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Crafting is not the best gear

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Comments

  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Azherae wrote: »
    nanfoodle wrote: »
    update mining things like Basalt and granite will randomly give you a chance to get copper zinc or Ruby when mining Tier 1 Stone gatherables.

    Woot

    That's a movement in the right direction

    There we go...

    And that, in turn, will maybe 'help' to make really high tiers of Copper and Zinc stay the same or less available, while not unbalancing the availability of the lower tiers for general crafting.

    I'd say 'it's a start', but it's just what they told us we'd get back in the Gathering Showcase back then, so, just more indicators that they still intend to do what they said, just haven't gotten to it all yet.

    Could have been something on the back end they needed to implemented they were working on.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    Many are taking breaks because they are sick of banging their head on this wall.
    It's OK to take a break when you feel you need a break.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited January 8
    Dygz wrote: »
    nanfoodle wrote: »
    Many are taking breaks because they are sick of banging their head on this wall.
    It's OK to take a break when you feel you need a break.

    Sorry miss read your reply
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited January 8
    IMO it's better they are here giving feedback. Finding bugs. Telling them what they think is fun. Telling IS what they don't enjoy. Steven needs to filter from that but..

  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    I honestly see your point. Crafting right is in a very complicated place.
    giphy-downsized-large.gif?cid=b603632fw5r996ogaoo8eb7pbza6lm2b0fhwol1hraz3d1tf&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • tinukedatinukeda Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Complexity and difficulty aside, how about crafting producing worse results than loot dropped gear?
    Heroic Tin Shortbow has worse stats than a green Forsaken Blades Shortbow?
    Glad I wasted all that time collecting mats when I could have just dropped 60 silver in a market.
  • bigassgunbigassgun Member, Alpha Two
    edited January 15
    tinukeda wrote: »
    Complexity and difficulty aside, how about crafting producing worse results than loot dropped gear?
    Heroic Tin Shortbow has worse stats than a green Forsaken Blades Shortbow?
    Glad I wasted all that time collecting mats when I could have just dropped 60 silver in a market.

    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    821ht3zgf0i9.jpg

    P.S. ashescodex
  • VeeshanVeeshan Member, Alpha Two
    Vhaeyne wrote: »
    Two things to consider:

    1.
    Focusing on the journey and not the destination may be helpful with this frustration. You can get crafted gear. Some are saying its too easy.

    Like legendary does not feel legendary because its too easy to get.

    2.
    Grinding will probably be the main way to level forever.
    We will be on the grindier side of what probably most modern MMO players are accustomed to; and that is a bit of a call back to a more old school approach, of which you will find many callbacks in the design for Ashes. – Steven Sharif

    Personally, I have had some much fun since the 20th that I have not really noticed the grind. I am level 24 with four journeymen skills and it all feels like it was too quick.

    I understand your frustrations, but to people like me the game will be unplayable if it gets too easy. I want to live in this world for the long haul and I can't do that if I finish everything.

    make mobs only drop white quality stuff
  • tinukedatinukeda Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    bigassgun wrote: »
    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    P.S. ashescodex

    Define how you're using "tier"?
    Both items are level 10 req, so is that not the same tier?
    Yes, the codex is useful :smile:
  • XeegXeeg Member, Alpha Two
    edited January 16
    bigassgun wrote: »
    tinukeda wrote: »
    Complexity and difficulty aside, how about crafting producing worse results than loot dropped gear?
    Heroic Tin Shortbow has worse stats than a green Forsaken Blades Shortbow?
    Glad I wasted all that time collecting mats when I could have just dropped 60 silver in a market.

    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    821ht3zgf0i9.jpg

    P.S. ashescodex

    Really shouldn't have to rely on 3rd party websites to play the game effectively. Players should be able to plan their progression from the game UI itself, in my opinion. I know they aren't at that phase yet, but hope that it is planned for.

    I know that there is some segment of the population that wants in-game knowledge to be obscure and difficult to find out, so people need to keep spreadsheets and document things and share knowledge between each other. Part of this game design might actually be based around this idea. And there are definitely appropriate information layers for this kind of design.

    The combat is fun, I think most people agree on that. So if they can manage a consensus on that part of the game, surely they can try to get the other parts of the game into a similar place. Personally, I think that is going to mean a slick UI, lots of in-game knowledge resources, and planning tools to optimize your character progression.

    The most frustrating thing about copper is that if you cant find it, you cant find out how the spawn system works. So you waste hours and cant even know if you are doing anything right or wrong.

    If you ever did find one, I guess you should stop and wait around until it spawns again to get some data? OK, sure, some people will do that and find it "fun". But really? Standing still for 2 hours waiting for a respawn in this game is "fun"? Fuck that!

    Watching paint dry can't be Steven's Vision for the game.

    To reiterate, I hope they take a good in depth look at which information should be gated behind which activity. Then make sure the activities are appropriate for the information, so that players have have a more satisfying experience.
  • bigassgunbigassgun Member, Alpha Two
    edited January 16
    Xeeg wrote: »
    bigassgun wrote: »
    tinukeda wrote: »
    Complexity and difficulty aside, how about crafting producing worse results than loot dropped gear?
    Heroic Tin Shortbow has worse stats than a green Forsaken Blades Shortbow?
    Glad I wasted all that time collecting mats when I could have just dropped 60 silver in a market.

    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    821ht3zgf0i9.jpg

    P.S. ashescodex

    Really shouldn't have to rely on 3rd party websites to play the game effectively. Players should be able to plan their progression from the game UI itself, in my opinion. I know they aren't at that phase yet, but hope that it is planned for.

    I know that there is some segment of the population that wants in-game knowledge to be obscure and difficult to find out. So people need to keep spreadsheets and document things and share knowledge between each other. Part of this game design might actually be based around this idea.

    However, most people will just find it annoying, frustrating, time wasting, "not fun", and simply stop playing this part of the game, or the game altogether.

    The combat is fun, I think most people agree on that. So if they can manage a consensus on that part of the game, surely they can try to get the other parts of the game into a similar place. Personally, I think that is going to mean a slick UI, lots of in-game knowledge resources, and planning tools to optimize your character progression.

    The most frustrating thing about copper is that you can waste hours and never find any, which also means you can never find out details on how, where, when it respawns. You can't learn anything about the respawn from in the game. You just know copper exists and you cant find it. You dont know if its random, or if there are specific locations. You dont know if the respawn is a timer, or random, or based on player density. If you can never find the copper, you can never find out any of these details. Pretty fucking bad gameplay experience.

    I agree, but at the current moment it's just what is. There's a source of knowledge that cancels out certain amounts of guesswork and saves time. I myself find some systems in this game overly complicated but alot of it is being voiced out already so we'll see whether all that changes or not.

    Regarding copper, there's a misconception going on that copper spawns in place of basalt and the same tier of mining node spawns but a dude just recently made a video proving all this to be false and that copper has pretty much fixed spawns and the spawn rate is like 2 hours? Whatever it is...it sucks. I'll post the vid below.

    https://www.youtube.com/watch?v=tkIpBiQr39M
  • bigassgunbigassgun Member, Alpha Two
    tinukeda wrote: »
    bigassgun wrote: »
    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    P.S. ashescodex

    Define how you're using "tier"?
    Both items are level 10 req, so is that not the same tier?
    Yes, the codex is useful :smile:

    copper -> brass -> tin -> whatever inbetween -> forsaken/crystalized/iron/steel

    You get the idea, gotta use the codex to be sure.
  • tinukedatinukeda Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    bigassgun wrote: »
    tinukeda wrote: »
    bigassgun wrote: »
    "Help, i decided to craft a higher rarity but lower tier item however the higher tier item with lower rarity is still better because it's a higher tier item. This is certainly not my fault, it's the game's fault."

    P.S. ashescodex

    Define how you're using "tier"?
    Both items are level 10 req, so is that not the same tier?
    Yes, the codex is useful :smile:

    copper -> brass -> tin -> whatever inbetween -> forsaken/crystalized/iron/steel

    You get the idea, gotta use the codex to be sure.

    Crystalized/iron/steel are all level 20+
    I would consider something to be on the same tier if the level requirement and/or the materials needed for it are of the same level. In this case, Tin and Forsaken are both 10+ and use t2 materials so I'd consider them to be of the same general tier.
    I did kind of forget that you don't automatically get all recipes and you have to go out and find some, so that's my bad there. Thankfully if I can find the right recipe I can make the better model instead!
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