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Cost of processing

simpetarsimpetar Member, Alpha Two
Cost of processing is outrageous.
It makes no sense why the vendor materials are 6 times more expensive than the gathered material. A common Rough Ruby's value is 5 copper, but if you want to cut it, you need Gem Cleanser for 30 copper. An addition to the fuel and processing cost, ofc. The idea that infinite supply vendor materials are higher in value than scarce gathered mats is economically irrational, strenuous, and simply unfun.

Comments

  • LudulluLudullu Member, Alpha Two
    Would love to have that Principal Econ Designer right about now, huh. I bet they'd be sooo good for the game.
  • JenbuuJenbuu Member, Alpha Two
    putting it in prospective,

    100 zinc = 5s to a vendor
    100 zinc fragments = 7s to a vendor.

    to make 2silver "profit" you need to spend 65 silver + fuel
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    The question here is moreso 'does the person who needs the item make enough money to pay for it?'

    I don't think Ashes can have an economy where 'making profit from vendors by time spent' is a design goal, maybe not even a design 'option'.

    The issue appears when the customer is also broke.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • JenbuuJenbuu Member, Alpha Two
    Azherae wrote: »
    The question here is moreso 'does the person who needs the item make enough money to pay for it?'

    I don't think Ashes can have an economy where 'making profit from vendors by time spent' is a design goal, maybe not even a design 'option'.

    The issue appears when the customer is also broke.

    it was just pointing out the vast amount of money you need to process. they've completely missed the mark for this
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Jenbuu said:
    Azherae wrote: »
    The question here is moreso 'does the person who needs the item make enough money to pay for it?'

    I don't think Ashes can have an economy where 'making profit from vendors by time spent' is a design goal, maybe not even a design 'option'.

    The issue appears when the customer is also broke.

    it was just pointing out the vast amount of money you need to process. they've completely missed the mark for this
    Sure, but to me, this isn't a problem that can be solved by lowering the processing cost or making it possible to process A into B and that be profitable when vendored.

    For me personally the problem is much more fundamental, based on a choice that was explicitly made:

    "Processing costs primarily Currency not drops."

    Lots of games do stuff like this and they all have different solutions to it, most of which don't fit Ashes, so I don't consider it to be that they 'missed the mark' so much as they applied a logical solution to an 'illogical' problem.

    If they fix it, we'll just end up complaining about whatever the fix is.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • IustinusShivaIustinusShiva Member, Alpha Two
    Armoursmith in my guild just worked out that to process all the materials and craft the Halo Bound Aegis will cost 5 gold in total for the Level 10-19 low tier items. not to mention the time to gather and farm all those mats. Per set.
    .. or you can just farm mobs to get one to drop and gain glint in the process.
  • IustinusShivaIustinusShiva Member, Alpha Two
    Azherae wrote: »
    The question here is moreso 'does the person who needs the item make enough money to pay for it?'

    I don't think Ashes can have an economy where 'making profit from vendors by time spent' is a design goal, maybe not even a design 'option'.

    The issue appears when the customer is also broke.

    A level 0-10 item takes 2 gold to make. No one at that range has 2 gold or be willing to spend it since it will be outlevelled
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Yep, another inexplicably terrible implementation.

    I guess this one is more difficult to do from the basis they built it on, than even I thought.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • DracknarDracknar Member, Alpha Two
    I quit testing in Phase 2.5, due to the absolutely insane processing / crafting. it was unforgivable.
    I returned for this phase, but intentionally didn't deep dive into the later tier crafting, only looking at the lvl 0-9 to start.
    That processing cost is again insanity. It's a show stopper for progress.
    And THEN I started looking at lvl 10+ crafting, and saw that all the bad stuff from phase 2.5 was present under the covers (multiple inputs for every stage of processing) and on top of that, the new processing reagent/material that costs a fortune.
    Apprentice tier: nearly 50s to process a single material. (where you need hundreds)
    Nearly 1g to process a single T3 material. When you'll need hundreds.

    Something is very wrong, and I can't believe they put this out as their system for Phase 3.
    Is there no critical thinking for this garbage?
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