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"Professions are not for everyone"

13

Comments

  • LaetitianLaetitian Member
    edited December 2024
    Andi wrote: »
    The fact that some people are arguing for a boring game baffles my mind.
    They're not arguing for boredom, they're arguing against themepark attractions.
    Making professions fun "for their own sake" is a bandaid solution to distract players from the fact that the competitive parts, the economy, and the combat in the game aren't interesting and challenging enough to make the *actual* game interesting.

    Whether the minigames are good shouldn't be a consideration in whether you want to log in to spend your time in an MMO. If you want to play minigames, go play minigames.
    The only one who can validate you for all the posts you didn't write is you.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Steven stole the crafting from SWtOR. It was one of the most fun crafting systems I have played. I think it's time for the staff to go back and see why it was so fun.
  • Think the biggest issue these days, is Devs, do their best to create huge time sinks, what they don't ever seem to understand is these time sinks, lose them players.

    Longer, is not fun, hard can be fun so long as its not stupid, by stupid I will use a example from T&L, they just introduced tier 2 Dungeons, their idea of making it harder was just give the final boss, 1m more hit points, so its just long slow and boring burning them down, that kind of 'harder' loses players.

    Same with crafting, make it fun, easier is almost always better than harder, the point of any MMO is to keep players, and not try be elitist! it just does not work, nor will it ever.

    Though its nice to see a lot of people have said playing their characters are fun, which is good but that will only carry a game so far.

    MMO to survive must carry the casuals once you lose them, its just spiral to death
    The Immortals
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  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Nemeses wrote: »
    Think the biggest issue these days, is Devs, do their best to create huge time sinks, what they don't ever seem to understand is these time sinks, lose them players.

    Longer, is not fun, hard can be fun so long as its not stupid, by stupid I will use a example from T&L, they just introduced tier 2 Dungeons, their idea of making it harder was just give the final boss, 1m more hit points, so its just long slow and boring burning them down, that kind of 'harder' loses players.

    Same with crafting, make it fun, easier is almost always better than harder, the point of any MMO is to keep players, and not try be elitist! it just does not work, nor will it ever.

    Though its nice to see a lot of people have said playing their characters are fun, which is good but that will only carry a game so far.

    MMO to survive must carry the casuals once you lose them, its just spiral to death

    I doubt that Ashes of Creation specifically would retain more players by making specific smaller things easier, considering the rest of the game.

    This forum has, for years, been full of people talking about how they got bored, lost interest, and stopped playing easier games because they were easy.

    Maybe if they wanna change target audience, but that doesn't seem sensible at this point.
    Y'all know how Jamberry Roll.
  • XeegXeeg Member, Alpha Two
    Laetitian wrote: »
    Andi wrote: »
    The fact that some people are arguing for a boring game baffles my mind.
    They're not arguing for boredom, they're arguing against themepark attractions.
    Making professions fun "for their own sake" is a bandaid solution to distract players from the fact that the competitive parts, the economy, and the combat in the game aren't interesting and challenging enough to make the *actual* game interesting.

    Whether the minigames are good shouldn't be a consideration in whether you want to log in to spend your time in an MMO. If you want to play minigames, go play minigames.

    Well you can have all the interesting systems in the world, but if a player logs on for a 3 hour session and the actual gameplay for that 3 hours is boring, they will eventually play something else. This is why i quit playing Mortal Online 2. I thought the game and the systems were cool, i just didn't enjoy the minute to minute gameplay. Apparently I am not the only one, as that game currently only has a couple thousand users.

    Everything you do in the game that takes player time is a "minigame" whether you call it that or not.

    Traveling is a "minigame" where you press W or auto run, aim the mount, and press the boost button on cooldown. (Don't even get me started on this aspect, waiting desperately for interesting mount abilities)
    Gathering is a "minigame" where you scan the landscape for the resource then go up and click F on it and wait for the circle to finish.
    Character skill selection is a "minigame" where you change your skills to suit the party and monsters you are fighting.
    Combat is a "minigame" where you try to use your character skill toolkit and mobility to kill monsters and not die, based on the current situation you are in.

    The point is, the complexity and fun of the "minigame" should be proportional to the amount of time a player is expected to be doing it.

    The reason so many people love the combat is because there is a large variety of situations that you run into during your time spent doing it. Whether you are solo, small group or large group... Whether you are trying to create an AOE farm, or single target strong monsters, or just finding content appropriate for the group you have at the time.

    So yeah, the "minigame" that is provided for us when engaging in different systems absolutely matters. It is what we are actually doing with our time in Verra.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Right but similarly, the bits of that matter quite a lot for different types of people.

    Even if one is given a minigame for chopping wood, if your goal when you set out for the day is to find a very specific tree, the minigame is things like surveying, understanding world conditions, observation, avoiding mobs, etc.

    Finding that one tree and hitting a few buttons differently won't change that (and again, I don't have any problem with hitting buttons differently, it's just not the thing that needs to change in order for it to be engaging).
    Y'all know how Jamberry Roll.
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Azherae wrote: »
    I doubt that Ashes of Creation specifically would retain more players by making specific smaller things easier, considering the rest of the game.

    This forum has, for years, been full of people talking about how they got bored, lost interest, and stopped playing easier games because they were easy.

    Well i think the point he is making is that making something "time consuming" without adding interest doesn't make something "harder" or "easier". It's completely fine that they make these systems time consuming. The argument is that the more time we are expected to spend on a system, the more interesting, complex and dynamic that system should be. As well as being more beneficial to the player engaging in it.

    His example of just adding 1m HPs to a boss is right. This doesn't make the fight "harder". What would make it "harder" would be more boss fight mechanics that that players have to react to that have the effect of making the boss fight longer.

    Let's say you have 2 boss fights that are both designed to be about 20m long.
    Boss fight 1 has 1 ground slam attack... that's it, but a million hps.
    Boss fight 2 has 4 stages, each with 5 different attacks, adds that come out, mobility/movement mechanics, raidwide buffs/debuffs to gather, and the boss has 100k hps.

    Would the Ashes community really prefer boss fight 1? At least its "harder" than if the boss only had 500k hps...
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Azherae wrote: »
    I doubt that Ashes of Creation specifically would retain more players by making specific smaller things easier, considering the rest of the game.

    This forum has, for years, been full of people talking about how they got bored, lost interest, and stopped playing easier games because they were easy.

    Well i think the point he is making is that making something "time consuming" without adding interest doesn't make something "harder" or "easier". It's completely fine that they make these systems time consuming. The argument is that the more time we are expected to spend on a system, the more interesting, complex and dynamic that system should be.

    His example of just adding 1m HPs to a boss is right. This doesn't make the fight "harder". What would make it "harder" would be more boss fight mechanics that that players have to react to and have the effect of making the boss fight longer.

    Let's say you have 2 boss fights that are both designed to be about 20m long.
    Boss fight 1 has 1 ground slam attack... that's it, but a million hps.
    Boss fight 2 has 4 stages, each with 5 different attacks, adds that come out, mobility/movement mechanics, raidwide buffs/debuffs to gather, and the boss has 100k hps.

    Would the Ashes community really prefer boss fight 1? At least its "harder" than if the boss only had 500k hps...

    I don't know what the Ashes community is like when it comes to bosses.

    The problem with the claim made by that poster is that it's a strawman, because that's not really what is happening in boss design, it's not even true for the example they used.

    MMOs have been doing that sort of thing for years, claiming that TL or even WoW is 'just adding HP' is, I would hope, obviously wrong. Adding more HP to a boss that is a higher tier is almost never about 'making it take longer' in that sense.

    So I was addressing only the crafting part of that post without accounting for the boss part, because the boss part makes no sense.
    Y'all know how Jamberry Roll.
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Azherae wrote: »
    Right but similarly, the bits of that matter quite a lot for different types of people.

    Even if one is given a minigame for chopping wood, if your goal when you set out for the day is to find a very specific tree, the minigame is things like surveying, understanding world conditions, observation, avoiding mobs, etc.

    Finding that one tree and hitting a few buttons differently won't change that (and again, I don't have any problem with hitting buttons differently, it's just not the thing that needs to change in order for it to be engaging).

    The problem with this example is that you aren't just looking for 1 tree. You are looking for thousands of trees, and you will spend 20 hours chopping them. How this "feels" for 20 hours of gameplay absolutely matters. If you are spending more time watching youtube videos while chopping than actually engaging in the game, the game sucks.

    That being said, it's still fine for the game to have some time sink systems that are like this. But not for all the professions. OR at least give us some options so players that want to be more engaged while doing the professions can be, and those that want to be on autopilot can do that too.
  • CROW3CROW3 Member, Alpha Two
    MO2 is a good analogy. Very similar feeling loop for gathering, including the fear of getting ganked and losing everything. I think that fear makes the loop more fun, but I'm ok being in the minority there. I listen to a bunch of lectures while gathering and it's pretty relaxing.
    AoC+Dwarf+750v3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Azherae wrote: »
    Right but similarly, the bits of that matter quite a lot for different types of people.

    Even if one is given a minigame for chopping wood, if your goal when you set out for the day is to find a very specific tree, the minigame is things like surveying, understanding world conditions, observation, avoiding mobs, etc.

    Finding that one tree and hitting a few buttons differently won't change that (and again, I don't have any problem with hitting buttons differently, it's just not the thing that needs to change in order for it to be engaging).

    The problem with this example is that you aren't just looking for 1 tree. You are looking for thousands of trees, and you will spend 20 hours chopping them. How this "feels" for 20 hours of gameplay absolutely matters. If you are spending more time watching youtube videos while chopping than actually engaging in the game, the game sucks.

    That being said, it's still fine for the game to have some time sink systems that are like this. But not for all the professions. OR at least give us some options so players that want to be more engaged while doing the professions can be, and those that want to be on autopilot can do that too.

    If Ashes of Creation's artisanship is intended to be 'chopping down thousands of trees over 20 hours', then we've gone full BDO and then yeah, sure, we might as well go all the way and make it easier, but then, someone will bot it.

    If chopping down thousands of trees is ever a 'generally good use of someone's time' in Ashes, even 20h worth of time, the whole system is already well outside of the realm of its level of engagement mattering, because it will be sacrificing long term satisfaction of engagement for shorter term, as with most games.

    That said, if they wanna go full New World style, that's up to them. I think I've ended up in the painful space of this sort of thing, where one 'bad feeling' has a solution that just starts the domino effect, so I guess I might be switching to your side soon, in this discussion. Better to let the whole thing suck for me/people like me, than to have it be boring for you/people like you. No sarc.
    Y'all know how Jamberry Roll.
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Azherae wrote: »
    If Ashes of Creation's artisanship is intended to be 'chopping down thousands of trees over 20 hours', then we've gone full BDO and then yeah, sure, we might as well go all the way and make it easier, but then, someone will bot it.

    If anything I'm not asking for it to be easier, I'm asking for it to be harder. Again, time spent != difficulty.

    I'm fine with 20 hours of chopping thousands of trees. Just like 20 hours of killing mobs.

    The difference here is the 20hr of killing mobs, I level 10 times and changed skills around and went to 10 different areas with different groups fighting different mob types and combat situations.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Azherae wrote: »
    If Ashes of Creation's artisanship is intended to be 'chopping down thousands of trees over 20 hours', then we've gone full BDO and then yeah, sure, we might as well go all the way and make it easier, but then, someone will bot it.

    If anything I'm not asking for it to be easier, I'm asking for it to be harder. Again, time spent != difficulty.

    I'm fine with 20 hours of chopping thousands of trees. Just like 20 hours of killing mobs.

    The difference here is the 20hr of killing mobs, I level 10 times and changed skills around and went to 10 different areas with different groups fighting different mob types and combat situations.

    My bad, this happens because I have a really different definition of what the challenge is.

    To me, the actual chopping of the tree is absolutely irrelevant in the process in every sense, but almost invariably when designers make something like lumberjacking more of a minigame, the other aspects of it become easier, to 'respect players' time'.
    Y'all know how Jamberry Roll.
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Azherae wrote: »
    My bad, this happens because I have a really different definition of what the challenge is.

    To me, the actual chopping of the tree is absolutely irrelevant in the process in every sense, but almost invariably when designers make something like lumberjacking more of a minigame, the other aspects of it become easier, to 'respect players' time'.

    Right, I guess we are mixing up "easier" with "enjoyable", and "hard" with "not enjoyable". We could just as easily mix up "easier" with "simpler" and "hard" with "more complex". Or we could take "easier" to mean "less time" and "hard" to mean "more time". And now we mean almost opposite things, especially if we want the game to be "hard".

    Typically i think of things being "hard" when there is a greater chance of failure and the person requires more concentration and accuracy to achieve success. But you can be equally right, "hard" can be a state of mind where you really don't want to do something but force yourself to do it anyways.

    Maybe if the lumberjacking was an action combat axe swing, with like 4 different ability cooldown, a skill tree, and various tree defenses that you encountered and adjusted your abilities/swings it would be more "enjoyable" for me. Shrug. Could still allow for a "click and wait" option for people who want to zone out. If you action combat the thing right its 3s per tree to chop, if you click and wait its 4s per tree.

    I dont really like the current idea of upgrading lumberjacking equipment to decrease the time it takes to chop the tree. It's basically admitting that this part of the game is boring and sucks and is only there to waste time.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    I dont really like the current idea of upgrading lumberjacking equipment to decrease the time it takes to chop the tree. It's basically admitting that this part of the game is boring and sucks and is only there to waste time.

    For clarity this is what I meant by going full BDO, and they're already halfway there, much to my distress. But all this stuff could be easy placeholder, I think an AI could make the system we have now, at least, based on my experiences in Quinfall...

    So to be a bit more helpful with this if you care, the issue here is simple enough. Different people have different subsets of the interaction matrix that they enjoy, and a game with a sufficiently robust artisanship system should leverage this correctly.

    For you, chopping trees is not matching your preferred interaction matrix, so you would, in a fleshed out game, probably be a Processor of timber and occasionally a crafter of wood things, rather than a Gatherer of wood. You would then ask CROW3, who has the matching interaction matrix, to gather wood for you, and in turn, offer to handle the part of it that doesn't match.

    Everyone wins.

    Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy.
    Some examples below:
    Fishing: Preparation, Pattern Matching, Reaction (small)
    Lumberjacking: Visual/Scouting, Discernment, Preparation (small)
    Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation
    Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small)
    Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting
    Alchemy: Sequencing, Memory, Visual Timing

    There are tons more of these, most correspond loosely to real life analogues of the activity. Classes/Archetypes can often be similarly sorted by playstyle, that's why there's often correlation between a dedicated 'main' of a particular class and their Artisanship.
    Y'all know how Jamberry Roll.
  • CROW3CROW3 Member, Alpha Two
    There's the added incentive of a certain aforementioned surely lumberjack not pincushioning you with arrows for STEALING MY TREES! :D
    Azherae wrote: »
    Everyone wins.

    AoC+Dwarf+750v3.png
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Azherae wrote: »

    Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy.
    Some examples below:
    Fishing: Preparation, Pattern Matching, Reaction (small)
    Lumberjacking: Visual/Scouting, Discernment, Preparation (small)
    Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation
    Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small)
    Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting
    Alchemy: Sequencing, Memory, Visual Timing

    OK well fair enough i suppose. I'd hate for them to change every system to match the same playstyle. And for sure they need some calm gameplay loops that are relaxing and people can listen to podcasts or watch some videos while chilling, or chatting with the homies.

    I suppose this argument would go back to the "why lumberjacking speed as a progression then?". If the gameplay for this profession is supposed to be chill and relax, wouldn't upgrading the speed of your axe be the opposite of that style? If someone enjoyed lumberjacking in novice, why would they want to change the gameplay? And if they didn't, why would they want to grind out the slow chop to begin with?

    And really, at this point, all 3 main gathering professions (mining, herbalism, lumberjacking) are pretty much the exact same playstyle and feel. So maybe make one of them so I can be a gatherer and enjoy it? I like to be active in the open world and gathering is a good profession for that.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    Azherae wrote: »

    Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy.
    Some examples below:
    Fishing: Preparation, Pattern Matching, Reaction (small)
    Lumberjacking: Visual/Scouting, Discernment, Preparation (small)
    Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation
    Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small)
    Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting
    Alchemy: Sequencing, Memory, Visual Timing

    OK well fair enough i suppose. I'd hate for them to change every system to match the same playstyle. And for sure they need some calm gameplay loops that are relaxing and people can listen to podcasts or watch some videos while chilling, or chatting with the homies.

    I suppose this argument would go back to the "why lumberjacking speed as a progression then?". If the gameplay for this profession is supposed to be chill and relax, wouldn't upgrading the speed of your axe be the opposite of that style? If someone enjoyed lumberjacking in novice, why would they want to change the gameplay? And if they didn't, why would they want to grind out the slow chop to begin with?

    And really, at this point, all 3 main gathering professions (mining, herbalism, lumberjacking) are pretty much the exact same playstyle and feel.

    Eh, it's just a thing people throw on when they're less experienced with it.

    Understanding who, and how, to appeal to, is a whole 'thing' after all. I'm just picky about it because "Market Research Business Intelligence and Databases" was literally my job for a while.

    None of my current group/devs actually 'know' how to make these types of decisions, and Intrepid hasn't actually taken down their Economy Designer posting even now, so I'm still a bit worried that they don't have their 'me' so I'm helping(?) as I can.

    Point is, it takes many years to get where I am, and it's possible they don't have anyone who knows why not to do/mix certain things.

    If it's any help, Intrepid, don't mix large scale gathering with tool speed. Just focus on designing the materials 'ladder' better. From my parses, your general audience up until this point wants that more than they want the BDO style, but of course that includes me, so bias potential.
    Y'all know how Jamberry Roll.
  • MrWeaponsMrWeapons Member, Alpha Two
    edited December 2024
    I would like a GM / Designer to actually say... "this" gathering aspect you are seeing now are 100% because this is alpha and no one be resource locked at release. AND "this" is how it will work. i can 100% understand this person pissed off feelings for wasting time. i spent more than 8 hours running around to find only 3 nodes of copper. that is BS and not game play. I am still upset with it.

    I was even more upset when i saw just what having 6 copper (8 hours of RL time spent) did for raising my weaponsmithing skill.... that's correct.... Nothing. Unacceptable. Here is a thought... disable that portion of the game until it is really ready to be tested. the only game i saw was lets see how many gathers / crafters we can piss off this weekend.

    Gathering is a problem... sure maybe it is an alpha problem or maybe it isnt. I should be able to use my Novice tools to harvest higher lvl resources just more slowly. they have even said so in the videos... is it broken? ... has the plan changed? ... is it an alpha problem?

    Copper and zinc are still a problem unless you are willing to get up at 3am USA time to look.

    what we have is almost nothing like shown in this video
    https://youtu.be/WyXMxhUK_p8?si=Hw3h_IpoSeVpR1dn
  • Flashfirez23Flashfirez23 Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I honestly think anrtisan skills are in a really bad state right now to be honest. They need a major overhaul. They also should be easy to pick and hard to master. Right now they are hard to pickup and hard to master.
  • BackgroundDustBackgroundDust Member, Alpha Two
    Xeeg wrote: »
    Nerror wrote: »
    You're not really saying what you think is bad about the current system, other than it sucks, it's boring and convoluted. Some specific examples would help.

    I don't know what to say exactly, but here was my experience:

    I tried to do a play through with a fresh char and see what it would be like to craft my own stuff instead of mob grinding for gear, which i already did on my main. Around level 8 i figured I should start working on the idea of trying to craft a bow for level 10. I had no idea what kind of materials i needed to craft a lvl 10 bow, so I went to Ashes Codex. It said there should be a brass bow using beeswax, brass ingot, western larch, and bluebell thread.

    These materials appeared to be a mix of novice and apprentice level. I figured that brass is usually copper and zinc, and western larch i had seen already at novice level. Bluebell was apprentice I think, i had seen it in the open world. At any rate, if I wanted to make a bow at level 10, it seemed that I could go gather a bunch of western larch, some copper and zinc, and then buy the rest of the materials from someone else.

    No point making just a common bow as that can be store bought. Uncommon, you can get from monster drops easily... so I was hoping to get rare or better. At this point my goal at level 8 was just to gather a bunch of copper/zinc and western larch and see how long it would take me to get enough rare+ mats for the bow.

    Now my experience progression completely stalled. I spent probably at least 10 hours or more at level 8 trying to farm this western larch. I mean, it wasn't the worst game play i ever experienced, but it really wasn't that great. For most of the time i spent chopping trees, I was pretty bored, just hoping it would be over soon. Trying to avoid monsters as most of them were above my level, and besides, if i died i would lose 1/4 of the stuff I spent gathering so why risk that?

    Sure, I could quit, and go do something more fun, but then I might as well start leveling again and then why even bother with this system? I was here to test this shit and so i was determined to keep going!

    As I am doing this, my storage starts to fill up. I also realized that since lumbermilling is a timed duration thing, I should be lumbermilling 50 stacks while i go out farming. OK thats fine, good synergy, im ok with this. However, it costs money every time i do this and i am broke as hell. So now I start solo mob grinding again just to get enough glint to sell to do the lumbermilling. OK, again, this is also fine. I like that we need to do a mixture of activities, no problem. Still, it was pretty slow going. Only critique here is that both the lumbermilling and carpentry items were completely useless. Crafted like 100 boxes that i didnt give a shit about.

    I hit level 9 trying to get glint and then decide to quickly do some commissions to get more glint. I ended up killing some named mob with a group that was doing commissions in the same area and got a level 10 uncommon Flayer Fleshripper (2h phys) randomly. Sweet, now I had a weapon for level 10, but it still wasn't crafted and further proves the point of this post.

    Around this time my storage is so packed and I am so broke that I just decide to grind out mobs to level 10, make some glint and become a citizen so I can get some more storage space. Find a few level 9s nearby and quickly mob grind it out to 10.

    OK, finally, level 10 and still somewhat broke. I had just a few more trees to go to hit apprentice with lumberjacking. Finish that up and straight sell the wood because of storage space. Realizing that I cannot get my carpentry to level 10 and lumbermilling to 10 without some serious cash, I decide to run a caravan. I was in New Aela at the time, and I saw that Winstead had the Apprentice level carpentry station. Hey, lets kill 2 birds with one stone, I can load up the caravan with glint stuff and carry the best copper/zinc/larch I had at the time in my materials bags. Something like 10 rare larch, 5 rare copper and 5 rare zinc, a bunch of heroics and some epics, and the rest uncommons.

    My Plan: Take the caravan from new aela to winstead, become a citizen of winstead, upgrade my lumberjacking, and finish getting my carpentry to 10 so I can craft the bow.

    I do the hour and a half trek and LITERALLY right at the end, 5 mins from winstead, some rando starts attacking the caravan. He cant do shit. He starts mage balling it, and the AOE is hitting my char! He kills me and I drop my stuff, I lose all my heroics and epics. Apparently 50% of 2 epics is 2, so I had nothing left and the guy took it all. He didnt even go corrupted because of the caravan. Its about 12:30am and time for bed, I was pissed tbh. Felt like total ass, reminded me of why this game might not be for me...

    In the morning I decide, fuck it, at least make this damned bow so I can see what it takes. I prolly dumped like 20 hours into this project from level 8-10 at this point.

    I get to Winstead, go check out the apprentice carpentry and see that I cant craft a brass bow....

    I can only craft a tin bow..........

    Honestly, this is the stupidest game play I have ever experienced. I aint doing this shit again. Fuck that. 20 hours to "explore" the game and find out everything I did was fucked and none of it worked? All because the only way of planning anything at all is relying on Ashes Codex? So fucking dumb. Maybe people are right when they say this game isnt for me. All i felt was like total ass after this experience.

    The worst part about it was, I wasn't having fun for that 20 hours. If I was having fun the whole time, then whatever, you win some you lose some. But almost all of that time was just hitting trees and traveling, not exactly fun, really.

    Compare that experience to my level 23 bard that I did a big mix of mob grinding, finding parties, soloing, duoing, trios, 8 mans, the works. Had a blast all the way to 23.


    TLDR; You made mistakes on each step of the way and mad because game didn't give you everything on silver platter only because your grace logged into the game.

    Pal, what I'm reading here is it is not a bad system but you wanted to craft knowing nothing about crafting and failed. Did't bother to ask around, instead, you went to an external website that is not finished or you didn't see the requirements for the bow you want to craft.

    On top of that you didn't want to craft just any bow, you wanted to craft higher rarity. Do you expect to get level 15 in one hour? Why do you expect to make a good bow and not put any effort into it? You know that you won't get candy just for logging into the game, right?
    I don't see how mindless grinding is fun and mindless resource gathering is not fun, if anything then spending a lot of time doing either of them would yield the same result - you want a break and that is what you should've done.

    You mentioned a few times that you were broke and couldn't do stuff. Well yes, again, bad planning. Why you didn't start gathering resources right after killing 3 sickly goblins, why wait till level 8? Besides, I don't understand how you became broke when you actually make money chopping trees, each adult tree yield 20 copper(after repairs), chop down 5 and you got a silver coin. But since you wanted western larch and they are not adult your axe is breaking a lot faster, plus you only getting 2 wood instead of 5.

    Then you decided to run a caravan, completely unrelated to crafting but okay. I should say I ran a caravan multiple times and luckily didn't get attacked other than once by lowbies, except for last weekend when I loaded 12 packs and was lucky my guildmates were close by and they were able to save me last minute. It's a very unpleasant feeling when you get attacked and realize you will lose hours of work to bandits, it's as exciting when your caravan is saved and you PK those bastards.
    Here, you didn't make a mistake running a caravan; you made a mistake running it with a whole bunch of resources on your back. You are a target already. You should know that there is a high chance you will get attacked, so why would you take rare resources? It's a big mistake.

    Bad planning or luck thereof lead to a failure. It's not a bad system. Find a guild, find friends, learn a bit and try again.

    PS
    I would rather chop trees than grind mobs sometimes but you don't see me complain about a bad system. Don't force yourself into something that is not for you.
  • Grabba_the_ButtGrabba_the_Butt Member, Alpha Two
    edited December 2024
    I don't like that artisan gear has stats on it, such as +health, which affects how a player chooses to play AoC.
    A crafter can choose not to do dungeons or pvp but an adventurer cannot choose to not to do any life skills or they'll be at a disadvantage
  • XeegXeeg Member, Alpha Two
    edited December 2024

    TLDR; You made mistakes on each step of the way and mad because game didn't give you everything on silver platter only because your grace logged into the game.

    I prefer "Your Majesty"
    Pal, what I'm reading here is it is not a bad system but you wanted to craft knowing nothing about crafting and failed. Did't bother to ask around, instead, you went to an external website that is not finished or you didn't see the requirements for the bow you want to craft.

    Should be able to "learn the system" easily enough on my own. I understand that "doing the system" is expected to be time consuming, and i don't have a problem with that.
    On top of that you didn't want to craft just any bow, you wanted to craft higher rarity. Do you expect to get level 15 in one hour? Why do you expect to make a good bow and not put any effort into it? You know that you won't get candy just for logging into the game, right?

    Well i didnt expect to get 2 levels in 20 hours and still not be anywhere near crafting a bow that i could get in 20minutes of mob grinding.
    I don't see how mindless grinding is fun and mindless resource gathering is not fun, if anything then spending a lot of time doing either of them would yield the same result - you want a break and that is what you should've done.

    When I "mob grinded" with my bard to level 23, I was rarely in the same spot or fighting the same mobs for more than 2 hours or so. The whole experience was filled with lots of variety in combat, grouping, roaming, changing skills and builds, looking for new spots to fight etc.
    You mentioned a few times that you were broke and couldn't do stuff. Well yes, again, bad planning. Why you didn't start gathering resources right after killing 3 sickly goblins, why wait till level 8? Besides, I don't understand how you became broke when you actually make money chopping trees, each adult tree yield 20 copper(after repairs), chop down 5 and you got a silver coin. But since you wanted western larch and they are not adult your axe is breaking a lot faster, plus you only getting 2 wood instead of 5.

    I thought about going out earlier but I couldnt farm the larch until i got a few more levels. I was broke by trying to process the wood and craft into boxes to try and get both processing and crafting up.
    Then you decided to run a caravan, completely unrelated to crafting but okay. I should say I ran a caravan multiple times and luckily didn't get attacked other than once by lowbies, except for last weekend when I loaded 12 packs and was lucky my guildmates were close by and they were able to save me last minute. It's a very unpleasant feeling when you get attacked and realize you will lose hours of work to bandits, it's as exciting when your caravan is saved and you PK those bastards.
    Here, you didn't make a mistake running a caravan; you made a mistake running it with a whole bunch of resources on your back. You are a target already. You should know that there is a high chance you will get attacked, so why would you take rare resources? It's a big mistake.

    Definitely a big mistake. Didn't really understand how those systems worked yet. And I got completely fucked for it. Sure, my bad. But after 20 hours of mindless wood chopping and messing around with the clunky system, it just put me over the edge. I was pissed off man.
    Bad planning or luck thereof lead to a failure. It's not a bad system. Find a guild, find friends, learn a bit and try again.

    Yeah part of what i was going for was to purposefully play without a guild and see what the experience would be like for someone just checking out the game, and not these people who have been following it for years and have teams already all planned out. I've now given up on that plan and am joining a guild. I feel bad for all the people who check out this game without a guild, think it sucks, and just quit. But I guess that's what Intrepid wants to happen?

    Sure I guess some people might like the system as it is. I definitely do not. As much as I think it would be useful to be a gatherer in this game, I probably wont engage with this system until/unless they give it some work and try to make it actually fun to do.

    I mean, just imagine if you had a lumberjack ability on some skill tree, where if you hit it on your last chop it SLAMS the tree and charges you forward 20 yards or until you hit another tree. If you hit another tree with it, it immediately takes off 50% of the chop time on the tree you hit and engages chopping. I would find shit like that fun as hell to go chopping. Flying around hitting trees and stuff. Right now I feel like im waiting in line at the grocery store or something. It just isnt my jam at all.

  • LaetitianLaetitian Member
    edited January 7
    I honestly think anrtisan skills are in a really bad state right now to be honest. They need a major overhaul. They also should be easy to pick and hard to master. Right now they are hard to pickup and hard to master.
    No. All of you are too prideful to just sell your stuff to the people who want to do the artisanry and use the money to buy your gear, but you're also too disinterested in the artisanry to do the work.
    You're just asking for the next WoW/ESO/Guild Wars. Those games all still exist for you to go play right now, if you're so convinced that being able to do it all is so fun. Can the rest of us not get one game that doesn't make every player the same, for a change?

    The devs can't solve this for you. If they make it easy for everyone to pick up but hard to master, but the best crafted stuff adds 50% to your stats, EVERYONE is going to master it anyways. Then you'll complain that you put all this work into mastering the artisanry but now no one's buying your amazing crafted equipment.
    Because they can all do it themselves.

    If players can't learn to focus on the niche they like and accept the shorter end of the stick in the other parts of the game, then the players are the problems, and any solutions the devs choose will just create problems in other parts of the game.

    The correct choice is to keep everything difficult, and make players learn how to focus on the parts they can do best and enjoy the most, and appreciate the cooperation with others who focus on other elements of the game.

    And to make sure that players can be successful in their part of the game and translate it into other parts without having to do it all. That's what makes the formula work so well in games like Eve. You can mostly do PvP, or mostly do trading, or mostly do PvE, and your wealth progression can be equally successful, allowing you to further ground the efforts of your ongoing operation, or to reach out into other parts of the game.
    (Obviously PvE and PvP are tied together in Ashes, so those will have to appeal to every player of the game to a sufficient degree, but the principle applies to other elements of the game.)

    Hardly any fantasy MMOs make this properly possible. You always have to do everything in almost equal proportions to stay relevant. Because of tedious daily caps/rewards and boring account-binding, etc.
    In that setting it would make sense that you'd be afraid of disliking artisanry; you'd be forced to do it, so your time in the game would be worse if you don't like it.
    But in a game that allows you to engage at a minimal capacity with the crafting and instead provide services and money to a crafter, you'll be fine skipping the parts of the artisanry system that you dislike.
    The only one who can validate you for all the posts you didn't write is you.
  • Its_MeIts_Me Member, Alpha Two
    Xeeg wrote: »
    I'm not fine with convoluted and monotonous in order to weed out the player base.

    I do not know of many (any) games where at least one of these items (monotonous) is not a part of the crafting system. 🤔

    I also think adding a bit of convolution removes a bit of the monotony. 😉

  • novercalisnovercalis Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited December 2024
    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.

    gosh, it's like you gotta work with a community to get something.

    Car manufacturer needs GM Steel Makers to provide mats for their car. Needs GM Chip Maker for their system, needs GM Aluminum for the body, needs a GM Tire maker for their wheels.

    Once they got all the mats and pre-assembled stuff, then General Motors GM Car Maker can finally make a car.

    {UPK} United Player Killer - All your loot belongs to us.
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Its_Me wrote: »
    Xeeg wrote: »
    I'm not fine with convoluted and monotonous in order to weed out the player base.

    I do not know of many (any) games where at least one of these items (monotonous) is not a part of the crafting system. 🤔

    I also think adding a bit of convolution removes a bit of the monotony. 😉

    Yeah but the "convoluted" part only removes the monotony for the FIRST time you learn it, which isn't monotonous by definition. AFTER you learn the system it becomes monotonous.

    The learning phase is only a few days. We are planning on playing this game for years. You can't base the game design on the "learning and discovery" phase being the most important, when the day-to-day gameplay needs to be the most important or people will play other games after a few weeks.

    As to some of the other points people are making. The crafting and professions aren't really that complicated at all. It's just the format that the information is presented in is cumbersome and annoying to deal with (hopefully just an alpha issue)

    I'd rather have a truly deep and complicated system, but have the information presented beautifully for the players to research, understand, and plan. This is why people turn to 3rd party websites and guides, they just present the information in a better way than the game devs managed to do.
  • Its_MeIts_Me Member, Alpha Two
    Xeeg wrote: »
    Its_Me wrote: »
    Xeeg wrote: »
    I'm not fine with convoluted and monotonous in order to weed out the player base.

    I do not know of many (any) games where at least one of these items (monotonous) is not a part of the crafting system. 🤔

    I also think adding a bit of convolution removes a bit of the monotony. 😉

    Yeah but the "convoluted" part only removes the monotony for the FIRST time you learn it, which isn't monotonous by definition. AFTER you learn the system it becomes monotonous.

    As to some of the other points people are making. The crafting and professions aren't really that complicated at all. It's just the format that the information is presented in is cumbersome and annoying to deal with (hopefully just an alpha issue)

    I'd rather have a truly deep and complicated system, but have the information presented beautifully for the players to research, understand, and plan. This is why people turn to 3rd party websites and guides, they just present the information in a better way than the game devs managed to do.

    This is alpha, you are not seeing the system, you are seeing a rough draft of the system that is not even the focus of this segment of testing.

    You missed my point regarding monotony. Almost everything we do in game is repeated. Everything from killing a world boss to killing NPCs to repeating a dungeon. Crafting in any game I have ever played is based on repetitive steps.

    I am sure that the crafting system we see in a couple years from now at launch will be much different than what we are seeing in this early crude alpha testing stage and the changes we see might very well come from the constructive feedback we give during this testing so I would recommend you provide constructive feedback under the A2 feedback section.
  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    Xeeg wrote: »
    I gotta say I really hate this take. Whenever I complain about the professions people say "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?

    What do you mean? With the exception of processing being locked to certain numbers such as 1-5-10-25-50 and so on, the gathering and processing was a lot of fun for me. No idea what you are on about mate.
    giphy-downsized-large.gif?cid=b603632fw5r996ogaoo8eb7pbza6lm2b0fhwol1hraz3d1tf&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • XeegXeeg Member, Alpha Two
    edited December 2024
    Its_Me wrote: »
    What do you mean? With the exception of processing being locked to certain numbers such as 1-5-10-25-50 and so on, the gathering and processing was a lot of fun for me. No idea what you are on about mate.

    Well the gathering for one. You just go up, click a button, and wait. Most of the people that "enjoy" it, say they are listening to podcasts or doing other things with their time because this play loop is not interesting enough on its own.

    The only possible excitement is potential PVP, which is the whole point of the PVX game. Problem with that, is the last thing people "relaxing and listening to podcasts and barely paying attention to the game" want to do is be disrupted by a group of people that come, insta kill you, then kill their buddy and res him to shake off corruption. Then 1/2 of their gatherables drop and they begin to question whether they are really having a "relaxed time" with this game and if this is what they should be doing with their life.

    This is one of the core time sinks in the game, it'd be much better if the gathering aspect was actually as fun and interesting as the combat. Sprinkle in some gathering only skills/abilities (abilities with movement involved are always a good way to add "fun") Make the gathering skill trees (not in place yet) interesting with multiple branch choices for various player styles. Make the gatherables THEMSELVES have various mining methods/efficiencies based off of player skill trees, item use, and clever gameplay.

    If it is a fun thing to do, then the end result (amount of mats) is not the only reason to do it, and so losing these mats is not as frustrating. It will also attract the type of player who is more likely to enjoy the PVP aspect when it does happen. People always say "Ashes isn't for everyone", well here you go.

    Processing is fine, I guess. It doesn't need to be interesting because it isn't a time sink, you can do other things with the processing time window.

    The crafting also isn't currently designed as a time sink, just takes a few seconds to craft something. The annoying part right now is "batch" crafting, crafting useless items, and the lack of UI to see what is even craftable in game so that you can plan things. Running from shop to shop or spamming global chat to see what can be built for what mats and how everything links together is tedious. The craftables themselves are pretty boring, compare them to the Engineering Profession in WOW and then tell me how cool AOCs crafting is.
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