Azherae wrote: » I don't like the Copper Ore distribution either, obviously, but this is solved in games I play by drops from digger creatures (worms, moles, ants, etc) moreso than actual gathering nodes. Obv I'd like/take that too. Maybe random fragments from armed Goblins or crudely armed bandits?
Ludullu wrote: » Azherae wrote: » I don't like the Copper Ore distribution either, obviously, but this is solved in games I play by drops from digger creatures (worms, moles, ants, etc) moreso than actual gathering nodes. Obv I'd like/take that too. Maybe random fragments from armed Goblins or crudely armed bandits? Really hope we get better loot tables in Phase 2, cause I think that's an economy-enough system to test it there.
Ludullu wrote: » As someone who's gonna main armor and weapon smithing - I personally prefer the current design. Imo crafting should be complex even at the start, because that would mean that only the dedicated players would go into crafting, which in turn means that the whole crafting side of the game is supported by hardcore players doing their best to produce the best stuff. I do agree that we should have a slightly easier time getting the mats for the newbie gear together. I personally think that should be achieved by having some mats drop from mobs, including rare minerals/metals/etc. This way crafters wouldn't have to dabble into other professions right from the start (though obviously this is not required if you have a party/guild).
Flashfirez23 wrote: » Ludullu wrote: » As someone who's gonna main armor and weapon smithing - I personally prefer the current design. Imo crafting should be complex even at the start, because that would mean that only the dedicated players would go into crafting, which in turn means that the whole crafting side of the game is supported by hardcore players doing their best to produce the best stuff. I do agree that we should have a slightly easier time getting the mats for the newbie gear together. I personally think that should be achieved by having some mats drop from mobs, including rare minerals/metals/etc. This way crafters wouldn't have to dabble into other professions right from the start (though obviously this is not required if you have a party/guild). All I am asking is for the first tier to be reasonable for a new player to get started crafting. I don’t think that’s too much to ask. Ashes has the worst low level crafting out of any mmo I have ever played. And many people wont even want to bother with it if it’s too burdensome to even start. It needs to be fixed.
Flashfirez23 wrote: » All I am asking is for the first tier to be reasonable for a new player to get started crafting. I don’t think that’s too much to ask. Ashes currently has the worst low level crafting out of any mmo I have ever played (yes even for an alpha). And many people wont even want to bother with it if it’s too burdensome to even start. It needs to be fixed.
Ludullu wrote: » Flashfirez23 wrote: » All I am asking is for the first tier to be reasonable for a new player to get started crafting. I don’t think that’s too much to ask. Ashes currently has the worst low level crafting out of any mmo I have ever played (yes even for an alpha). And many people wont even want to bother with it if it’s too burdensome to even start. It needs to be fixed. I know I'm a special little cookie, but I got hyped as hell when I started getting into the crafting system exactly because it seems complex as hell right from the start. To me that just screamed "oh, if you crafted this - you accomplished something". And in a game where even lvl1 mobs can kill you if you're not careful, I feel like that kind of crafting is aligned with the overall direction of the design. But I do agree with what Azherae said above. I expect the overall process to be streamlined and more approachable, but I'd personally prefer if the complexity of the system itself remained.
RedLeader1 wrote: » I also think that if the crating system isn't complex, it gets boring over time. I don't think making it unnecessarily complex and difficult to understand is appropriate, but if it requires a lot of skill or intelligence to master, then it usually means success (at every level) will be more rewarding and unique.
GreatPhilisopher wrote: » the entire artisan thing is horrible right now , no idea how it works , almost 0 explanation just like the whole starting experience and the way to craft things is convoluted and complex for no reason and the amount of mats for anything is stupid high. all in all its all a shitshow