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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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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.
This change has begun to dampen my enthusiasm for AOC
liuge
Member, Alpha Two
I only played for 2 hours because it was too unacceptable. I collected for 2 hours, my axe was legendary, and I wore the journeyman lumberjack shirt and pants. I also used potions and egg tarts to increase my success rate of getting high quality trees. But unfortunately, under this premise, 90% of the wood I collected was white! This is a shocking drop rate! I can't imagine collecting wood with other colored axes. If he can get legendary or purple wood, it must be God who is cutting trees! Secondly, my level is 20, and I have almost all level 20 green equipment. I died many times while cutting trees, and now I can't resist the one-star monsters at level 14. If there is only one monster, I will kill it, if there are two, I have to run. Because my dozens of deaths were due to trying to kill them. Please check the calculation formula for the drop rate of tree collection, and don't make my hard-earned legendary tools useless.
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Comments
chopped ~50 trees today, got legendary & heroic ash, epic weeping
seems this is easier to get ash & oak rarity than before, atleast for me and on a limited number of trees
I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before
Agreed. Stable boys shouldn't be chasing crows with the Greatsword of Endless Shadow.
i dunno i seem to be getting them at decent rate all i had was white apprentice gear a purple logging axe and 3 bags.
it possible something ur wearing has negative instead of positive value i guess so might wanna see if anything u equip is reduce a gathering stat instead of boosting it. i only hit a handful of weeping willows but rarity ratio seemed pretty good
I think a good compromise would be increasing rare material drop chance for lower tiers of crafting, as you level your crafting up. Like, you would hit apprentice and then your drop chance for novice trees would increase. This would reward people who were focusing on crafting first, and give them the ability to use powerful items they make while leveling, and still maintaining balance at higher levels.
in this case I would like that the monster not drop so many rare item, the most of the item must be white or green. if you do 3 start most of the item are near rare. Remeber for now the craft is death. when they will found the way to give it again some rework we will see but for now the only gather that you will see will be mount, food and alchemy the other profession has no meaning in this moment.
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damn, never thought I'd agree with this fool but yeah.
Rarity should be as followed imho
85% should be white
5% uncommon
4% rare
3% heroic
2% epic
1% legendary
Thats fine if they remove mob dropped gear
Explanation
Ok but you will stop get gear from the monster and you will wait the gear crafted, because if you want nerf only the crafter the they are now useless, the balance in not good. But think also that for take lvl 20 gaer you will wait 4/5 months because to has all the workbenchs of lvl apprendice this will be the time. And you che only use the item buy from the vendor.
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Crafters can still craft better than rare gear, whereas drops above that level are like winning the lottery.
the problem is that we can't craft lvl 20 items now most of the pg are lvl 25 and we are far to can craft lvl 20 items. If a crafter must sell item to pay the craft now you can't the only crafter that can take money to pay the learning of the crafting cost is who sell mount. They must found a way where the crafter can sell item to pay is works and cost of crafting and gathering with the lvl of the character. Right before the scaling of the damage was too high, but we can sell item we craft also there are lvl 10. They change ...good, but you must find a way to give to the crafter a resoune to craft items. Now this reason miss, if they leave the things in this way there are no meaning to craft for the first 5 month or more. | Like gather and craft but must be a worth to do them. I can max the lvl 25 in short time if I do only lvl up the pg but witch is the reason. I can do some pvp but I don't like pvp and most of the crafter are like me. if after 3 week I'm lvl 25 for the next 5 month what I do? the crafting is a big and importat part of the game, but not for now so if anything change we will lose many tester and many player. I play from the Alpha 1, during the week when I can I make the test in the PTR, we wipe so many time the pg and lvl up again and again. But if they don't fix the meaning of the crafting most of the thing in the game will be trash, Caravan, City, Freehold all these things have no meaning or better the meaning is the meaning of a single game.
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Blown past falling sands…
imo each rarity should be 1/10th the previous.
Legendary base material drop should be 1/100000 (0.00001%) before modifiers.
but why people that never gather or craft came here?!?!
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1/100 should be rare.
I was getting legendary material with starter tools and no skill level...
Legendary should be a 1/1000000 should have mandatory max skill to obtain with odds improved based on location/skill/tools with better equipment/skill reducing RNG for a higher success rate.
resources collection tools should only be able to harvest materials 3 quality tiers higher.
so common tools cannot collect materials higher than heroic and heroic is 1/1000 chance.
Respectfully disagree. It takes quite a few legendary to create a legendary item.
That said, it could also be level based. A level 10 legendary should be easier to get than a level 50 (GM).
For me: Rare should be around 1/15- 1/20. Uncommin every 1/3. and so on. But that is my opinion.
It all depends on how many legendary weapons you expect to see in the end. I expect that to be something that will take a long time to grind for, but not unobtainable. That said, I do ressonate with your idea of how gear should work, and I suspect that is the plan too.
I agree, to make my legendary bow I gather 20 legendary williow plus other item, only to find the wood I spend 2 weeks, if you make that I need so many legendary resource you can't do you need 1000 hours, also because we are talking a lvl 10 item. If you want make that the drop rate of the legendary is more low you can't put so many to create a item because to find a legendary with 1/1000000 to make a item that ask you 20 item you will never craft in all your real life if like a lottery : how many lottery did you win? personally 0 so before write number think that we are talking about a game that must be fun. If it's impossible to make samething you lose the fun.
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@Uncommon Sense - I agree with your ‘order of magnitude’ concept. My question is how to handle relative rarity across levels. For instance, does the legendary mat distribution for Tier 1 wood (level 10) equal the distribution for Tier 5 wood (level 50)?
My thought would be to have another order of magnitude to separate the most powerful crafted legendaries (level 50+) from those at lower leveled tiers… but it’s just a thought.
That's why I implicated the quality of gathering tools and player skill level in gathering. lets say you have maxed out then that 1/1000000 becomes more like 1/1000.
As a new player I see absolutely no reason to ever see anything legendary. The next question though is can you turn a lower quality resource into a higher 1? can you take 100 common logs and turn them into uncommon but some method. Because then you remove an element of RNG and give crafting enough emphasis to promote gathering in a healthy dynamic
All my proposed suggestions add weight and significance to the gathering and crafting system.
If everyone has legendary equipment it no longer becomes legendary...just common.
Except you should try playing MMOs in this decade. The top gear is the expectation. Not only that, if it's obtainable - people WILL grind it out, and turn into insanely sour jaded players who camp you in protest. There should be about 3 tiers of end game gear depending on your timing availability...
Remember there is an enchanting system too, so if blues are common you'll be back here complaining you got globalled by Mr moneybags rocking the +7 legendary weapon while everyone else is in rags.
Making the grind that much more doesn't add the same prestige at a point, it simply becomes a dial to decrease player enjoyment globally.
I've spent over a thousand of hours in games for a single weapon. (More than once unfortunately) Some took years of farming an hour a night, and let me tell you it did not feel "good" when I got it, it felt like I checked the box to stay competitive.
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
for now there is any possiblity to change the quality of a resource and the tools rarity is bugger for now but for now the problem is not how much legendary resource you take, the problem now is that crafting is not worth.
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