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Crafting is for Endgame Only..yall broke me

KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Yea....i think yall finally broke me....

I've been playing a while and the prices for crafting have keep going up and up and up but heading into New Aela and the Master Farming vendor I think broke me. I was updating my spreadsheet and realized that everything seems to have gone up by more then 3-5x what it was last phase for Novice farming, almost Doubled for Apprentice and well I saw Tear Tidemother at 54G74S65C and realized, this game isn't for the casual player nor for the only artisan only player anymore. Each phase the price of things seems to triple or quadruple at the Novice level which means it explodes in price at the Apprentice/Journeyman levels

In P1 I could fish at work or solo quest and still have enough Gold to get to Grandmaster Farming/Cooking but now.......well I Journeyman Cooking but farming....no... haven't hit Apprentice yet...cause it's too expensive.

It has been gatekept to the large guild, get to Max level in 3 days, L25 full gear in a week and have nothing better to do Endgame players who have nothing but endless Gold to spend on crafting player.....The type of player who takes Lumberjack/Lumber milling/Carpentry at Day 1 and by now can make a Journeyman Bow and sell it to others for 65G each then give that to another player (or Alt) to level other things.

That and just typing this the game has crashed 3 times with my char just standing at the Farming station...

I think....I think im done testing....well Testing Crafting the things i wanted to test which is Farming and Cooking......I think i might go back to Icarus that makes sense, raise a cow and milk a cow for a few pails of milk, make some cheese, a pizza or two and have a glass of milk left over not raise 1 cow for close to 3 gold and then slaughter it for a glass of milk. Crafting is too Gatekept to endgame players who by now are taking a break from the game because they have nothing to do, and the Casual non-large guild i am now....well im priced out of trying to do the one thing I wanted to do in this game.

Maybe ill jump into the PTR if yall have insta levels and gold givers, but then....maybe not cause the PTR is generally during the week when i'm at work and cant really play....So i'm really unsure how to feel right now.

Are there any other Casual Crafters who feel this way? Or am I just overlooking a very easy way to make 100G/day?

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I'm regretting even asking you to come back in P3, though I doubt that was much influence on why you did.

    I'd like to say 'oh yeah, I/people I know feel your pain' but honestly we just dodged this round of pain, it was just too easy to see coming.

    Have you tried Crates?
    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.
  • onewingedangelo1onewingedangelo1 Member, Alpha Two
    Azherae wrote: »

    Have you tried Crates?

    You mean the reason why the crafting/processing costs are so high? *eyeroll* lol
  • KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    I'm regretting even asking you to come back in P3, though I doubt that was much influence on why you did.
    Don't be, I'm honestly enjoying it, I like seeing how things have changed and honestly i'm loving all the updates, except we seem to crash alot more just standing still when the weather/day/time changes......
    It's just the crafting portion i'm disliking because they seem to say "ok people liked crafting, lets make it harder this round" and last phase they had a ton of feedback saying Crafting was too expensive so their response was to nix the caravan system that made people gold and raise the price of vendor/processing and add more regents to crafting.......like if they kept the current crate system and reverted to P1 prices ( I still have that price sheet) I think things would be alot better. The over all thing with crafting shouldn't be that just crafting the base, common thing should be rare, the rare should be the higher quality/rarity stuff which seems to be ok right now, I have crafted a few things even with the ungodly amount of stuff you need and that's fine because its the higher level stuff, but I'm talking Level 1 Novice Crafting stuff for Farming/Cooking which seems to be pricewise with Journeyman Carpentry
    You mean the reason why the crafting/processing costs are so high? *eyeroll* lol
    What does crates have to do with it? Crates were not a thing last phase but Caravans were...people had tons of gold...but now I barely see Caravans and when I do they last all of 2.5 seconds before they are destroyed by PVPers. you could get 35G per caravan last phase now you can hope to get a Gold or 2 per crate...Crates have nothing to do with them tripling or petnapping the price of vendor goods needed to craft, the crafting cost and adding new vendor stuff to things which maybe x5-6 the price of Novice crafting which in turn makes Apprentice x10-12 the price and Journeyman x50-100 the price. it just gatekeeps crafting to a hardcore PVP endgamer price tag because we don't have true Endgame right now....hell we have Master level Fishing quests in the Anvils but only the Journeyman pole and only the Novice & Apprentice fish actually spawn so you can't even fish for the Journeyman fish up there nor the Master that a Quest calls for.
  • yianni_LoDyianni_LoD Member, Alpha Two
    There's no reason to craft anything above t1 for each level bracket. Initiate, adept, radiant etc.

    Not worth the time or the gold. The only time it's going to be worth it is when crafting lvl50 stuff. No one is going to stop xping to craft things that cost 100s of gold and hours. T1 is enough to take you to next level bracket

    Rush to 50 then craft good gear. Anything less than that will just be crap gear.
  • lamina5432lamina5432 Member, Alpha Two
    The plan to make processing and crafting the only money sink and then tank the drops I don't think is going that well. Honestly they just need more varied gold sinks with things like guild buffs, banking upkeep, and then consumables. They also need some content to need consumables.

    As someone who dodged this phase after hitting level 10 in adventure level and two gathering levels I feel your pain.
  • KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    yianni_LoD wrote: »
    There's no reason to craft anything above t1 for each level bracket. Initiate, adept, radiant etc.

    Not worth the time or the gold. The only time it's going to be worth it is when crafting lvl50 stuff. No one is going to stop xping to craft things that cost 100s of gold and hours. T1 is enough to take you to next level bracket

    Rush to 50 then craft good gear. Anything less than that will just be crap gear.

    Then what would be the point of even having L1-40 gear at all? why have the crafting system at all if Grand Master Gear should only be crafted? just make the "EndGame Crafting" bench and delete everything else? that sounds horrible and not good for the long term gameplay
  • VolgarisVolgaris Member, Alpha Two
    Then what would be the point of even having L1-40 gear at all? why have the crafting system at all if Grand Master Gear should only be crafted? just make the "EndGame Crafting" bench and delete everything else? that sounds horrible and not good for the long term gameplay

    Currently settlement work orders will be done from 1-40. Depending on what's added/removed for ways to progress a settlement.

    I wouldn't worry too much, I highly doubt this is the vision for the final product. I do think Caravans will be needed to be ran by crafters/guilds to build wealth to fund... everything they want to do. Trade packs for early levels or solo runs.

    The scaling of Gold is very crazy though. You go from .05 gold need to hundreds per crafted item. This is a massive wealth gap for players. There's just no need for it to scale like that. As it was said there should be other gold sinks, and to be fair they probably just aren't in.

    Welcome to the PTR bench :D. At least your time will be saved and you'll be able to test what you actually want to test. Gets wiped, but that doesn't matter, just grab the stuff you want from the npc spawner.
  • KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Volgaris wrote: »
    Welcome to the PTR bench :D. At least your time will be saved and you'll be able to test what you actually want to test. Gets wiped, but that doesn't matter, just grab the stuff you want from the npc spawner.

    See I played Icarus since launch when it reset the world after every mission so resets are not really a big deal to me, but the resets because I do Fishing/Farming/Cooking its harder and harder each time to grind back up to do things. Look if i just started a Lumberjack,Lumbermiller,Carpenter at the start...yea i could just feed gold to an Alt....but that's not what I want to do, I want to play with people, form connections and do things but it's just so unbalanced right now and it keeps getting harder and harder

  • VolgarisVolgaris Member, Alpha Two
    I want to play with people, form connections and do things
    I can relate, but that's hard to do in a testing environment. I do have faith they'll fix most the issues you've brought up. Still wouldn't exact anything big this year.
  • KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    see my main thing is yes we are in a testing environment but not all the things are in place, so when they say "we are testing the economy" i'm like...."how" you have static rare spawns that give a distinct advantage to players who are lumberjacks, miners, herbalists, who can by harvesting 1 thing can get 4-7 things of Legendary quality, while a hunter or fisher can harvest 1 thing and get 1 thing of random quality, I can fish for an hour and get 100 fish, mainly common quality or i can go lumberjack for an hour and have 1000 raw trees with say 40 legos, 20 epics and a mix of heroic ,rares, uncommon, common. how is that "balanced" enough to test a economy??
    and if someone finds something and exploits it they do and it crashes the economy they have to reset and we all have to go back to square 1? how is that testing and not just endless grinding a brick wall? if this is a test, treat it like a test like the PTR, give us gold to test the crafting system, have NPCs that can give us specific resources to test crafting materials so we don't accidentally get to launch and find out hay if you use this table on this day with 99 common ingredients and 1 lego ingredient you get a artifact thing that breaks the game.
    Testing the economy is beta territory once all the things are in place and static resource nodes are no longer a thing
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    But they still have to build it, and to build it, they need to have an intent.

    And as far as we know they didn't start with one. They only started with 'concepts of a plan'.

    Now, is this a good reasonably-paced way to get a proper game economy? No.

    But Ashes probably actually crumbles without one, so they basically have to keep trying, even if their current just looks like fumbling. So just keep telling them what's obviously wrong with whatever they generate that month and let's all hope it takes less than 24 months/iterations.

    Intrepid, for my money (get it?) y'all can ditch the idea of getting the Economy itself working any better and jump straight to Social Orgs, because even the bulk of the Econ Team will get more out of having discussions with the 'Social Org Team(?)' (I would assume this is just some liaison Task Force of some Narrative people and some Econ people, given Steven's descriptions of company structure).

    Without at least a few Social Orgs 'stubbed', we as Testers can't see the vision for the Economy that you are trying to communicate to us with updates as it is now, especially since it would definitely take more time to explain it all to us than to demo it.

    'Settlements' are too big and complex and long-term for us to see 'how their dynamism affects Econ Incentives at Endgame vs Midgame', but Social Org stuff isn't, and to me, you've reached the point where you can start that (prerequisites of Towns, Artisan Buildings, Crate System, and most Biome-metric POI are in).
    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.
  • VolgarisVolgaris Member, Alpha Two
    Testing is too slow because everything is tuned too high. Progression is to slow (game play wise I think leveling progression is WAY too fast though) Testing in production with missing features is a failure. At least for me, I don't see any value in it. The grind is too time consuming for testing, I feel like my efforts are wasted. I spend 8 hours to test a handful of things? I'll pass. Maybe if they communicated more I'd have the desire to test more. But we're not real testers so there's no point in treating myself that way. I doubt I'll even test on production come beta as long as there's a PTR.

    The thing that gets me irked is they have the ability to reduce costs, reduce progression time, reduce material requirements, and speed up movement. ALL on a global level, at least they should. Test at 10x speed then slowly adjust those things that are out of balance, then slow down the speeds until it hits that balance of fun, challenging, and rewarding. I don't think production should be used as it's being used right now. Production shouldn't have the grind until ALL the features are in and they've been worked through a few times at quick speeds. I'm not a game dev, so I don't know if this worse what it makes sense to me. I know they can have the global values, that should be super easy to put in if they don't have it yet.
  • KrystalKittenKrystalKitten Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    also this post originally talked about crafting being "endgame" but we also have to remember we are not at "endgame" we are half way there...but I saw a regent for Legendary (which seemed to be for a Grand Master recipe) being over 50G for 1...FOR 1 are we saying that at Grandmaster L50 we are going to be having 5000Gold easily?? I doubt it...I heard people make 100Gold a day selling stuff but again that's not the point of the post. the point is Steven said that crafting should be for all levels, and right now the Novice L1-10 recipes are not economy geared for solo L1-10 players as Steven said it should be. It's geared to L25 large guilds who have 100s of gold to feed to their crafters cause their PVPers have nothing to do and in the long run is not going to keep casual monthly players.
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