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Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Loot drop and Early game crafting

Hello, hopefully this message is constructive and doesn't just come across as a complaint, because i am enjoying the game, but I have some opinions and questions I would like to share.
So if i a remember correctly in Phase 1 or 2, there was an increase to loot drop from enemies, glint, gear and so-on, and I remember it being an improvement and enjoying the grind a lot more and then also using the NEED/GREED function more often which adds a social aspect to it.
In phase 3 it seems like the drop rate has decreased significantly and so trying to earn early game gear is pretty tough (grinding for it), I am level 10 and the only gear drops I have seen are 2 rings, a pair of boots and gloves (which i only earned a ring and boots).
And now for crafting your first set of gear you need to collect say, Daffodils, Grem skin and pay for another mat at the vendor. Because of only having 2 servers (EU and USA), Getting Grem skins takes quite awhile because everyone's fighting for the same spots, and then getting Daffodils seems to spawn in areas further from the starting area, which i am way under level for and any mob I agro will kill me in 1 hit.. So I'm a low level char going into high level area for beginner mats.. Just doesn't make sense to me.
So what I'm going to mention is that if you are going to reduce the loot drop from mobs and try get players to focus on crafting, I think that the first set (Initiate) gear should be easily crafted and materials gathered.
100% of the player base who will play this game will experience the beginning and I think to retain people you should make it rewarding and fluid.
I did the quests have now added a Chest as a reward - So I started doing quests thinking that they drop gear.. Maybe they do? But none of them did for me and I did about 15 quests.
An example of how you could make it a bit more enjoyable while combining all these aspects would be to have say a Questline for the Smithy, you go collect resources, kill enemies protecting said resource, bring back to smithy, they then reward you with the blueprints and then allows you to use the anvil to make your first weapon.. something along those lines.
I have chatted to people in-game about this, some people are annoyed about the drop-rate for being reduced and some people prefer it that way.
So what do you all think?
So if i a remember correctly in Phase 1 or 2, there was an increase to loot drop from enemies, glint, gear and so-on, and I remember it being an improvement and enjoying the grind a lot more and then also using the NEED/GREED function more often which adds a social aspect to it.
In phase 3 it seems like the drop rate has decreased significantly and so trying to earn early game gear is pretty tough (grinding for it), I am level 10 and the only gear drops I have seen are 2 rings, a pair of boots and gloves (which i only earned a ring and boots).
And now for crafting your first set of gear you need to collect say, Daffodils, Grem skin and pay for another mat at the vendor. Because of only having 2 servers (EU and USA), Getting Grem skins takes quite awhile because everyone's fighting for the same spots, and then getting Daffodils seems to spawn in areas further from the starting area, which i am way under level for and any mob I agro will kill me in 1 hit.. So I'm a low level char going into high level area for beginner mats.. Just doesn't make sense to me.
So what I'm going to mention is that if you are going to reduce the loot drop from mobs and try get players to focus on crafting, I think that the first set (Initiate) gear should be easily crafted and materials gathered.
100% of the player base who will play this game will experience the beginning and I think to retain people you should make it rewarding and fluid.
I did the quests have now added a Chest as a reward - So I started doing quests thinking that they drop gear.. Maybe they do? But none of them did for me and I did about 15 quests.
An example of how you could make it a bit more enjoyable while combining all these aspects would be to have say a Questline for the Smithy, you go collect resources, kill enemies protecting said resource, bring back to smithy, they then reward you with the blueprints and then allows you to use the anvil to make your first weapon.. something along those lines.
I have chatted to people in-game about this, some people are annoyed about the drop-rate for being reduced and some people prefer it that way.
So what do you all think?
5
Comments
I love that mobs barely drop anything. I dislike that Intrepid almsot IMMEDIATELY caved into complaints and increased the drop rates. But I HATE that the crafting system is still in the shitter, across the board.
But Steven doesn't want suggestions, so the only thing left to say is that there's problems with all the things listed in that quote.
It's about supply and demand. If the game does not support high supply flow (as is the case in Ashes rn) - of course no crafter will be able to match the early demand of a new server.
The crafting system change to "low tiers require basic mats, while higher ones need rare shit" was supposed to address this. And yet we still have problems with mass crafting. T1 items should be craftable by the hundreds imo (going down in quantity with each grade of course). But when dropping gear is simply way easier than crafting - of course not a single person will give a shit about crafting their stuff or buying it from someone else, cause "why waste money, when you can just drop it".
THAT is what makes economy shitty. Self-sustainability of everyone in the game directly leads to weaker market flow. And, of course, the absence of trading tools before lvl3 nodes, shitty craft stations placement and all the other issues - all also impact people's willingness to craft at scale.
I do agree with what was said about the lack of materials in the starting areas. New characters have a hell of time trying to gather, which slows or stops their progression. The game needs to spawn more resources, not a dummy switch like decrease respawn times. But a value per area that ensures X number of resource nodes will be available. Never should a zone be stripped bare, at least for the starting zones. This value could then be adjust based on the number of players in the zone dynamically. It's how I'd do it and it's the 1 good thing I see out of New World. Secondly the speed at which you level crafting is slow, maybe it feels this way because you have to travel between storage, crafting area A, and crafting area B, on top of the low available resource nodes.
@SillyScarecrow
An example of how you could make it a bit more enjoyable while combining all these aspects would be to have say a Questline for the Smithy, you go collect resources, kill enemies protecting said resource, bring back to smithy, they then reward you with the blueprints and then allows you to use the anvil to make your first weapon.. something along those lines.
This is a quest. At least in Anvils. You get a quest from the Master Blacksmith to make a weapon. You still need to gather the resources. There are other quests as well. They don't reward recipes though.
Been MMOing for a very long time and that's not experience ever.