Vhaeyne wrote: » I also don't have any interest in a game that holds my hand.
ELWOW wrote: » Hello, I wanted to give feedback about the whole informations/UI/crafting and overall feel of the game. This game feels very player unfriendly in terms of crafting or even knowing what you can craft and where. If you to craft apprentice lumberjack axe: - you need to train the apprentice level of lumberjacking (0 info about where/how etc. but let's say you figure that out or ask other people and find it north-east from Lionhold), - you need to gather ridiculous amount of mats (really I need 10 logs and copper to make one axe?) - you need to go to the city to craft it, - now you realize you need to find a better woodshop than in regular city (in my opinion apprentice items should be available in the open and give people time to realize how systems work, journeyman systems should be limited to buildings inside the nodes, until then we are established in the world and +/- know what is going on), - you manually zoom in through the cities to notice if they got woodshop. Better woodshop is only visible with different color on zoomed minimap, zero informations when you click the node on the world map or anything which is a bit weird, - you run there and realize that to even craft one basic axe you need to spend 10+ silver (depends on the tax rate), - after feeling that you finally achieved some great lumberjack axe you realize that it has 0 impact on your gathering, you don't craft any faster, you got like 1% chance to gather 1 more log from each tree and that's it Seriously, how is it supposed to be fun or engaging? It is more exhausting than exciting in any way. What is the plan of all these systems to work besides some zerg guilds and funelling everything to a single officer in order to make anything in this game? I don't expect to craft any crazy items, but like crafting first green level 10 lumberjacking axe takes either a few gold to buy mats or ages to find better quality than common materials. Why these things are still not adressed after 2+ months?
ELWOW wrote: » Hello, I wanted to give feedback about the whole informations/UI/crafting and overall feel of the game. This game feels very player unfriendly in terms of crafting or even knowing what you can craft and where. If you to craft apprentice lumberjack axe: - you need to train the apprentice level of lumberjacking (0 info about where/how etc. but let's say you figure that out or ask other people and find it north-east from Lionhold), - you need to gather ridiculous amount of mats (really I need 10 logs and copper to make one axe?) - you need to go to the city to craft it, - now you realize you need to find a better woodshop than in regular city (in my opinion apprentice items should be available in the open and give people time to realize how systems work, journeyman systems should be limited to buildings inside the nodes, until then we are established in the world and +/- know what is going on), - you manually zoom in through the cities to notice if they got woodshop. Better woodshop is only visible with different color on zoomed minimap, zero informations when you click the node on the world map or anything which is a bit weird, - you run there and realize that to even craft one basic axe you need to spend 10+ silver (depends on the tax rate), - after feeling that you finally achieved some great lumberjack axe you realize that it has 0 impact on your gathering, you don't craft any faster, you got like 1% chance to gather 1 more log from each tree and that's it Seriously, how is it supposed to be fun or engaging? It is more exhausting than exciting in any way.
CROW3 wrote: » Not sure there’s an issue here to address. Seems like you figured out how to craft your axe, what kind of material you need, and that Ashes isn’t going to hold your hand. That’s good learning for the rest of the game. If that seems unfriendly and not your cup of tea - that’s ok. Plenty of other games that are friendlier.
Dygz wrote: » Alpha testing is not necessarily intended to be fun and engaging (as Steven continues to remind people). Especially not before the devs are focused on balancing Crafting.
Dygz wrote: » Alpha testing can be fun even when it's not intended to be fun. No one has said anything close to "It's impossible for Alpha testing to be fun... ever." Ashes is already more fun than just a stability test. We are still in the early part of Phase 2. It should be obvious that the devs focus is still on stability - especially since they have only been back from Holiday break for a couple of days. I see in patch notes that some tweaks are being made to Gathering: * More tier 1 stone gatherables have been added to caves throughout the Riverlands * Added a random chance to obtain copper, zinc, or ruby when mining tier 1 stone gatherables. We can expect to see significant changes to the Economy as Phase 2 continues. You should expect Alpha testing to feel "punishing" rather than fun. Crafting currently has some functionality, but it's not balanced to be fun at the moment. Balanced for fun might not occur before Beta. Alphas are intnded to get features in and functional. Betas are for balance and final bug sqaushing.. But, definitely give feedback on the changes you want to see.
Caww wrote: » The game does a disservice to players when chat is filled with so many people asking basic who/what/where/when/how questions that should be part of the general user experience.
ELWOW wrote: » This post is insane... Making this little changes to economy is like a single drop in the ocean. These two tweaks can be made without any effort in no time. If this is the pace that they are planning to test things then we will wait for another 8 years at the very least. Where is it said that alpha must be punishing, like who invented that theory in this game? It is bad design if everything you are doing in the game besides optimized grind is punishing.
ELWOW wrote: » Exactly, betas are for balance so why are we getting sweated out right now if we can test these things in less punishing way? It won't change much if instead of 2 copper we would get 6 copper. As you said it is not yet economics stage so why they should bother about more copper from a node which will effect in less demand? Your theories are always placed to fit the exact case, and in the next sentence all of a sudden it change by 180 degree just to fit your ideas. At one side it needs to be punishing, on the other side it is just stability test into theory that it is too early to test these things. Wow...
ELWOW wrote: » I remember alpha tests of games like WoW, GW2 for example where you could easily travel through the POI's just to TEST things, not getting punished with slow movement/slow gathering/slow leveling and slow everything. So are we testing their current ideas of systems and we give feedback as I did or we just test something else and getting punished for doing something else, like crafting? Because with your post it kinda means if I wanna test something else than stability I should feel punishment. Why is that? Why it can't be nicer and then balanced/nerfed later on?
blktauna wrote: » This is the least social game I've played. No one helps anyone else randomly because there's no benefit. I've asked questions in zone but crickets. Its like a hostile hard core thing still where if you aren't in a premade you're done. Who wants to PVP in here because you lose way too much to just take a shot and give it a try.
blktauna wrote: » Everything takes so long and is so much work its just boring. 50 logs to strip, that's like an hour. I get distracted away by other stuff in that time. Then there's the jackasses that grief the lower levels. Shows how bored they are, but also by the comments I suspect they'd be doing that anyway.
Vhaeyne wrote: » Caww wrote: » The game does a disservice to players when chat is filled with so many people asking basic who/what/where/when/how questions that should be part of the general user experience. That is like, your opinion man... My opinion is that hand holding and teaching the player basic things: -insults players intelligence. -leaves less room for discovery. -Leaves less room for socialization. -Creates an atmosphere where players are expected to just know everything which leads to a less social game. A better system to me is something like EVE University. It is far more social and can lead to a more deep understanding of the game.