Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five 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 five 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 becoming stupid exhausting
in Artisanship
I don't understand why this is the approach if its an alpha and we should test, give us resources to test with...i mean, we paid to test a game for you, and us as well, but you make it almost impossible to farm resources to test your product....its insane. And the other source is not working....treasure maps. What is going on?
I've been searching for 4 hours today in the desert, after every loot i had to relog due to inventory bugs, i got into town to deposit, after every deposit i relogged due to inventory and storage bugs, client froze, i relogged and 25 ruby, 25 zinc, 25 uncom zinc, 25 uncom ruby were gone from inventory and storage, i relogged 5 times, rebooted PC...they are gone....
What the actual f is going on? Are you intentionally taking a p**s on your testers?
Crafting is end game gear, we have no resources, we have no maps to get resources, searching 4 hours for some T1 resources in an ALPHA TEST is moronic and to lose it due to another bug is suicidal.
We do commisions to get node buffs for craft, you restart the realm...they are gone...i mean, why did you even implement a crafting system in the first place?
I simply don't feel like playing anymore and i am not the only one, you killed all my fun.
I've been searching for 4 hours today in the desert, after every loot i had to relog due to inventory bugs, i got into town to deposit, after every deposit i relogged due to inventory and storage bugs, client froze, i relogged and 25 ruby, 25 zinc, 25 uncom zinc, 25 uncom ruby were gone from inventory and storage, i relogged 5 times, rebooted PC...they are gone....
What the actual f is going on? Are you intentionally taking a p**s on your testers?
Crafting is end game gear, we have no resources, we have no maps to get resources, searching 4 hours for some T1 resources in an ALPHA TEST is moronic and to lose it due to another bug is suicidal.
We do commisions to get node buffs for craft, you restart the realm...they are gone...i mean, why did you even implement a crafting system in the first place?
I simply don't feel like playing anymore and i am not the only one, you killed all my fun.
3
Comments
We are testing now, not in the future. We need to actually make stuff to test the crafting systems and the resulting items.
d It is not about of "easy" or "hard"... as some of us say in this thread (https://forums.ashesofcreation.com/discussion/64961/feedback-from-a-leatherworker-point-of-view#latest) there is basically a feeling that it is not WORTHY at all the gathering, processing or/and crafting.
The supply and demand for certain material is so far out of skew we are not testing the system which is the point of alpha. There can be no number crunching of supply of demand as no one is trading the as resource are so limited and going for silly prices far out of reach of 90% of people. Balance system will never be reached in alpha as the wipe will happen so therefore no balance of supply and demand. Take for instance tailoring I thought lets not make grem skin product and I went for spider silk but the design (the guy appears only for 30 mins) cost 20 rare spider cocoons to make a lvl 10 items in 4 hours of killing I got 2 rare cocoons. I am still running with crude items as I cant find enough copper nodes currently my 2 specialist are the lowest ranked of the gathering as timber is 10 a dozen and mining with questing is almost double my herbalist. Even my afk fishing is almost better than herbalist which I only do when waiting for threads/linen/cotton is getting made.
I want to test alpha not grind alpha, ok some grind will have to happen like raw mats/recipes but this is killing the game currently not testing the game. Sorry for rant back to my 3 month free Apple tv.
If I had only 1 or 2 gathering options and 1 or 2 processing options, it would already feel much more manageable. This would also leave more resources available for others. A proper auction house would then be essential, allowing me to sell my materials and find the ones I need. This way, you’d also support the economy and ensure that lower-XP items could still have value, as they might be required for other processing skills.
I am a noob, but as i understand it...the economic system has been built in a way where you can't possibly be fully independent (which is good)... in order to make the economy between players something essential.
Now we have to test it, but step by step:
Firs, as of today, we have to test only the stalls and balance the gathering, processing and crafting.
totally agree... in the current state crafting makes no sense... I have leveled up:
- herbalism to lvl 10+
- hunting to lvl 10+
- lumber to lvl 10
- weaving to lvl 9
- tanning to lvl 6
- leatherworking to lvl 10
all this for just crafting some lvl 10 Medium Armor... and it was not enough to craft some gear. tanning and weaving have to be also at lvl 10...
In my opinion this is ridiculous. It took me several hours/days of gathering materials and to run a lot between different nodes... and we are talking about crafting lvl 10! medium armor gear (regardless of rarity)... if I had spend these hours in grinding some gear, I would have been lvl 25 with good stuff equiped...
maybe this crafting effort is fine for endgame legendary gear, but not for gear which you (and others) should use during their journey to lvl 50... this makes no fun and is really a horror
AoC Chars: Hammil (Cleric) | Anthara (Ranger)
Server: Lotharia (EU)
1-harvesting is so tedious it a running simulator finding like 2 tree an hour that provide useless wood (ive done nothing but hit briarwood tree last 2 weekends, 1500 briarwood and only got 70 usuable pieces aka heroic and above quality 64 heroics 14 epic 2 legendary) anything blue and below feels useless due to mobs dropping blues
2 Processing bloat items - Lumbermilling = Process briarwood timber, process timber to planks, process planks to dried planks the issue is i cant just sell dried planks cause some resources need non dried planks other normal planks so now if i wanna list process woods on a vendors i need the following
So thats 9 items in a shop that allows 20 slots for a single quality and type of wood if im selling my wood supplies just to much item bloat when it comes to crafting materials like i feel there some condensing possibility here i would get rid of dried pwood products all together like your already adding paper to JM recipe list along with briarwood i dont think you need the dried wood ontop of that aswell. also it takes 4.5+ hours to process a stack of 100 items from wood to dried planks/board/beams which seems a little excessive
it makes it realy hard to list items to sell to fuel other crafts.
3 - Gathering quality is brutal atm this mainly an issue for wood and hunting since there nodes are all lvl 1 (with exception for the super rare wood nodes which seem to be perma camped when found still) so were basicly just stuck procing up common nodes with rarity bonus whish doesnt do much it seems. it seems like plants/rock/ore nodes spawn at lvl 1-3 which makes those gathering profession a wee bit easier to proc purple and epics compared to wood/hunting (ive spent 12 hours a day for 2 weekends now doing nothing but runnign around hitting trees and still dont have enough materials to make a epic or legendary bow (2 legendary, 14 epic out of 1500 pieces or wood)
Kinda hard to fuel an economy when you cant even get the quality items for yourself let alone stuff to sell :P
Then there is the queuing system and over-complicated dependencies on other professions which are already applied at the processing stage. The whole system isn't streamlined, it's frustrating and just not fun or satisfying to interact with, especially at higher gathering/processing/crafting levels.
Blown past falling sands…
I don't agree that it being 'harder' ever fixes this. There's basically no such thing as 'harder' in crafting in MMOs unless you make it 'bigger', and even then people will still do the same thing they do for regular gameplay.
No-life it, obsessively try to surpass anyone who is their equal or superior in any way, and talk down to those who aren't, or who they've surpassed. Leaving only 'the casuals who ignore all this' with any kind of 'happiness', but those people don't interact with the system in the way most designers desperately wish they would.
I bother to mention this because if people want crafting to not just be 'yeah we have 6 alts to handle all the bits', then it's going to be either 'long' or 'broad', and 'long' leads to market oversaturation which no one likes (except BDO players I guess).
"For what...?"
"Just about everything, really."
Let us have 2 lumbermills in the same town if we want so we can have the processing/crafting tables for one line in the same node atleast
The only issue with limiting building like this is 2 service building like trade beraus buff and i say just dont let the building buffs stack (or have muiltipul service building with the same build requirment (cultural,industry,vocation) bonus but have different buffs so there options there.
i dunno why we cant specialize a town in lumbers or metal or leather and so on. due to being 1 limit on each building type
Wait, it's actually restricted like this? Are you absolutely sure?
Another 'you learn a new thing about Ashes every day' moment for me, I guess.
Why, though...? I feel like this goes against something Steven has said in the past.
"For what...?"
"Just about everything, really."
it whats ive been told one node had 2 change there build path when they couldnt build the same support building as their first building
I don't understand that logic at all, making me nervous about the implementation of ED's colonization now.
Thankfully Frontier is in the UK and probably aren't 'on the same design wavelength' as west coast US devs even if they went to the same meetups...
Well, in case it's like that, my feedback is at 'seriously wtf?'
... I've... got a colony to go check on...
"For what...?"
"Just about everything, really."