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"Professions are not for everyone"

2

Comments

  • CROW3CROW3 Member, Alpha Two
    Xeeg wrote: »
    You don't really need a mini-game or anything for it, because it allows you to just go play whatever other content you want during the timer window. It acts more like a passive income source, which a lot of players may like about it.

    Exactly, I set 3x 50 min timers just before I spent the next hour outside the node gathering, leveling, and exploring. When I get back the components are done (leveling my processing), and I can change from my gathering clothes to my processing clothes and spens the next 30 min working through provessing different rarities. At the end, I package material for carpentry and focus on leveling crafting, or reset the provessing timers, put on gathering clothes, and go for another gathering loop.

    AoC+Dwarf+750v3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Ludullu wrote: »
    I currently dislike processing and crafting because it's not active in any way. I love the overall process, cause, my god, crafting that caravan from my screenshot was enjoyable as hell. But you know what I did to craft it? I chopped the same trees in the same location for 1h to fill out my 3 apprentice lumber bags. I then put that wood into 3 processing tabs (4h each) and went to do other stuff. I then repeated this several times to level up my milling and carpentry to apprentice.

    I was thinking this same thing in a response I was about to make to Azherae and Crow.

    No one is choosing "processing" because they "like it" at this point, it's just a necessary step in the chain. That being said, I am starting to see some of the synergies and ways that processing could be utilized. Basically, it is good if you plan on staying near your processing node a lot and not traveling too far away for too long of time. You don't really need a mini-game or anything for it, because it allows you to just go play whatever other content you want during the timer window. It acts more like a passive income source, which a lot of players may like about it.

    The 'interesting'/frustrating thing here is that you actually can get away with it being like this for me and probably a lot of people who play those FaceBook style multi-station management games.

    Thankfully they've indicated that it won't be so 'inactive' so I'll gladly wait to give feedback on it, but I can say that we might not get as much 'complaints' about it even from people who want to be Processors because of a true enjoyment of it.

    I can actually try to detail it since it's relevant to the thread, but the short version is that even as it is now, the main thing that would make Processing 'boring' and 'not a thing one can like' is actually the abundance of resources and the weak upward correlations, if that makes any sense.

    "Get 50 Zinc, make 50 Zinc Shards" - just an afk activity.
    "Get 50 Zinc, parcel out that 50 Zinc into 4 or 5 different orders for different things/alloys that people requested." - More active, sort of its own minigame. Add more rarities and it's 'enough'.

    I don't think the above 'only works on me because I'm also an Econ person', based on my data from other games, but there's no way to check in Ashes yet.

    I'm no fan of the 'afk processing left to NPC', but if one was going to solve this, you have to 'do it this way' either way, because 'actively' making 50 Zinc Shards is even worse.

    tl;dr minigames for the Processing itself, though they wouldn't be bad, don't address the 'issue' to me.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • ZehlanZehlan Member, Alpha Two
    The profession system is pretty bad whoever made it obviously is stuck in 2003 it is tedious to do. The gathering system is fun although adjustments to resources need to be done. With the idea of player made stuff is the best to have they have put too many hurdles for crafters to keep pace with levelling unless your in very large guilds and the attitude of "maybe this is not for you" is fine until your down to one server and it closes because Steven can't afford to keep it open.

    A few simple fixes would change the experience

    When crafting make it that you can preload a stack of items i.e, a stack of 10 boots more like with processing making it not such a grind in crafting.
    Get rid of the stupid "you need a apprentice level axe to chop apprentice level trees" bullshit! If i wanna take twice as long with my legendary novice axe to chop down an apprentice level tree that's my business. This one thing bottlenecks crafters not allowing them to preload items for the next stage while waiting for a node to be able to process them.

    The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Zehlan wrote: »
    The profession system is pretty bad whoever made it obviously is stuck in 2003 it is tedious to do. The gathering system is fun although adjustments to resources need to be done. With the idea of player made stuff is the best to have they have put too many hurdles for crafters to keep pace with levelling unless your in very large guilds and the attitude of "maybe this is not for you" is fine until your down to one server and it closes because Steven can't afford to keep it open.

    A few simple fixes would change the experience

    When crafting make it that you can preload a stack of items i.e, a stack of 10 boots more like with processing making it not such a grind in crafting.
    Get rid of the stupid "you need a apprentice level axe to chop apprentice level trees" bullshit! If i wanna take twice as long with my legendary novice axe to chop down an apprentice level tree that's my business. This one thing bottlenecks crafters not allowing them to preload items for the next stage while waiting for a node to be able to process them.

    The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.

    You're definitely more in the camp of 'kinda want a different game' which I respect but... probably not gonna happen in this regard.

    Especially since that doesn't even parallel to most real-world-ish versions of this.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Zehlan wrote: »
    The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
    Or, you know, you can just trade and get all the things you need to craft the GM armor piece. And if you happen to be one of the very few GM armorsmiths on the server - everyone will be giving you the mats to craft.

    I saw this happen in L2 with crafters that managed to get recipes for new tier of gear first, so anyone who wanted to craft that gear would have to come to them.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 29
    Ludullu wrote: »
    Zehlan wrote: »
    The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
    Or, you know, you can just trade and get all the things you need to craft the GM armor piece. And if you happen to be one of the very few GM armorsmiths on the server - everyone will be giving you the mats to craft.

    I saw this happen in L2 with crafters that managed to get recipes for new tier of gear first, so anyone who wanted to craft that gear would have to come to them.

    Yeah but you gotta understand, there's a bunch of psychology behind why this is super important to people and it isn't actually as simple as 'I wanna do everything myself!'.

    There were definitely some games that created some bad experiences for people when it came to the idea of restricting professions or 'making sure class identity mattered' and all that.

    That's not even considering all the people who know that games like New World absolutely turn into 'people rushing to exploit the basic needs of the niche-less casuals'. So there will always be people who are very wary of the system Ashes is proposing to use, especially combined with some of the other features of the game.

    Freeholds anyone?

    EDIT: Remember that this is the tier of economy in games people are used to.
    https://www.youtube.com/watch?v=UcPLVvNR_Ik
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • XeegXeeg Member, Alpha Two
    edited November 30
    This is funny... turns out they already fixed some of the stuff i was bitching about. And this happened last time I was complaining too!

    If you type P and look at the crafting you can see all the items that can be made. I would have seen here that i can only make a copper and tin bow, and no "bronze" bow. Dunno how long it has been like this tho, did they just change this?
  • VeeshanVeeshan Member, Alpha Two
    Artisans skill do get easier when shops become a thing, it a bit of a pain atm trying to get the items you cant craft due to no shops
    we also have the bare bones system atm suppose to get skill tree and thing in phase 2 i beleive, i do like how need other people for crafting though too for economy we just need the economy side of the game like shops which should be phase 2 it seems too :p
  • LudulluLudullu Member, Alpha Two
    Xeeg wrote: »
    did they just change this?
    It's always been there
  • SmaashleySmaashley Member, Alpha Two
    Honestly, for the caravan problem, people shouldn't be able to participate in the caravan event if they are more than x levels of the player running the caravan. Where is the risk for the attacker if they are 10-15 levels higher than the other player ? All I can see is unfairness and make the caravan runner want to quit the game.

    There are a lot of unfairness regarding PvX that needs to be addressed so low level players can take their journey without begin one shot all the time.
  • XeegXeeg Member, Alpha Two
    edited November 30
    Azherae wrote: »
    There must be a point in ANY profession where a player goes 'this isn't for me, I'm bored/annoyed' and stops. If this doesn't happen, then the economic velocity grinds to a halt just as much (if not more) than the situation where absolutely no one is enjoying anything.

    You know, part of the problem was that I felt like i needed to straight grind that profession in order for it to be of any use. This might be a "me" problem, or it might be an ashes problem.

    Now that I understand the systems a little better, I've been able to find some satisfying gameplay loops.

    For example, this morning I would grind some mobs with a random group until I get enough glint to run a 1g caravan, then chop trees on my way home until i get about 150 wood or so, then stop off at home and set up the lumbermilling, trade the glint in for a caravan run, drive to the next node and get cash, then go grind mobs for a bit for more glint/repeat.

    This way none of the activities are too monotonous and now I am getting some synergies going on and feeling pretty good about it actually. Getting gold, exp and progressing my professions.

    Not sure if i am optimally progressing in anything, but at least im having fun. =D
  • LudulluLudullu Member, Alpha Two
    Xeeg wrote: »
    Not sure if i am optimally progressing in anything, but at least im having fun. =D
    Which is the entire point.

    There's already a ton of stuff to do in the game, so it's up to players to figure what they want to do with their time. Artisan enjoyers can just spend hours grinding their profession, while casual artisans can just throw in a bit of profession gameplay here and there.
  • CROW3CROW3 Member, Alpha Two
    Xeeg wrote: »
    Now that I understand the systems a little better, I've been able to find some satisfying gameplay loops.

    Awesome!

    AoC+Dwarf+750v3.png
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited November 30
    Smaashley wrote: »
    Honestly, for the caravan problem, people shouldn't be able to participate in the caravan event if they are more than x levels of the player running the caravan. Where is the risk for the attacker if they are 10-15 levels higher than the other player ?
    This then means the meta for running caravans when the game goes live would be to do so on the lowest level character you can.

    As more people level up, running on a low level character means you have less people capable of attacking you. Since fast travel is t really a thing, the only people that are likely to struck you are those that are already along the route - minimizing that number due to the above would easily be the safest way to run a caravan.

    That said, with Intrepids recent decisions, I wouldn't be surprised.
  • Xeeg wrote: »
    I don't know what to say exactly, but here was my experience: .....
    This was a really good write-up explaining your experience step by step and your reaction to this experience. If I was making a game - this is exactly the kind of detailed feedback I'd want.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Azherae wrote: »
    There must be a point in ANY profession where a player goes 'this isn't for me, I'm bored/annoyed' and stops. If this doesn't happen, then the economic velocity grinds to a halt just as much (if not more) than the situation where absolutely no one is enjoying anything.

    You know, part of the problem was that I felt like i needed to straight grind that profession in order for it to be of any use. This might be a "me" problem, or it might be an ashes problem.

    Now that I understand the systems a little better, I've been able to find some satisfying gameplay loops.

    For example, this morning I would grind some mobs with a random group until I get enough glint to run a 1g caravan, then chop trees on my way home until i get about 150 wood or so, then stop off at home and set up the lumbermilling, trade the glint in for a caravan run, drive to the next node and get cash, then go grind mobs for a bit for more glint/repeat.

    This way none of the activities are too monotonous and now I am getting some synergies going on and feeling pretty good about it actually. Getting gold, exp and progressing my professions.

    Not sure if i am optimally progressing in anything, but at least im having fun. =D

    Thanks, noting this helps me too (because it's hard for me to know if only my own group has these changes in experience when 'pushed' or if it is more general, and I've learned that it's really specific per game, so I have to 'restart the count' for every new game).
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • RocketFarmerRocketFarmer Member, Alpha Two
    These artisan features are only in game now to provide a flavor. So all you can comment on is the grind related to an isolated system.

    Have to get player stalls in the game for a little more efficient trading compared to chat. Coming in phase 2, so we’ll see how that small change alters the experience. Also will need to see how it works because I seriously doubt these stalls are “free”, and there may in fact be a limit similar to the freehold concept where early on people were thinking everyone would get a free hold.

    Have to get markets in the game for more efficiency compared to player stalls.

    Have to remove gear drops from the game to drive demand. The drops will be the recipes to get the artisans to gather, process and craft the gear. If they move toward material cert drops, then you can also exchange those to help in the crafting process. I think for now they have opted for glint, so I don’t know if that’s a temporary thing or a permanent design change. Glint however does apply to commodities, which is a whole other system tied to caravans, and provides a higher risk, higher reward opportunity. I think they see systems in place to get more collaboration between gamers who like to go fight people/monsters and take stuff and those more economically inclined. That system also provides player to player friction so that this isn’t just a big market simulation game.

    The game has built in specialization so expecting your PC to craft that awesome item isn’t that reasonable without a connected economy. Right away at the apprentice level you go from knowing all of the artisan skills to a limit of 5. If you want to craft high end gear then you’ll definitely have to earn it and either have a network of suppliers or an active market. I think a network of suppliers may be more efficient, which is why trade guilds will be a thing (already kind of are).

    Many are already feeling the pain at artisan crafting, where it’s taking around 2-3 apprentice gatherers, 2-3 apprentice processors and 1 apprentice crafter to produce that item you are after. So with the 5 apprentice skill max you might be very good being a solo crafter of a very small subset of tier 2 items.

    Gathering is generally the easiest to level in that it’s resource dependent with lumberjacking being easiest at hunting most time consuming. Mining is a pain because it seems like everything you run into is a tier 3 resource because we don’t have journeyman gathering. If I had a nickel for every iron node I ran across…. BTW, we’re starting to get better at distinguishing copper from iron at a distance at night while monitoring chat and avoiding mobs.

    Go into processing and you need an extra 11 resources for every 10 you wish to process plus fuel costs (1 oak for every 10). Those extra resources pay for the processing rather than just selling the resources. If you want to maintain a steady cash stream rather than have your wealth whittled to nothing because right now you are reliant on selling your processed items to vendors. Another way of thinking about it is that the ratio of a resource to a processed resource is 2.2 to 1. A little more than a doubling if you don’t want the difference to come from your coin purse. Takes a little longer, but you don’t go broke trying to level processing.

    Getting to crafting, those ratios double to triple. I haven’t done all of the math related to the crafting side, but with each recipe relying on 2-3 processed goods, it would seem to have at least a 2 to 1 ratio, plus the crafting cost. So the ratio from raw materials to crafted good is in the neighborhood 5 to 1 minimum.

    Once you get to those apprentice levels, you can bring that down to a simple collection to produce items you can sell. That’s all just for common items, getting into rarities and you start to really grind. Best bet is to retain all of the resources from rare to legendary, and focus artisan leveling on common to uncommon resources . I know there’s a temptation to chase the best gear right away, but in the process you may end up sacrificing a higher level rarity to make something “good enough”.

    AoC is a niche MMORPG with very niche features and systems that allow you to do your thing, but not everything (without a heavy time sink). Unless you want to keep your characters at Novice level and supplier the economy with tier 1 items. The higher you go the more specialized and hence the more cooperative the game becomes.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited December 1
    Xeeg wrote: »
    I gotta say I really hate this take. Whenever I complain about the professions people say this "The idea is that the professions are not for everyone".

    What they mean by that is that the professions are purposefully made convoluted and monotonous IN ORDER to disincentivize players from engaging in the system. Only the most elite people will bother wasting their lives trying to "discover" how to use them...

    This is probably the stupidest idea for a game I ever heard. Might as well make a game called, "Lets stab ourselves in the face!" - Look, no one else is doing it! Aren't we so elite?!?! Hey how come this game has a hard time getting new players? Bunch of crybabies, we don't want them anyways!

    Games are supposed to be fun. Activities in games are supposed to be fun. Gathering should be fun, so should processing and crafting. In fact, all of the systems in the game should be so fun that it is hard to decide what you want to do. Not, "I'm only doing this stupid activity to get X result". That shit is lame as hell.

    They managed to do a good job in the class design and fighting styles. I love my bard. IT IS FUN!

    Please continue to iterate on the professions and find some way to make them pleasing and appealing. Right now its like we are being given a bowl of raw carrots for dinner.

    Yes, it's alpha 2. So... cook this shit.

    Or is the "professions are supposed to suck" design idea going to last to launch?

    Ya I don't enjoy the crafting and I want to. It's not intuitive. It's convoluted to figure out. Overly clicky. There needs to be way less steps to refine. Getting every crafting types work stations needs to be more available.

    By level 3 nod we should have access to all crafting stations. Not being able to do your trade of choice. You should not be hindered because you just can't access a station. That's not fun. I get not being to access high level stations are not needed, but I should be able to craft level 1 to 10 gear.

    Want to end this with my thanks. Loving this game very much, keep up the great work.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    Xeeg wrote: »
    I gotta say I really hate this take. Whenever I complain about the professions people say this "The idea is that the professions are not for everyone".

    What they mean by that is that the professions are purposefully made convoluted and monotonous IN ORDER to disincentivize players from engaging in the system. Only the most elite people will bother wasting their lives trying to "discover" how to use them...

    This is probably the stupidest idea for a game I ever heard. Might as well make a game called, "Lets stab ourselves in the face!" - Look, no one else is doing it! Aren't we so elite?!?! Hey how come this game has a hard time getting new players? Bunch of crybabies, we don't want them anyways!

    Games are supposed to be fun. Activities in games are supposed to be fun. Gathering should be fun, so should processing and crafting. In fact, all of the systems in the game should be so fun that it is hard to decide what you want to do. Not, "I'm only doing this stupid activity to get X result". That shit is lame as hell.

    They managed to do a good job in the class design and fighting styles. I love my bard. IT IS FUN!

    Please continue to iterate on the professions and find some way to make them pleasing and appealing. Right now its like we are being given a bowl of raw carrots for dinner.

    Yes, it's alpha 2. So... cook this shit.

    Or is the "professions are supposed to suck" design idea going to last to launch?

    Ya I don't enjoy the crafting and I want to. It's not intuitive. It's convoluted to figure out. Overly clicky. There needs to be way less steps to refine. Getting every crafting types work stations needs to be more available.

    By level 3 nod we should have access to all crafting stations. Not being able to do your trade of choice. You should not be hindered because you just can't access a station. That's not fun. I get not being to access high level stations are not needed, but I should be able to craft level 1 to 10 gear.

    Want to end this with my thanks. Loving this game very much, keep up the great work.

    Two things:

    1. What's 'overly clicky'? How would you even do any less clicks for this?

    2. What crafting stations is a level 3 node actually lacking? I haven't noticed this as much, but if there was one missing I'm not sure I'd think of it just running around.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Also, I'm fairly sure we can craft 1-10lvl stuff even before we get to lvl3 nodes, cause we've got the neutral stations in the spots around lionhold.
  • CROW3CROW3 Member, Alpha Two
    Azherae wrote: »
    1. What's 'overly clicky'? How would you even do any less clicks for this?

    Here's an example from processing. Let's say I just returned from slicing up the woods with 43 regular oak, 18 rare oak, 9 heroic, and 1 legendary:

    As is, there are 5 clicks to send something through a process queue (material tier drop down (1), quantity drop down (1) , and fuel selection (2 w/shift right click), and 1 click to execute).

    So for the mats above here's the flow:
    - 25 reg oak (5 clicks)
    - 10 reg oak (5 clicks)
    - 5 reg oak (5 clicks)
    - 1 reg oak x3 (15 clicks)
    - 10 rare oak (5 clicks)
    - 5 rare oak (5 clicks)
    - 1 rare oak x3 (15 clicks)
    - 5 heroic oak (5 clicks)
    - 1 heroic oak x4 (20 clicks)
    - 1 legendary oak (5 clicks)

    Total: 85 clicks

    One suggested alternative is right click stacks from my inventory by tier (1 click), which then create the quantity for processing. Then select fuel (2 clicks), then execute (1 click)
    - 43 reg oak (4 clicks)
    - 18 rare oak (4 clicks)
    - 9 heroic oak (4 clicks)
    - 1 legendary oak (4 clicks)

    Total clicks: 16


    AoC+Dwarf+750v3.png
  • LudulluLudullu Member, Alpha Two
    CROW3 wrote: »
    Total clicks: 16
    Yeah, we definitely need custom amounts for processing and both them and fuel should be automatically added, according to our preset preferences.

    2 Clicks should be enough. 1 inventory, 1 execute. Maaaaybe 3, if we want an "are you sure" window.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Would you believe I zoned out on having to do all that?

    This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • CROW3CROW3 Member, Alpha Two
    Azherae wrote: »
    Would you believe I zoned out on having to do all that?

    This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.

    Ha! Takes a village (literally in Ashes). 🤗
    AoC+Dwarf+750v3.png
  • LudulluLudullu Member, Alpha Two
    edited December 2
    Azherae wrote: »
    Would you believe I zoned out on having to do all that?

    This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.
    If you've crafted at even a semi-big scale, please tell me you at least didn't zone out on the crafting clickability CAUSE OOOOHHHH BOIIII. Leveling carpentry was an utter pain, making several hundred crates by constantly going "click fuel, shift+click the wood, click craft, wait a few seconds (that is if it doesn't bug and you gotta reclick craft), rinse, repeat".

    It was paaaain. Imo no damn reason for the wait and fuel definitely should be automated. I'm used to just spam-clicking the craft button in L2, cause you simply need to have the mats on you and there's no wait on the crafting process itself.
  • CROW3CROW3 Member, Alpha Two
    Ludullu wrote: »
    Azherae wrote: »
    Would you believe I zoned out on having to do all that?

    This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.
    If you've crafted at even a semi-big scale, please tell me you at least didn't zone out on the crafting clickability CAUSE OOOOHHHH BOIIII. Leveling carpentry was an utter pain, making several hundred crates by constantly going "click fuel, shift+click the wood, click craft, wait a few seconds (that is if it doesn't bug and you gotta reclick craft), rinse, repeat".

    It was paaaain. Imo no damn reason for the wait and fuel definitely shold be automated. I'm used to just spam-clicking the craft button in L2, cause you simply need to have the mats on you and there's no wait on the crafting process itself.

    Srsly, so many crates. Again if I have 500 oak timber I want to use for 100 crates - the UI can be MUCH easier.

    AoC+Dwarf+750v3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2
    Ludullu wrote: »
    Azherae wrote: »
    Would you believe I zoned out on having to do all that?

    This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.
    If you've crafted at even a semi-big scale, please tell me you at least didn't zone out on the crafting clickability CAUSE OOOOHHHH BOIIII. Leveling carpentry was an utter pain, making several hundred crates by constantly going "click fuel, shift+click the wood, click craft, wait a few seconds (that is if it doesn't bug and you gotta reclick craft), rinse, repeat".

    It was paaaain. Imo no damn reason for the wait and fuel definitely should be automated. I'm used to just spam-clicking the craft button in L2, cause you simply need to have the mats on you and there's no wait on the crafting process itself.

    I have fighting gamer brain tho...

    I'm literally hardwired to 'zone out and start thinking about something else when doing a physical repetition with a visually trackable progress condition'.

    I haven't done large scale crafting, but based on my other knowledge of myself, I bet it would be the same (this is the thing that made me literally worry about being flagged as a bot when I'm just playing normally, my mechanical consistency has been honed to some 'interesting' levels over the years).

    The same thing's gonna happen for the combat system, but fortunately I have 5 other people who are more likely to complain and remind me, for that.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    Azherae wrote: »
    1. What's 'overly clicky'? How would you even do any less clicks for this?

    Here's an example from processing. Let's say I just returned from slicing up the woods with 43 regular oak, 18 rare oak, 9 heroic, and 1 legendary:

    As is, there are 5 clicks to send something through a process queue (material tier drop down (1), quantity drop down (1) , and fuel selection (2 w/shift right click), and 1 click to execute).

    So for the mats above here's the flow:
    - 25 reg oak (5 clicks)
    - 10 reg oak (5 clicks)
    - 5 reg oak (5 clicks)
    - 1 reg oak x3 (15 clicks)
    - 10 rare oak (5 clicks)
    - 5 rare oak (5 clicks)
    - 1 rare oak x3 (15 clicks)
    - 5 heroic oak (5 clicks)
    - 1 heroic oak x4 (20 clicks)
    - 1 legendary oak (5 clicks)

    Total: 85 clicks

    One suggested alternative is right click stacks from my inventory by tier (1 click), which then create the quantity for processing. Then select fuel (2 clicks), then execute (1 click)
    - 43 reg oak (4 clicks)
    - 18 rare oak (4 clicks)
    - 9 heroic oak (4 clicks)
    - 1 legendary oak (4 clicks)

    Total clicks: 16


    = not fun. For a game that's so fun how is crafting so far from the mark.
  • tinukedatinukeda Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I would have expected a little more ArcheAge influence on the crafting system given the influences of the game.
    And the Folio! lord give us a Folio in Ashes!
  • AndiAndi Member, Alpha Two
    The fact that some people are arguing for a boring game baffles my mind.
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