Xeeg wrote: » Nerror wrote: » You're not really saying what you think is bad about the current system, other than it sucks, it's boring and convoluted. Some specific examples would help. I don't know what to say exactly, but here was my experience: I tried to do a play through with a fresh char and see what it would be like to craft my own stuff instead of mob grinding for gear, which i already did on my main. Around level 8 i figured I should start working on the idea of trying to craft a bow for level 10. I had no idea what kind of materials i needed to craft a lvl 10 bow, so I went to Ashes Codex. It said there should be a brass bow using beeswax, brass ingot, western larch, and bluebell thread. These materials appeared to be a mix of novice and apprentice level. I figured that brass is usually copper and zinc, and western larch i had seen already at novice level. Bluebell was apprentice I think, i had seen it in the open world. At any rate, if I wanted to make a bow at level 10, it seemed that I could go gather a bunch of western larch, some copper and zinc, and then buy the rest of the materials from someone else. No point making just a common bow as that can be store bought. Uncommon, you can get from monster drops easily... so I was hoping to get rare or better. At this point my goal at level 8 was just to gather a bunch of copper/zinc and western larch and see how long it would take me to get enough rare+ mats for the bow. Now my experience progression completely stalled. I spent probably at least 10 hours or more at level 8 trying to farm this western larch. I mean, it wasn't the worst game play i ever experienced, but it really wasn't that great. For most of the time i spent chopping trees, I was pretty bored, just hoping it would be over soon. Trying to avoid monsters as most of them were above my level, and besides, if i died i would lose 1/4 of the stuff I spent gathering so why risk that?Sure, I could quit, and go do something more fun, but then I might as well start leveling again and then why even bother with this system? I was here to test this shit and so i was determined to keep going! As I am doing this, my storage starts to fill up. I also realized that since lumbermilling is a timed duration thing, I should be lumbermilling 50 stacks while i go out farming. OK thats fine, good synergy, im ok with this. However, it costs money every time i do this and i am broke as hell. So now I start solo mob grinding again just to get enough glint to sell to do the lumbermilling. OK, again, this is also fine. I like that we need to do a mixture of activities, no problem. Still, it was pretty slow going. Only critique here is that both the lumbermilling and carpentry items were completely useless. Crafted like 100 boxes that i didnt give a shit about. I hit level 9 trying to get glint and then decide to quickly do some commissions to get more glint. I ended up killing some named mob with a group that was doing commissions in the same area and got a level 10 uncommon Flayer Fleshripper (2h phys) randomly. Sweet, now I had a weapon for level 10, but it still wasn't crafted and further proves the point of this post. Around this time my storage is so packed and I am so broke that I just decide to grind out mobs to level 10, make some glint and become a citizen so I can get some more storage space. Find a few level 9s nearby and quickly mob grind it out to 10. OK, finally, level 10 and still somewhat broke. I had just a few more trees to go to hit apprentice with lumberjacking. Finish that up and straight sell the wood because of storage space. Realizing that I cannot get my carpentry to level 10 and lumbermilling to 10 without some serious cash, I decide to run a caravan. I was in New Aela at the time, and I saw that Winstead had the Apprentice level carpentry station. Hey, lets kill 2 birds with one stone, I can load up the caravan with glint stuff and carry the best copper/zinc/larch I had at the time in my materials bags. Something like 10 rare larch, 5 rare copper and 5 rare zinc, a bunch of heroics and some epics, and the rest uncommons.My Plan: Take the caravan from new aela to winstead, become a citizen of winstead, upgrade my lumberjacking, and finish getting my carpentry to 10 so I can craft the bow. I do the hour and a half trek and LITERALLY right at the end, 5 mins from winstead, some rando starts attacking the caravan. He cant do shit. He starts mage balling it, and the AOE is hitting my char! He kills me and I drop my stuff, I lose all my heroics and epics. Apparently 50% of 2 epics is 2, so I had nothing left and the guy took it all. He didnt even go corrupted because of the caravan. Its about 12:30am and time for bed, I was pissed tbh. Felt like total ass, reminded me of why this game might not be for me... In the morning I decide, fuck it, at least make this damned bow so I can see what it takes. I prolly dumped like 20 hours into this project from level 8-10 at this point. I get to Winstead, go check out the apprentice carpentry and see that I cant craft a brass bow....I can only craft a tin bow.......... Honestly, this is the stupidest game play I have ever experienced. I aint doing this shit again. Fuck that. 20 hours to "explore" the game and find out everything I did was fucked and none of it worked? All because the only way of planning anything at all is relying on Ashes Codex? So fucking dumb. Maybe people are right when they say this game isnt for me. All i felt was like total ass after this experience. The worst part about it was, I wasn't having fun for that 20 hours. If I was having fun the whole time, then whatever, you win some you lose some. But almost all of that time was just hitting trees and traveling, not exactly fun, really. Compare that experience to my level 23 bard that I did a big mix of mob grinding, finding parties, soloing, duoing, trios, 8 mans, the works. Had a blast all the way to 23.
Nerror wrote: » You're not really saying what you think is bad about the current system, other than it sucks, it's boring and convoluted. Some specific examples would help.
BackgroundDust wrote: » TLDR; You made mistakes on each step of the way and mad because game didn't give you everything on silver platter only because your grace logged into the game.
BackgroundDust wrote: » Pal, what I'm reading here is it is not a bad system but you wanted to craft knowing nothing about crafting and failed. Did't bother to ask around, instead, you went to an external website that is not finished or you didn't see the requirements for the bow you want to craft.
BackgroundDust wrote: » On top of that you didn't want to craft just any bow, you wanted to craft higher rarity. Do you expect to get level 15 in one hour? Why do you expect to make a good bow and not put any effort into it? You know that you won't get candy just for logging into the game, right?
BackgroundDust wrote: » I don't see how mindless grinding is fun and mindless resource gathering is not fun, if anything then spending a lot of time doing either of them would yield the same result - you want a break and that is what you should've done.
BackgroundDust wrote: » You mentioned a few times that you were broke and couldn't do stuff. Well yes, again, bad planning. Why you didn't start gathering resources right after killing 3 sickly goblins, why wait till level 8? Besides, I don't understand how you became broke when you actually make money chopping trees, each adult tree yield 20 copper(after repairs), chop down 5 and you got a silver coin. But since you wanted western larch and they are not adult your axe is breaking a lot faster, plus you only getting 2 wood instead of 5.
BackgroundDust wrote: » Then you decided to run a caravan, completely unrelated to crafting but okay. I should say I ran a caravan multiple times and luckily didn't get attacked other than once by lowbies, except for last weekend when I loaded 12 packs and was lucky my guildmates were close by and they were able to save me last minute. It's a very unpleasant feeling when you get attacked and realize you will lose hours of work to bandits, it's as exciting when your caravan is saved and you PK those bastards. Here, you didn't make a mistake running a caravan; you made a mistake running it with a whole bunch of resources on your back. You are a target already. You should know that there is a high chance you will get attacked, so why would you take rare resources? It's a big mistake.
BackgroundDust wrote: » Bad planning or luck thereof lead to a failure. It's not a bad system. Find a guild, find friends, learn a bit and try again.
Flashfirez23 wrote: » I honestly think anrtisan skills are in a really bad state right now to be honest. They need a major overhaul. They also should be easy to pick and hard to master. Right now they are hard to pickup and hard to master.
Xeeg wrote: » I'm not fine with convoluted and monotonous in order to weed out the player base.
Zehlan wrote: » The profession system is pretty bad whoever made it obviously is stuck in 2003 it is tedious to do. The gathering system is fun although adjustments to resources need to be done. With the idea of player made stuff is the best to have they have put too many hurdles for crafters to keep pace with levelling unless your in very large guilds and the attitude of "maybe this is not for you" is fine until your down to one server and it closes because Steven can't afford to keep it open. A few simple fixes would change the experience When crafting make it that you can preload a stack of items i.e, a stack of 10 boots more like with processing making it not such a grind in crafting. Get rid of the stupid "you need a apprentice level axe to chop apprentice level trees" bullshit! If i wanna take twice as long with my legendary novice axe to chop down an apprentice level tree that's my business. This one thing bottlenecks crafters not allowing them to preload items for the next stage while waiting for a node to be able to process them. The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
Its_Me wrote: » Xeeg wrote: » I'm not fine with convoluted and monotonous in order to weed out the player base. I do not know of many (any) games where at least one of these items (monotonous) is not a part of the crafting system. 🤔 I also think adding a bit of convolution removes a bit of the monotony. 😉
Xeeg wrote: » Its_Me wrote: » Xeeg wrote: » I'm not fine with convoluted and monotonous in order to weed out the player base. I do not know of many (any) games where at least one of these items (monotonous) is not a part of the crafting system. 🤔 I also think adding a bit of convolution removes a bit of the monotony. 😉 Yeah but the "convoluted" part only removes the monotony for the FIRST time you learn it, which isn't monotonous by definition. AFTER you learn the system it becomes monotonous. As to some of the other points people are making. The crafting and professions aren't really that complicated at all. It's just the format that the information is presented in is cumbersome and annoying to deal with (hopefully just an alpha issue) I'd rather have a truly deep and complicated system, but have the information presented beautifully for the players to research, understand, and plan. This is why people turn to 3rd party websites and guides, they just present the information in a better way than the game devs managed to do.
Xeeg wrote: » I gotta say I really hate this take. Whenever I complain about the professions people say "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?
Its_Me wrote: » What do you mean? With the exception of processing being locked to certain numbers such as 1-5-10-25-50 and so on, the gathering and processing was a lot of fun for me. No idea what you are on about mate.
Azherae wrote: » Xeeg wrote: » I dont really like the current idea of upgrading lumberjacking equipment to decrease the time it takes to chop the tree. It's basically admitting that this part of the game is boring and sucks and is only there to waste time. For clarity this is what I meant by going full BDO, and they're already halfway there, much to my distress. But all this stuff could be easy placeholder, I think an AI could make the system we have now, at least, based on my experiences in Quinfall... So to be a bit more helpful with this if you care, the issue here is simple enough. Different people have different subsets of the interaction matrix that they enjoy, and a game with a sufficiently robust artisanship system should leverage this correctly. For you, chopping trees is not matching your preferred interaction matrix, so you would, in a fleshed out game, probably be a Processor of timber and occasionally a crafter of wood things, rather than a Gatherer of wood. You would then ask CROW3, who has the matching interaction matrix, to gather wood for you, and in turn, offer to handle the part of it that doesn't match. Everyone wins. Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy. Some examples below:Fishing: Preparation, Pattern Matching, Reaction (small) Lumberjacking: Visual/Scouting, Discernment, Preparation (small) Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small) Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting Alchemy: Sequencing, Memory, Visual Timing There are tons more of these, most correspond loosely to real life analogues of the activity. Classes/Archetypes can often be similarly sorted by playstyle, that's why there's often correlation between a dedicated 'main' of a particular class and their Artisanship.
Xeeg wrote: » I dont really like the current idea of upgrading lumberjacking equipment to decrease the time it takes to chop the tree. It's basically admitting that this part of the game is boring and sucks and is only there to waste time.
novercalis wrote: » gosh, it's like you gotta work with a community to get something. Car manufacturer needs GM Steel Makers to provide mats for their car. Needs GM Chip Maker for their system, needs GM Aluminum for the body, needs a GM Tire maker for their wheels. Once they got all the mats and pre-assembled stuff, then General Motors GM Car Maker can finally make a car.
pyreal wrote: » Gathering in AoC is one of the most boring and uninventive forms of gathering that exists. Games 20 years old did better. I can't recall the game but every swing/chop you had a bar with a red portion, this portion changed based on node, and node 'difficulty'. You had to lmb in the red portion to get higher yields. I think this would be a nice addition. Another game had two rings, one inside the other with a small distance between them. A shaded circle would appear over the double ring and shrink, you had to lmb when the edge of the shaded circle was inside the gap between the rings. This double ring gizmo would would change position on your screen for each swing/chop.