we would message what we dropped. He would update the spreadsheet.

    Then if I needed armor, i just put in a request and one of the crafters would make it, then message me when I could pick it up. It worked great however, it takes a dedicated guild and is invested in each other.

    I bring this up as I thin it supports your idea of someone paying you to gather for them. Just in a guild it should be service for service. I risk my time gathering, in an open world pvp game this can get spicy, but the reward is my entire guild gets stronger together.

    Back to your main point, I am not sure starting off rare is the way to go, but high value materials should be rare.
  • RustedRiotRustedRiot Member, Alpha Two
    the issue is that an individual needs around x1.5 the materials to go from 1-10 vs a node does for a building that is used to make apprentice buildings. It is one thing if its a community building thing, it is another when its just one persons 1 profession

    Like I said, work with a Gatherer. Unless you're okay with slow progress. That's how it should work.
    Otherwise gatherer focused players serve no purpose.
    No profession is meant to be played in a vacuum, they are meant to work in collaboration.
  • RustedRiotRustedRiot Member, Alpha Two
    Whisky wrote: »
    Hmmm...I was in a guild in Crowfall (RIP) and this is how we were able to outfit people. Gatherers dropped everything into guild storage. We had one Officer that tracked this on discord, we would message what we dropped. He would update the spreadsheet.

    Then if I needed armor, i just put in a request and one of the crafters would make it, then message me when I could pick it up. It worked great however, it takes a dedicated guild and is invested in each other.

    I bring this up as I thin it supports your idea of someone paying you to gather for them. Just in a guild it should be service for service. I risk my time gathering, in an open world pvp game this can get spicy, but the reward is my entire guild gets stronger together.

    Back to your main point, I am not sure starting off rare is the way to go, but high value materials should be rare.

    I mostly agree, I just think there should be 'rare' materials at every stage of play. Otherwise low level gatherers don't have much incentive to pursue the craft. Afterall everything is common and thus... Low value.

    Also, metal isn't currently actually super rare... People just don't spend the time focused on gathering to get any other than the easily found nodes that get gathered the second someone sees it. There's tons of metal currently, just spread across thousands of players (most of whom gather it and end up just leaving it in a storage box) most people care enough to mine it.. but not enough to actually DO anything with it.
    It's obviously more rare than basalt.. but less rare than people give it credit for.
  • LordPaxLordPax Member, Alpha Two
    edited November 20
    I am on the fence with your OP. I think they should be rare and I know that resources are, in theory, tied to node types(i.e. more trees in the Riverlands, etc.), but we wont get any real insight into that until later phases introduce new biomes. I bring that up because, for the sake of testing in Alpha, Intrepid should seed more tier 1 ores until such time that their systems are up to date and ore rarity is balanced. As well, the comments regarding initial construction of node buildings is also valid. I remember struggling to give away my 50+ copper ore and droppings to my node resources, knowing full well those same resources could boost me multiple artisan levels. Once the buildings are complete, however, that stress will dissipate. I would propose that, unless the desert biome brings giga ore nodes, Intrepid should seed more T1 resources for the first couple weeks.
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  • VeeshanVeeshan Member, Alpha Two
    every biome should have atleast 1 rare material type, riverlands rare metal dessert rare wood, tropics rare stone, badlands rare plants for example
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