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Statement on Artisan

ThanezonkThanezonk Member, Alpha Two
The system is pleasantly complex...
But it also makes it slower, so some things should be improved accordingly.

General:
The gathering professions are far ahead of the process and manufacturing professions in the current state of the game (apprentice towards journeyman).

So you can reduce the XP gain of the collectors quite a bit.

But a bigger problem is the level of the players, which is far ahead of all the crafting professions.

This is also related to the speed of development of the nodes. Not because the nodes lack level, but because the buildable buildings and their extensions take a lot of time.

Furthermore, the drop of items currently makes the crafting professions pretty useless. You just go and beat up a few mobs instead of getting the resources for the node expansion (end result).

The drop of finished items should be completely deleted! These can be replaced by components for the respective equipment. The equipment can then be made using these. Just like with the named mob drops.

It could also help to make the mobs stronger so that you can only defeat them when you are armed. This makes leveling much slower because you avoid stronger mobs and have to deal with smaller mobs (less experience) until you have the right equipment.

Why do you actually have 10 levels before you reach a new level in your profession? The 10 levels don't seem to make a difference.

If there were bonuses for the respective levels, that would make sense.

Example:
Level 1 mining = 1% chance of getting a better resource / Level 10 mining = 10% chance of getting a better resource
This may depend on the current level, i.e. novice, apparentice, journeyman's, master, grandmaster. Higher resources therefore bring a fixed penalty in order to remain rarer.
Example:
- Apprentice -10% chance of a better resource
- Journeyman's -20% chance of a better resource
- etc.

Gathering professions:
Some resources are difficult to distinguish, copper and iron for example, in winter this is a pretty big waste of time, especially if you can only mine one of the two.

As already mentioned, you level them up too quickly. Either the lower resources then have to bring less XP or the range for leveling up should be drastically increased.

Hunting is the biggest problem I think, but rumors say that this system is probably just a placeholder.

Processing:
As they are currently, these professions will probably be moved to secondary characters.
You put them at the appropriate station and bring them the resources until you can start a larger stack. Then just log in after 50/100/250 minutes, pick them up and give them back to the main character.

This is probably the cheapest way to avoid having to keep riding back and forth.

Crafting:
Click, click, click and start again and again and again.
To then get an item that I only made to get XP.
Offering it on the player market makes no sense because it is not needed and selling it to an NPC does not even cover the production costs. Dismantling this item again for some of the resources is not possible (at the moment). (But it would be a nice situation to level up crafting better/faster if it is just about leveling).

Comments

  • MrPocketsMrPockets Member, Alpha One, Alpha Two, Early Alpha Two
    Thanezonk wrote: »
    But a bigger problem is the level of the players, which is far ahead of all the crafting professions.

    Furthermore, the drop of items currently makes the crafting professions pretty useless. You just go and beat up a few mobs instead of getting the resources for the node expansion (end result).

    The drop of finished items should be completely deleted! These can be replaced by components for the respective equipment. The equipment can then be made using these. Just like with the named mob drops.

    Why do you actually have 10 levels before you reach a new level in your profession? The 10 levels don't seem to make a difference.

    Well said, and I agree; I think these are the most important points.

    Obviously this is still very early and there are plenty of changes to come, but I think it is important to keep things like this in mind. As a player, it feels really good to be able to craft usable items for your own level. When these levels get way out of sync, if feels really bad to just have to make throwaway items just to level your crafting.
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