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This change has begun to dampen my enthusiasm for AOC

liugeliuge 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.

Comments

  • KendrayKendray Member, Alpha Two
    Apprentice lumberjack without gear here
    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
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    thank god,

    I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before
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  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Liniker wrote: »
    thank god,

    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.
  • VeeshanVeeshan Member, Alpha Two
    edited December 2024
    f2hx8fec005l.png

    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
  • BlightuponusallBlightuponusall Member, Alpha Two, Early Alpha Two
    It was a mistake to have legendary crafting materials drop so commonly in my opinion. It really felt like it took away from the value of it being legendary.

    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.
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2024
    It was a mistake to have legendary crafting materials drop so commonly in my opinion. It really felt like it took away from the value of it being legendary.

    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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  • novercalisnovercalis Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Liniker wrote: »
    thank god,

    I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before

    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
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  • VeeshanVeeshan Member, Alpha Two
    novercalis wrote: »
    Liniker wrote: »
    thank god,

    I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before

    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
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited December 2024
    Adjusted Drop Rates
    • Common (White): 90%
    • Uncommon: 6.7%
    • Rare: 2.2%
    • Heroic: 0.9%
    • Epic: 0.1%
    • Legendary: 0.1%

    Explanation
    • The common drop rate dominates at 90%.
    • The remaining 10% is divided into uncommon, rare, heroic, epic, and legendary tiers while preserving the proportional hierarchy:
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    akabear wrote: »
    Adjusted Drop Rates
    • Common (White): 90%
    • Uncommon: 6.7%
    • Rare: 2.2%
    • Heroic: 0.9%
    • Epic: 0.1%
    • Legendary: 0.1%

    Explanation
    • The common drop rate dominates at 90%.
    • The remaining 10% is divided into uncommon, rare, heroic, epic, and legendary tiers while preserving the proportional hierarchy:

    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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  • AndiAndi Member, Alpha Two
    Nathariel wrote: »
    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.

    Crafters can still craft better than rare gear, whereas drops above that level are like winning the lottery.
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    Andi wrote: »

    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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  • SmileGurneySmileGurney Member, Alpha Two
    I love when player power levels, I mean skill, are being dictated by RNG :)
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  • IustinusShivaIustinusShiva Member, Alpha Two
    edited December 2024
    Liniker wrote: »
    thank god,

    I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before

    imo each rarity should be 1/10th the previous.
    Legendary base material drop should be 1/100000 (0.00001%) before modifiers.
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    Liniker wrote: »
    thank god,

    I just want a game that "legendary" MEANS LEGENDARY it should be a 0.1% chance lol it was stupid easy before

    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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  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value.

    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.



  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value.

    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.
    giphy-downsized-large.gif?cid=b603632fw5r996ogaoo8eb7pbza6lm2b0fhwol1hraz3d1tf&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value.

    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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  • CROW3CROW3 Member, Alpha Two
    It’s an mmo, I’m ok for it taking months to craft a legendary weapon. Otherwise ‘legendary’ is just a meaningless word.

    @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.
    AoC+Dwarf+750v3.png
  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value.

    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.

    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.
  • kadimirkadimir Member, Alpha Two

    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.
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  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    If it takes 1 in 100 logging attempts to gain legendary materials I feel the term legendary has lost its meaning and its value.

    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.

    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.

    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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