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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.
Simplification of crafting suggestion

in Artisanship
I'd really love if instead of requiring specific harvested resources to make items, (outside of emblems, etc), they'd allow for the type of process instead, and the different variations would have different effects. Like a T1 cloak needs a thread (T1 weaving) and a skin (T1 tanning). You could use T1-5 materials, but processing them as a T1 product. Same with a T2 cloak needs a bolt (T2 weaving) and a Hide (T2 tanning).
With that, you'll still need to progress your artisan trees, and it'll still maintain usefulness of all resources at all tiers, with incentive to go higher in both Level and Quality.
And it may incentivize regional travel, like if "resists" ever become a thing, you may need to get some arctic fur, or fire flowers, or hard rocks, or shiny horns or whatever to help you in another part of the world do certain encounters easier.
With that, you'll still need to progress your artisan trees, and it'll still maintain usefulness of all resources at all tiers, with incentive to go higher in both Level and Quality.
And it may incentivize regional travel, like if "resists" ever become a thing, you may need to get some arctic fur, or fire flowers, or hard rocks, or shiny horns or whatever to help you in another part of the world do certain encounters easier.
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Comments
I ask because I'm reminded just how hackish things can turn out if you don't make it clear to Devs (or they don't have time).
So maybe to ask a simpler question:
If there are 5 types of Metal and you make 'Cutlery', do you get 'Metal #1 Cutlery', 'Metal #2 Cutlery', etc, or do you just get 'Cutlery', and if so, do you want/like the idea that maybe one specific metal is 'better' and gives you an entirely different distinct one? (so, 4 metals just make 'Cutlery' but Silver is different and makes 'Silverware' which is otherwise mostly the same.
T1 2h hammer gives phys power as a base.
copper variant adds phys speed,
zinc gives phys crit chance,
tin gives phys strength and phys speed,
brass gives phys speed and phys crit, etc etc.
That way you can mix and match to min / max. With each increased tier of materials being obviously better, as well as the rarity increases increasing the numbers themselves as well as additional secondary stats.
The craft will be Fragments (T1 metal working) + Timber (T1 lumber milling) + T1 weapon mold (stonemasonry)
Then using that as a base concept, you could extend it to the recipe based ones and require emblems / essences / special materials, etc.