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Alpha Two Phase II testing is currently taking place 5+ 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 5+ 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.
[Feedback] Novice stations in starter towns being unusable after the quest is frustrating.
in Artisanship
As someone who gravitates toward crafting in MMOs, I love the set up of the artisanships being so interdependent and requiring players to engage in the economy to get things made. However, I've found the initial onboarding experience is very frustrating.
Both Lion Hold and Samia's Hope feature a small array of crafting stations and a quest to show you how to use them, provided you gather the materials for the quest. However, once the quest is completed, it's really frustrating that you can't bring your materials you've gathered to these stations to use them again. Unless you've looked it up or been told, there's nothing to indicate the location of smithy, textile mill, or hideworks near Lion Hold or the laboratory, woodshop, stoneworks near Samia's Hope. Unless a player just happens to stumble upon these places, they don't have a way to get into artisanship without having to potentially dodge mobs higher level than them on their way to one of the nodes in the area.
Even if one discovers the existence of these independent locations near the two starter towns, all the different stations are quite spread out and will generally require someone going back and forth between the eastern and western sides of the Ruins of Aela. It's frustrating that the only way to get involved with and explore crafting on a new character is by having to risk all the materials you're carrying to try to make it to a node or to have to run back and forth a ton to the different crafting stations.
It would be nicer if both the starter towns you're sent to actually had artisan stations that functioned after the quest to introduce you to artisanships. Perhaps it would be better if the two towns had different quests that involved the crafting stations not found in the nearby independent locations and gave you a clue after that they existed. Or, perhaps each town should just have one of each station the way nodes do, just that they can't upgrade and all require the quest having been done to use them.
Both Lion Hold and Samia's Hope feature a small array of crafting stations and a quest to show you how to use them, provided you gather the materials for the quest. However, once the quest is completed, it's really frustrating that you can't bring your materials you've gathered to these stations to use them again. Unless you've looked it up or been told, there's nothing to indicate the location of smithy, textile mill, or hideworks near Lion Hold or the laboratory, woodshop, stoneworks near Samia's Hope. Unless a player just happens to stumble upon these places, they don't have a way to get into artisanship without having to potentially dodge mobs higher level than them on their way to one of the nodes in the area.
Even if one discovers the existence of these independent locations near the two starter towns, all the different stations are quite spread out and will generally require someone going back and forth between the eastern and western sides of the Ruins of Aela. It's frustrating that the only way to get involved with and explore crafting on a new character is by having to risk all the materials you're carrying to try to make it to a node or to have to run back and forth a ton to the different crafting stations.
It would be nicer if both the starter towns you're sent to actually had artisan stations that functioned after the quest to introduce you to artisanships. Perhaps it would be better if the two towns had different quests that involved the crafting stations not found in the nearby independent locations and gave you a clue after that they existed. Or, perhaps each town should just have one of each station the way nodes do, just that they can't upgrade and all require the quest having been done to use them.
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Comments
But if you read the quests you will learn where the independent stations are. The others are just tutorial stations. I get what you mean though. That risk in travel with materials is by design, and you're 'encouraged' to go to a node for crafting, generally joining a node by guild choice, crafting choice, node type, ect... up to you.
I'm more than aware there's no QOL features in yet. That's why this is feedback - for when they get to that stage of development.
the idea of beginner towns it for players not to linger there for long they want to push people out to one of the eventual 85 nodes towns to get up citizen ship and home base thats the idea so thats why the beginner benches dont offer a whole lot outside of bare minimum. Every town at stage 3 has all novice benches but after that they get specilised a bit more based on what players build