Azherae wrote: » There must be a point in ANY profession where a player goes 'this isn't for me, I'm bored/annoyed' and stops. If this doesn't happen, then the economic velocity grinds to a halt just as much (if not more) than the situation where absolutely no one is enjoying anything.
Xeeg wrote: » Not sure if i am optimally progressing in anything, but at least im having fun. =D
Xeeg wrote: » Now that I understand the systems a little better, I've been able to find some satisfying gameplay loops.
Smaashley wrote: » Honestly, for the caravan problem, people shouldn't be able to participate in the caravan event if they are more than x levels of the player running the caravan. Where is the risk for the attacker if they are 10-15 levels higher than the other player ?
Xeeg wrote: » I don't know what to say exactly, but here was my experience: .....
Xeeg wrote: » Azherae wrote: » There must be a point in ANY profession where a player goes 'this isn't for me, I'm bored/annoyed' and stops. If this doesn't happen, then the economic velocity grinds to a halt just as much (if not more) than the situation where absolutely no one is enjoying anything. You know, part of the problem was that I felt like i needed to straight grind that profession in order for it to be of any use. This might be a "me" problem, or it might be an ashes problem. Now that I understand the systems a little better, I've been able to find some satisfying gameplay loops. For example, this morning I would grind some mobs with a random group until I get enough glint to run a 1g caravan, then chop trees on my way home until i get about 150 wood or so, then stop off at home and set up the lumbermilling, trade the glint in for a caravan run, drive to the next node and get cash, then go grind mobs for a bit for more glint/repeat. This way none of the activities are too monotonous and now I am getting some synergies going on and feeling pretty good about it actually. Getting gold, exp and progressing my professions. Not sure if i am optimally progressing in anything, but at least im having fun. =D
Xeeg wrote: » I gotta say I really hate this take. Whenever I complain about the professions people say this "The idea is that the professions are not for everyone". What they mean by that is that the professions are purposefully made convoluted and monotonous IN ORDER to disincentivize players from engaging in the system. Only the most elite people will bother wasting their lives trying to "discover" how to use them... This is probably the stupidest idea for a game I ever heard. Might as well make a game called, "Lets stab ourselves in the face!" - Look, no one else is doing it! Aren't we so elite?!?! Hey how come this game has a hard time getting new players? Bunch of crybabies, we don't want them anyways! Games are supposed to be fun. Activities in games are supposed to be fun. Gathering should be fun, so should processing and crafting. In fact, all of the systems in the game should be so fun that it is hard to decide what you want to do. Not, "I'm only doing this stupid activity to get X result". That shit is lame as hell. They managed to do a good job in the class design and fighting styles. I love my bard. IT IS FUN! Please continue to iterate on the professions and find some way to make them pleasing and appealing. Right now its like we are being given a bowl of raw carrots for dinner. Yes, it's alpha 2. So... cook this shit. Or is the "professions are supposed to suck" design idea going to last to launch?
nanfoodle wrote: » Xeeg wrote: » I gotta say I really hate this take. Whenever I complain about the professions people say this "The idea is that the professions are not for everyone". What they mean by that is that the professions are purposefully made convoluted and monotonous IN ORDER to disincentivize players from engaging in the system. Only the most elite people will bother wasting their lives trying to "discover" how to use them... This is probably the stupidest idea for a game I ever heard. Might as well make a game called, "Lets stab ourselves in the face!" - Look, no one else is doing it! Aren't we so elite?!?! Hey how come this game has a hard time getting new players? Bunch of crybabies, we don't want them anyways! Games are supposed to be fun. Activities in games are supposed to be fun. Gathering should be fun, so should processing and crafting. In fact, all of the systems in the game should be so fun that it is hard to decide what you want to do. Not, "I'm only doing this stupid activity to get X result". That shit is lame as hell. They managed to do a good job in the class design and fighting styles. I love my bard. IT IS FUN! Please continue to iterate on the professions and find some way to make them pleasing and appealing. Right now its like we are being given a bowl of raw carrots for dinner. Yes, it's alpha 2. So... cook this shit. Or is the "professions are supposed to suck" design idea going to last to launch? Ya I don't enjoy the crafting and I want to. It's not intuitive. It's convoluted to figure out. Overly clicky. There needs to be way less steps to refine. Getting every crafting types work stations needs to be more available. By level 3 nod we should have access to all crafting stations. Not being able to do your trade of choice. You should not be hindered because you just can't access a station. That's not fun. I get not being to access high level stations are not needed, but I should be able to craft level 1 to 10 gear. Want to end this with my thanks. Loving this game very much, keep up the great work.
Azherae wrote: » 1. What's 'overly clicky'? How would you even do any less clicks for this?
CROW3 wrote: » Total clicks: 16
Azherae wrote: » Would you believe I zoned out on having to do all that? This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder.
Ludullu wrote: » Azherae wrote: » Would you believe I zoned out on having to do all that? This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder. If you've crafted at even a semi-big scale, please tell me you at least didn't zone out on the crafting clickability CAUSE OOOOHHHH BOIIII. Leveling carpentry was an utter pain, making several hundred crates by constantly going "click fuel, shift+click the wood, click craft, wait a few seconds (that is if it doesn't bug and you gotta reclick craft), rinse, repeat". It was paaaain. Imo no damn reason for the wait and fuel definitely shold be automated. I'm used to just spam-clicking the craft button in L2, cause you simply need to have the mats on you and there's no wait on the crafting process itself.
Ludullu wrote: » Azherae wrote: » Would you believe I zoned out on having to do all that? This is why counting on people like me to tell you what's wrong with the moment-to-moment aspects of systems is a bad idea. Thanks for that reminder. If you've crafted at even a semi-big scale, please tell me you at least didn't zone out on the crafting clickability CAUSE OOOOHHHH BOIIII. Leveling carpentry was an utter pain, making several hundred crates by constantly going "click fuel, shift+click the wood, click craft, wait a few seconds (that is if it doesn't bug and you gotta reclick craft), rinse, repeat". It was paaaain. Imo no damn reason for the wait and fuel definitely should be automated. I'm used to just spam-clicking the craft button in L2, cause you simply need to have the mats on you and there's no wait on the crafting process itself.
CROW3 wrote: » Azherae wrote: » 1. What's 'overly clicky'? How would you even do any less clicks for this? Here's an example from processing. Let's say I just returned from slicing up the woods with 43 regular oak, 18 rare oak, 9 heroic, and 1 legendary: As is, there are 5 clicks to send something through a process queue (material tier drop down (1), quantity drop down (1) , and fuel selection (2 w/shift right click), and 1 click to execute). So for the mats above here's the flow: - 25 reg oak (5 clicks) - 10 reg oak (5 clicks) - 5 reg oak (5 clicks) - 1 reg oak x3 (15 clicks) - 10 rare oak (5 clicks) - 5 rare oak (5 clicks) - 1 rare oak x3 (15 clicks) - 5 heroic oak (5 clicks) - 1 heroic oak x4 (20 clicks) - 1 legendary oak (5 clicks) Total: 85 clicks One suggested alternative is right click stacks from my inventory by tier (1 click), which then create the quantity for processing. Then select fuel (2 clicks), then execute (1 click) - 43 reg oak (4 clicks) - 18 rare oak (4 clicks) - 9 heroic oak (4 clicks) - 1 legendary oak (4 clicks) Total clicks: 16