lamina5432 wrote: » crafting is still to expensive to craft
daveywavey wrote: » It's still fricking ridiculous, isn't it. I dunno who's deciding the Recipe values, but I'd like for them to stop making decisions! Hahaha
lamina5432 wrote: » So phase 3 started today and the same problems that occurred to testers on the PTR the prior week also came to fruition today. It's a combination of two things the fact that mob drops were drastically tuned down, and that novice crafting is still to expensive to craft within the time people take to level to 10. Also with nodes taking a day at least to get to the stage a market exists no trade hub is available for the PvE players to buy gear using the glint they obtained from the artisan players. This is mostly only a server starting problem but does affect any players starting experience when joining a server at later dates for they will run into a similar lack of progression only with access to the earlier players hand me downs on the markets. To me the problems stem from Intrepid not having a solid early progression path planned out. The end game of AOC is pretty well defined as a rotating war between settlements and players for different reasons and arduous quest to claim certain resources and craft the highest grade gear. The early game seems to be overly influenced by how Intrepid wants the systems to end up and not be doing the job of showing the minute little bits of fun that drag you into the long lasting game loops. The first 10 levels of a game like this are the tutorial and for players who know the game well it won't last that long, I've seen level 10's and it's not even been 12 hours since phase 3 started. Making the feeling of progressing none existent in all three aspects of the current game loops, quests, mobs, and artisans, shows to me that there needs to be a review on how Intrepid want's to introduce players to the game. Because if the first 10 levels don't feel rewarding and garner interest you will lose players. This post isn't really trying to come up with a solution but more a communication to the team about problems that were communicated but left unanswered.