SillyScarecrow wrote: » 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.
nanfoodle wrote: » Crafters start making gear for trinkers and price them that makes it hard for new players to gear up.
Ludullu wrote: » nanfoodle wrote: » Crafters start making gear for trinkers and price them that makes it hard for new players to gear up. This is only true if the availability of crafting mats and the cost of crafting is insanely high. 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.