Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Crafting is a pain in the popo for casuals.
Julixim
Member, Alpha Two
in Artisanship
I would like to share my opinion on crafting, specifically on armor smithing, as I went into quite a lot of depth on the subject. Also, this is from the perspective of a casual player—not regarding knowledge or deep-diving into the systems, but rather in terms of free time.
Because I just don’t want to have to invest more than 3 hours per day into this game to achieve something. I have work, family, friends, a partner, sports, and so on. I think most players are casuals (not considering the $250/120 alpha key) when it comes to limited free time.
*Disclaimer:* I get that this is all in a true alpha state. I’m not here to hate, I just want to share my opinion on this specific system!
1. The process of crafting and its design flaws
I was interested in learning and progressing in weapon smithing, as I play a fighter class and feel that tanky gear is important for sustainability. The damage output is already solid due to its high base damage. Since hitting level 4, I’ve been trying to gather as much zinc, basalt, and grem skin as possible. I thought leveling crafting and the artisan ships would be as valuable as grinding mobs or, at the very least, be compensated by the ability to craft nice armor gear.
But I quickly noticed that you need to grind different areas of mobs to get the recipes you need. I wanted to focus solely on leveling heavy armor smithing at first because those stats were what I needed.
To craft heavy armor, you first need to find the grinding spots where the armor you’re looking for drops. In my opinion, this is such a bad design. Why would anyone want to invest in crafting and perfecting their armor and weapon crafting if you first have to level and grind tons of mobs through a gamble system that often makes you want to scream?
Also, the weapons and armor you get from these mobs are often way better than what you can craft at level 10 or apprentice level, because the dropped recipes are often pretty bad or don’t help with crafting in any meaningful way.
Why wouldn’t you make recipes drop from crafting quests or as rewards for leveling the actual crafting artisan ship?
*PS:* Some will argue that you can communicate with your guild to provide these dropped recipes, but I’ve seen a lot of drama. People, in general, tend to be selfish, and again, this system isn’t casual-friendly.
2. Farming zinc is a joke
I actually found some nice zinc and copper routes near Winstead, but the moment pirate software entered the server, I didn’t stand a chance at gathering any zinc. It took me **hours** just to get a stack.
And this is what I mean. Of course, you can participate in a guild, but that still doesn’t guarantee you’ll be able to level your crafting ship. Most casuals don’t want to or simply can’t invest the time to dive deep into guild organization. Additionally, many guilds (especially larger ones) have recruiting requirements.
3. Progression feels unbearable
Character leveling isn’t fast either, but at least every level or gear piece you find feels impactful. Crafting, on the other hand, feels utterly pointless in the early levels. I literally crafted dozens of heavy armor boots, but for what?
I wasted so much zinc just to hit level 10 and unlock new recipes with somewhat decent stats. It honestly feels like you’re crafting for nothing in the first 10 levels. I even tried gifting my crafted boots to new players at Lionhold, but even there, at the big goblin spawn area, people got better drops. That’s insane.
Grinding mobs gives you decent gear on average—mostly green or blue—even with the low drop rates and level gap. So to outdo these gear drops, you can’t just craft basic stuff. You have to play another gamble game with rarity.
If leveling crafting wasn’t already unbearable, farming rarer materials makes it even worse. This process likely doubles or triples your time investment, and I’m not even talking about legendary drops...
4. My conclusion
I could add more points about what’s frustrating in crafting and farming, but these are the main reasons why I really don’t enjoy the process.
I’m fine with slow leveling progression. I don’t mind that it takes a while to get to level 25 (even though for an alpha, where testing should be the main focus, I don’t understand it). But every single level should feel impactful and like you’ve achieved something.
For example:
- Make craftable armor below level 10 stronger than level 10 gear drops if rarer materials are used, or at least make them equal.
- Don’t make crafting dependent solely on recipes dropped from humanoids.
- Spawn minable rocks more realistically—not just randomly at any location. Why aren’t there mining caves with abundant resources but a higher risk and reward? This could add conflict and make it more engaging.
im really not a fan of the way the recourses currently spawn regarding location and quantity.
Because I just don’t want to have to invest more than 3 hours per day into this game to achieve something. I have work, family, friends, a partner, sports, and so on. I think most players are casuals (not considering the $250/120 alpha key) when it comes to limited free time.
*Disclaimer:* I get that this is all in a true alpha state. I’m not here to hate, I just want to share my opinion on this specific system!
1. The process of crafting and its design flaws
I was interested in learning and progressing in weapon smithing, as I play a fighter class and feel that tanky gear is important for sustainability. The damage output is already solid due to its high base damage. Since hitting level 4, I’ve been trying to gather as much zinc, basalt, and grem skin as possible. I thought leveling crafting and the artisan ships would be as valuable as grinding mobs or, at the very least, be compensated by the ability to craft nice armor gear.
But I quickly noticed that you need to grind different areas of mobs to get the recipes you need. I wanted to focus solely on leveling heavy armor smithing at first because those stats were what I needed.
To craft heavy armor, you first need to find the grinding spots where the armor you’re looking for drops. In my opinion, this is such a bad design. Why would anyone want to invest in crafting and perfecting their armor and weapon crafting if you first have to level and grind tons of mobs through a gamble system that often makes you want to scream?
Also, the weapons and armor you get from these mobs are often way better than what you can craft at level 10 or apprentice level, because the dropped recipes are often pretty bad or don’t help with crafting in any meaningful way.
Why wouldn’t you make recipes drop from crafting quests or as rewards for leveling the actual crafting artisan ship?
*PS:* Some will argue that you can communicate with your guild to provide these dropped recipes, but I’ve seen a lot of drama. People, in general, tend to be selfish, and again, this system isn’t casual-friendly.
2. Farming zinc is a joke
I actually found some nice zinc and copper routes near Winstead, but the moment pirate software entered the server, I didn’t stand a chance at gathering any zinc. It took me **hours** just to get a stack.
And this is what I mean. Of course, you can participate in a guild, but that still doesn’t guarantee you’ll be able to level your crafting ship. Most casuals don’t want to or simply can’t invest the time to dive deep into guild organization. Additionally, many guilds (especially larger ones) have recruiting requirements.
3. Progression feels unbearable
Character leveling isn’t fast either, but at least every level or gear piece you find feels impactful. Crafting, on the other hand, feels utterly pointless in the early levels. I literally crafted dozens of heavy armor boots, but for what?
I wasted so much zinc just to hit level 10 and unlock new recipes with somewhat decent stats. It honestly feels like you’re crafting for nothing in the first 10 levels. I even tried gifting my crafted boots to new players at Lionhold, but even there, at the big goblin spawn area, people got better drops. That’s insane.
Grinding mobs gives you decent gear on average—mostly green or blue—even with the low drop rates and level gap. So to outdo these gear drops, you can’t just craft basic stuff. You have to play another gamble game with rarity.
If leveling crafting wasn’t already unbearable, farming rarer materials makes it even worse. This process likely doubles or triples your time investment, and I’m not even talking about legendary drops...
4. My conclusion
I could add more points about what’s frustrating in crafting and farming, but these are the main reasons why I really don’t enjoy the process.
I’m fine with slow leveling progression. I don’t mind that it takes a while to get to level 25 (even though for an alpha, where testing should be the main focus, I don’t understand it). But every single level should feel impactful and like you’ve achieved something.
For example:
- Make craftable armor below level 10 stronger than level 10 gear drops if rarer materials are used, or at least make them equal.
- Don’t make crafting dependent solely on recipes dropped from humanoids.
- Spawn minable rocks more realistically—not just randomly at any location. Why aren’t there mining caves with abundant resources but a higher risk and reward? This could add conflict and make it more engaging.
im really not a fan of the way the recourses currently spawn regarding location and quantity.
0
Comments
Rarer materials get a heck of alot easier to get once u get gathering armor/tool/bags at an ok quality you have an abundant of blue materials which will craft into heroic quality goods and you get a decent amount above that to fo purples and oranges.
It will be easier to aquire materials once stores are in place in Phase 2 aswell and probaly recipes too.
This game is not going to water itself down for casuals, and you won't be able to do everything on your own.
Adapt to the systems the game has (not all of which are in the game yet) and learn to leverage networks and other players.
well i agree to a certain point, but its not only about casuality, but rather about really bad game design, if leveling your artisan ship doesnt make any sense before character-end-lvl and also has no purpose bf lvl 10...
I even said, that a long progression line isnt something i dislike, but its literally bad the way it is now, compared to braindead mob-grinding.
Made gathering and leveling much less dangerous and provided me a ton of material to craft the next tier of gear.
Many people are happy to get a few silver for the recipes they have doubles and tripples of (I gifted soooo many recipes away...).
Like others said, easier with player shops, but you can already trade.
There are no guarantees in game or life, but joining a guild generally improves your chances.
You have to realize though, that no one likes giving free stuff.
If you contribute less, you will also receive less. But in my experience it is most the progress players carrying the casuals.
If those 3h/day also apply to weekdays in P2, I think you don't count as a casual though (thats 20h/week...).
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To close up:
This game is designed around group play and free trade.
If it was even easier to craft high quality gear, it would quickly become meaningless and worthless. So if the 3h a day are weekend only, I would temper my expectations as to what can be archieved.
Personally I quite enjoyed always having something to do in the game - even when I was the only one left after a 12h session. In other games I could just spam chat with lfg from the main city...
i was referring to 3hours per playtest day, so currently its only on weekends and that wont change for me that much or people in general, that have a bussy social/work life.
After that the crafting just needs some number tweeking (exp rates and material amounts and obviously the rarity scaling) and this will easily be the best crafting system any MMO has made.
CLICCA QUI PER UNIRTI ALL'ORDINE