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.
Options
Gearing process is flawed and unfun.

If we keep with the vision of promoting crafting and enabling engaging gameplay.
We can follow some or all of these steps to mitigate or resolve this issue.
To open up variety of items crafted and maintain item relevance during the progression:
Item level tiers
1. Legendary novice (lvl 0) items should be better than Rare apprentice (lvl 10) items
2. Epic novice (lvl 0) items should be better than Uncommon apprentice (lvl 10) items
3. Legendary apprentice (lvl 10) items should be better than Rare journeyman (lvl 20) items
4. Epic apprentice (lvl 10) items should be better than Uncommon journeyman (lvl 20) items
To promote crafting:
Named Bosses
1. Completely remove full item drops from named bosses.
2. Keep the recipes droprate as is, there is nothing wrong with it.
3. Make the crafting material for named boss items guaranteed drop on every kill.
4. Increase the amount of crafting materials for named items multiple times. i.e.: Have 3 to 5 items drop with separate loot roll on each of them, so it can be easilly distributed amongst raid members
Regular mobs
1. Keep or increase the drop rate of full items
2. Limit the rarity of dropped items to be common. Only white drops.
Crafting
1. Introduce one of the following:
a). Reduce the required processed materials that are needed for crafting a gear item.
b). Increase the stats difference between different rarities.
We can follow some or all of these steps to mitigate or resolve this issue.
To open up variety of items crafted and maintain item relevance during the progression:
Item level tiers
1. Legendary novice (lvl 0) items should be better than Rare apprentice (lvl 10) items
2. Epic novice (lvl 0) items should be better than Uncommon apprentice (lvl 10) items
3. Legendary apprentice (lvl 10) items should be better than Rare journeyman (lvl 20) items
4. Epic apprentice (lvl 10) items should be better than Uncommon journeyman (lvl 20) items
To promote crafting:
Named Bosses
1. Completely remove full item drops from named bosses.
2. Keep the recipes droprate as is, there is nothing wrong with it.
3. Make the crafting material for named boss items guaranteed drop on every kill.
4. Increase the amount of crafting materials for named items multiple times. i.e.: Have 3 to 5 items drop with separate loot roll on each of them, so it can be easilly distributed amongst raid members
Regular mobs
1. Keep or increase the drop rate of full items
2. Limit the rarity of dropped items to be common. Only white drops.
Crafting
1. Introduce one of the following:
a). Reduce the required processed materials that are needed for crafting a gear item.
b). Increase the stats difference between different rarities.
1
Comments
And then reduce the amount of stuff needed to craft. No idea what the goal was here, but this is not only not "hardcore" (but annoying), it's also bad math.
For example. If you find a 'damaged copper claymore' you can either.
1. use it. (it's not as good as a copper claymore)
2. break it down for materials (get a little copper from it)
3. study it (start learning the recipe, you'd get a bit of exp to learning it)
Only dropping white items is a good thing too. I'd actually be okay with gear breaking too, but more materials need to be available. Hard balance to strike.
Another option they could do aswell is take this "damaged" gear to an armorsmith or weaponsmith with half the cost to craft using same quality materials to repair the gear up to standard of an actual crafted piece
Solid idea too. At least you won't be level 12 missing 4 or 5 pieces of armor. Then you could craft a piece to 'upgrade' it to a normal white level gear. I like the idea of breaking it down or learning the recipe from it more though. I want to encourage crafting during the leveling process as much as possible.
I think I know what you mean but could you elaborate on it a bit?
How would they gate leveling? Doesn't the Node level gate mob content levels, which would gate leveling (well in theory)?
If exploits are everywhere than nothing matters, no one will play the game for very long. There are things they can and should be doing to prevent power leveling. It wouldn't be hard to find out which exploits people are using to powerlevel, just track playtime, exp gain per minute, level, ect. They got the data or so they claim.
Blown past falling sands…
exploit is something else as for gating the leveling its as you said by tying mob levels in the node zone to the node or even the crafting station , they will either have to make lvling the node a bit slower or make the crafting stations come up a bit faster to balance it and they gotta make mobs around level 7-8 ,17-18,27-28..etc while making it so players cant get xp after a 3 lvl difference or keep it like now which is 5 lvls but after 3 the xp they get is greatly diminished so the most they can do if they really want to grind is get 1~3 levels ahead of others before they have to actually go and help the node and do other stuff