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.
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.
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Balancing Combat and Artisan leveling

My Thoughts:
The current issue we are seeing is that everyone logs in on the new server, and immediately scatter to find the best places to level (combat) as quickly as possible. They reach max level within a day or two, and then complain for the next two+ months about having no gear to match their level and how horrible the artisan system is. This disparity causes burnout, negativity, and bad press for the game.
This needs fixed, and the best way to fix it would be to tie combat levels to the node system, just like artisan levels are.
Here is Why:
The reason for this is because there is no throttle on combat levels, and they have absolutely nothing to do with the node system. You go out, find a group (or not), and the only limit on it is your endurance before you start falling asleep.
Artisan levels, though, are based upon the node system. You can get to level 10 in your chosen profession as quick as you want, but if you want to get any higher, you MUST participate in the node system. That then slows down your progression as you help the world grow.
So why not make a "training hall" building that can be placed in a node? You grind mobs up to combat level 10, and then have to go to the nearest Apprentice Training Hall and complete tasks to prove your worth before they promote you to an "apprentice" in your archetype, allowing you to proceed on leveling. At 20, same thing, but it now needs to be a Journeyman Training Hall to train further.
You now have a reason to use the node system, they are both based upon the same throttle, and everything becomes smoother and more balanced in the process.
Also, ZERO full item drops, pls. Stop giving ways around using the crafting/econ/node system...
What are YOUR Thoughts?
Are there any flaws in this idea? Pick it apart, please.
The current issue we are seeing is that everyone logs in on the new server, and immediately scatter to find the best places to level (combat) as quickly as possible. They reach max level within a day or two, and then complain for the next two+ months about having no gear to match their level and how horrible the artisan system is. This disparity causes burnout, negativity, and bad press for the game.
This needs fixed, and the best way to fix it would be to tie combat levels to the node system, just like artisan levels are.
Here is Why:
The reason for this is because there is no throttle on combat levels, and they have absolutely nothing to do with the node system. You go out, find a group (or not), and the only limit on it is your endurance before you start falling asleep.
Artisan levels, though, are based upon the node system. You can get to level 10 in your chosen profession as quick as you want, but if you want to get any higher, you MUST participate in the node system. That then slows down your progression as you help the world grow.
So why not make a "training hall" building that can be placed in a node? You grind mobs up to combat level 10, and then have to go to the nearest Apprentice Training Hall and complete tasks to prove your worth before they promote you to an "apprentice" in your archetype, allowing you to proceed on leveling. At 20, same thing, but it now needs to be a Journeyman Training Hall to train further.
You now have a reason to use the node system, they are both based upon the same throttle, and everything becomes smoother and more balanced in the process.
Also, ZERO full item drops, pls. Stop giving ways around using the crafting/econ/node system...
What are YOUR Thoughts?
Are there any flaws in this idea? Pick it apart, please.

1
Comments
Like you need to have 2 buildings before having a training hall.
And a training hall work same with crafting. Instead of crafting a weapon it will be a quest for that node.
Basic Concept:
The base level could be node dependent, so t1 nodes have starter (lvl 0-5) mobs and small common gatherables, while t2 has lvl 6-10 mobs and uncommon gatherables initially, etc. Every random/X amount of time the gatherable/mob remains "alive", it evolves into the next level of its growth.
At some point, it becomes a 1-star mob, or a large gatherable. If it persists even longer, it goes up to a 2-star, etc, until at some point (maybe 24 hrs), it becomes a named and/or champion mob. Gatherables that get up to a certain stage spawn mobs around them that "protect" them from players.
The Purpose:
This system would cause a natural evolution of combat and resources. See a nice area full of willow trees or iron ore? Protect that area from other teams for long enough and it will eventually become a legendary node. Want to get a drop from a certain named wolf? Protect the pack of wolves until they evolve and the pack leader spawns.
It also gives an incentive for NOT gathering everything like a pack of locusts, because all you will wind up with is a pile of common junk.
It also makes mob farming more dynamic, as you can no longer just sit in a single spot for 36 hrs farming the same six mobs endlessly.
Most importantly, though, the base level being dependent on the Node means that leveling the node directly impacts the levels of the mobs around it (since it increases the default level they spawn at) as well as rarity of gatherable resources. This would also allow the starter areas, which do not level up, to maintain a consistent starter level for mobs and gatherables.
The silence so far tells me that no one has any objections to this and it should be implemented immediately, btw ;-)