Glorious Alpha Two Testers!

Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here

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.

WHAT is this INSANITY??? 400+ Flax to make a simple set of Level 0 Light Armor!!!!

GrumpyOldKnightGrumpyOldKnight Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
I will keep this short, because I like you Devs and I think this is just a stupid mistake that wasn't really thought through.
WTF is the point of tripling the amount of Resources for processing, then x5 + the amount of resources needed to make a finished product. A full set of Light Armor will need over 450+ Flax. By the time I have farmed that much, I will be way over level 10. This is a massive mistake. I don't mind End products needing a little more to make (perhaps more different items instead of just more of one item) but Processing should actually be the other way around because it is the lease fun part of the game when it comes to Crafting and gathering. Having to Harvest 10s of thousands of wood etc just makes people want to end themselves.

I really hope this is just a mistake. I know Steven said it on the stream, I must have initially misunderstood his meaning.

Crafting should always outpace Leveling, otherwise WTF is the point of it?

Comments

  • FacadeFacade Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I agree this is mental. There is already limited resources and now whom in there right mind is going to farm that much to make items you've already out leveled. Not to mention the the material sink to even level your craft skill up.
    Also make it make sense, why would I cut down an entire forest to make 1 bow?
  • DracknarDracknar Member, Alpha Two
    I 100% agree that this system is absolutely insane.
    I just don't get how this went live?
    For example, extrapolating for lvl 20 gear. To get 20 dried wood planks, you'd need 540 raw timber! 540!!! For 20 dried planks!!
    This has to be a mistake?
    I feel sorry for phase 3 people who have joined today, and had been keen to get into artisan focus play. (after hearing how artisanship is important in this game).
  • Tearl StoneheartTearl Stoneheart Member, Alpha One, Alpha Two, Early Alpha Two
    Also, processing was a viable way for crafters to make money. This is no longer true. It cost 8c to process one oak. It takes THREE oak to make one copper...which sells for 8c. In my experiment, I used 1 oak for fuel (due to not having any other fuel). So, 4 oak to make 1 oak timber, which only sells for its processing cost. Selling 4 oak to the vendor is 20c.

    I do (did) armoring up to now. Who thought it was a good idea to make a BP take 18 metal? And now ingotsd take 3 frags each? So, 54 ore to make 1 BP now. That is indeed insane.

    They've broken the artisan path.
  • LudulluLudullu Member, Alpha Two
    l00gkrul5sjw.png
  • GrumpyOldKnightGrumpyOldKnight Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    l00gkrul5sjw.png

    Not sure what your pointing out Ludullu. This is still terrible. I put a post response to this on the Discord Artisan Channel.
  • LudulluLudullu Member, Alpha Two
    Not sure what your pointing out Ludullu. This is still terrible. I put a post response to this on the Discord Artisan Channel.
    Just giving people info about this topic, cause not everyone follows every word Steven says on discord. Hell, some are not even in the discord.

    To me that seems like a normal scale of things in the crafting cycle.
  • everjinneverjinn Member, Alpha Two
    Even the 3-2-1 scheme is the death of crafting, at least for me personally.
    People will fill the bank with resources like hamsters. At the same time, there was not enough space in the bank even with the old scheme. This in turn will lead to a decrease in trade.
    I don’t understand why it was necessary to create such crap at all? Maybe it would be better to fix hunting first? Rework animal husbandry so that it doesn’t eat up a lot of gold? Deal with the bottleneck of willow and bridewood? Make at least one biome, except for the Riverlands, suitable for a crafter?

    I'm really angry about this change. I know no one cares, but I'm so angry that I'm ready to quit the game.
  • DracknarDracknar Member, Alpha Two
    Yeah, I have felt the same, after being a solid tester throughout.
    I can't just grind mobs endlessly. It bores me.
    I also don't make a lot of gold to pay for items (when item costs skyrocketed due to amount of gold in system). So in previous builds I just worked at a few professions to gather and make some particular items.
    It would give me something to work towards, and I could then craft for my guild as well.

    Since finding out the insanity in how many resources are required, and even considering how many would be required at higher level under this 3-2-1 supposed 'correction', I just decided to step back.

    Maybe it's time for a break, and revisit the testing in a later phase. This is just so insane, I don't understand what problem they were even trying to overcome with this change.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    l00gkrul5sjw.png

    Not sure what your pointing out Ludullu. This is still terrible. I put a post response to this on the Discord Artisan Channel.

    Yeah, but it does a 'good' job of communicating the current flow/effort level, which I consider to be good.

    If they're mostly just using a blanket formula for progression and recipes at this time, it helps them gather quick data with less investment.

    Though I absolutely agree that 3-2-1 doesn't work either, it's not really supposed to 'work' super well, it's about the same as Questing, Nodes, or Archetype design (Bucky going above and beyond on stuff does not count).

    I share your concerns, but for whatever my experience is worth, this takes a long time to do, for a game this complex, and they're still looking for the person to really jump in and do it. I can only hope that the game doesn't 'die' because of it just being Alpha.
    Stellar Devotion.
  • GrilledCheeseMojitoGrilledCheeseMojito Member, Alpha One, Alpha Two, Early Alpha Two
    While the ratio itself doesn't seem that terrible for testing, I think the general implementation of the system has led to this "death by a thousand cuts" feeling for anyone who plays. Every piece of crafting has SUCH high requirements that unless you are completely devoted to it, you won't even be able to make your first pieces of gear, which is really discouraging in terms of getting testers to actually test out your systems.

    I think it would be much better to do things the other way - cut the requirements by a lot compared to your aim while still keeping the ratio, so that people engage with the system and you get to see what player behavior is, and then ratchet it up to whatever feels like the correct state for your audience. There will always be people for whom requirements are too much, and it's much easier to decide whose feedback you can ignore when you deliberately make it easier than intended, instead of what we have now where even the most basic gear is an ordeal of tremendous magnitude.
    Grilled cheese always tastes better when you eat it together!
  • LudulluLudullu Member, Alpha Two
    Made a cape today and linen thread took 1 flax each. So I guess they changed it back completely? Or do particular recipes require flax directly and require a ton of it?
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Made a cape today and linen thread took 1 flax each. So I guess they changed it back completely? Or do particular recipes require flax directly and require a ton of it?

    It was supposed to be a Saturday morning fix, so probably went through already. Hopefully OP will have time to say how they feel about it now.
    Stellar Devotion.
  • DracknarDracknar Member, Alpha Two
    edited 3:22AM
    It has been adjusted somewhat.. the first tier is now x1. so back how it was for processing (though recipes increased costs so that is okay).

    The T2 and T3 are still inflated, though by less. Instead of x3, they are now x2.
    Which I think is still a problem, because the multiplicative nature of the processing means you end up needing x4 to x8 of the resource depending on tier etc.

    For example. Bows and Two handed weapons now need 35 main resource (wood for bows, metal for weapons).
    So for a T2 weapon, you'll need:
    35 Raw x 2 (first processing step [into fragments]) x 2 (2nd processing step, into Ingots)
    = 140 raw materials for that one weapon component
    (if it's bronze ingots, that'll be 140 copper, 280 tin)

    The problem is even worse for things that need more processing steps. Dried wood for instance, and the armour plating recipes.
    For those you multiply the final number of raw inputs an additional time.
    <required #> x 2 (frags/timber step) x 2 (molten metal / 1st milling step) x 2 (armor plating / dried milling stage). = 8 x # needed

    So that lvl 20 bow:
    35 x 8 = 280 raw material to make

    This to me is still insane.
    Let alone storage space to hold all this 'pre assembled' mats. Are they incrasing storage capacity x8 (or higher for higher tiers) to accomodate? of course not.

    This change is still just ridiculous.
  • LudulluLudullu Member, Alpha Two
    edited 4:32PM
    I hate keeping to theorize like this, but w/o an obvious reason behind this kind of change, my mind just immediately goes to smth like "they crafted too much epic/legendrary stuff. We gotta stop them. Let's put a mutiplier on mat requirements! There, we stopped them".

    Like, what other reason can there be, when you literally decrease item drop amounts (though funnily enough I dropped 5 full items yesterday :Dhttps://www.youtube.com/shorts/B8L00XxpDuA forgot to show the copper spellbow here) and remove items from npc vendors.

    If you're trying to encourage crafting, this kind of design change suuuure seems to be a bad one.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    But again, this is totally 'throwing something at the wall to get through a testing pass'.

    The reason I say this is related to how one balances these things to create variety. If you want a formula for a good play loop, you can easily calculate it by game if your 'Progression designer' has certain values clearly defined, but it will result in something 'flat' and give your World design team some difficulty.

    Especially in Ashes, where we have to remember that they are being pushed, by our feedback, to move from a concept of 'static resources and conflict at temporarily-known source spaces' to 'people have the ability to spread out again'.

    If players have the ability to spread out and collect raw materials, these constraints make sense to an extent, the issue is still the same. Mobs don't drop raw materials. Therefore Artisans and Adventurers don't interact enough. This is compounded by the fact that Processing costs money.

    But we need to give them a bit, since we more or less asked them to up-end the entire Econ Incentives stack and 'start over'. And for those who value my opinion on these things, I assure you, just changing the spawns from Static to 'anything better than that' is starting over.
    Stellar Devotion.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Dracknar wrote: »
    For those you multiply the final number of raw inputs an additional time.
    <required #> x 2 (frags/timber step) x 2 (molten metal / 1st milling step) x 2 (armor plating / dried milling stage). = 8 x # needed

    So that lvl 20 bow:
    35 x 8 = 280 raw material to make

    'But' 280 raw material is still 'only' two bags/trips worth of effort, and from my perspective this still isn't even the part that matters.

    What matters is how long it takes to do it all. Ashes putting Processing on a timer causes the whole thing to become slow, and having so much of it with a cost makes it expensive. But we're still probably in the space where we should be asking, if you started from scratch with no help, but basic knowledge of where to find Materials in the world, how long should it take for you to 'end up with a 2H sword/good longbow'?
    Stellar Devotion.
Sign In or Register to comment.