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Gathering / Resource Quality / Inventory Management -- move to Processing?

skydance504skydance504 Member, Alpha Two
I think it's generally acknowledged that the multiple rarities from Resources is creating a headache for Gathering professionals. It's too many different colors taking up separate slots in a bag -- not a problem if travel was quicker, but a real headache when you fill your bag in 30 minutes and then waste 30 minutes on the round-trip back to the city.

I'd like to suggest shifting some of the Quality upgrades to Processing. We've got one or maybe 2 steps (ore -> fragments, fragments -> ingots).

1. What if we added some new machines, with new steps? Ore -> refining, refining -> fragments, fragments -> ???, ??? -> ingots?
2. What if we reduce the Quality options found in raw Gathering, use more of a product in the step to increase output quality (or the chance of a higher result)?
3. Allow "reprocessing": add an existing output to the input, giving a boost to the new output Quality?
4. For our sanity, reduce the Quality range of raw resources.

Personally, I'd prefer the Gathered resources to present as just a single Quality in the bag, then have first Processing step (refining) separate it into multiple outputs with different Quality values. Multiple processing steps to upgrade the Quality would then be the way to get better materials, and we wouldn't have such a Gathering headache (and Processing would become a better profession).

Comments

  • CROW3CROW3 Member, Alpha Two
    Hm. How about both? Where higher raw mat rarity increases the quality output of processing, and processing can also result in higher rarity products.

    Might be a good way to dramatically lower the probability of legenday raw mats entering the system, and moving ‘legendary’ as the very rare output of high rarity raw material being processes by a grandmaster on the highest tier toolset.

    I mean an apprentice crafting a legendary is like Joe Schmo replicating the Sistine Chapel ceiling after watching a Bob Ross episode.
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  • odishyodishy Member, Alpha Two
    I agree and as a miner it's horrendous from a bag storage perspective. It's not uncommon to have my bags full without having more than 10 of any stack.

    Currently I'm an apprentice miner, this will get way worse as a JM. Condense rarity for raw materials into common/uncommon, maybe include rare. Then push rarity into processing.
  • PhamPham Member, Alpha Two, Early Alpha Two
    odishy wrote: »
    I agree and as a miner it's horrendous from a bag storage perspective. It's not uncommon to have my bags full without having more than 10 of any stack.

    Currently I'm an apprentice miner, this will get way worse as a JM. Condense rarity for raw materials into common/uncommon, maybe include rare. Then push rarity into processing.

    Once you get the journeyman bag it alleviates a lot of the bag space issues for mat's. 27 mining material slots with 3 journeyman bags. Each holds 65 of one resource.
    "Put on the full armor of God, so that you can take your stand against the devil’s schemes." - Ephesians 6:11
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