Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Extremely Simple Crafting Fix
Hi everyone, I know Steven specifically said that he does not want us to post solutions, but it seems no one else is listening to that so I figured if you can’t beat them, join them.
First I want to say I don’t think this suggestion will solve every issue with crafting in AoC, but it will certainly be a step in the right direction and also reduce the design burden for the team.
My suggestion: intrepid should give up on having a level 0-9 crafting tier. They have run into the same problem for three phases now. Players create their characters and within a few hours even the most casual of players reach level 10 or close to it. It is only then, once players start to reach the natural point in the game where leveling slows down and becomes more grindy, that they start to care about crafting because at this point the game is slow enough that crafting makes sense. Only now, they have gotten all the way to level 10 but they still need to get past all the useless level 0-9 crafting gear that no one cares about.
Intrepid will never balance level 1 adventuring with level one crafting, the pace of early leveling makes it impossible.
Because of this, early gear acquisition should really come from mom drops and quests and the game should take advantage of the time it takes players to level early on to introduce them to the crafting system. This way, once they reach that natural slow down point at level 10, they have been prepped and have crafting to look forward to. Hell, with the right system players could naturally be ready to craft their first Weapon as soon as they hit 10. It would also less intrepids design burden with one less tier to have to design around.
anyway, I’d love to know your thoughts.
First I want to say I don’t think this suggestion will solve every issue with crafting in AoC, but it will certainly be a step in the right direction and also reduce the design burden for the team.
My suggestion: intrepid should give up on having a level 0-9 crafting tier. They have run into the same problem for three phases now. Players create their characters and within a few hours even the most casual of players reach level 10 or close to it. It is only then, once players start to reach the natural point in the game where leveling slows down and becomes more grindy, that they start to care about crafting because at this point the game is slow enough that crafting makes sense. Only now, they have gotten all the way to level 10 but they still need to get past all the useless level 0-9 crafting gear that no one cares about.
Intrepid will never balance level 1 adventuring with level one crafting, the pace of early leveling makes it impossible.
Because of this, early gear acquisition should really come from mom drops and quests and the game should take advantage of the time it takes players to level early on to introduce them to the crafting system. This way, once they reach that natural slow down point at level 10, they have been prepped and have crafting to look forward to. Hell, with the right system players could naturally be ready to craft their first Weapon as soon as they hit 10. It would also less intrepids design burden with one less tier to have to design around.
anyway, I’d love to know your thoughts.
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Comments
My other thought is that if the other thing I'm going to be muttering about for the next month or so is even partly implemented, it's also not necessary to ditch all low level crafting, either.
My third thought is that 'Armorsmithing' and 'Weaponsmithing' as Artisanship categories still suck (though I do appreciate the movement of some of the things I think of as 'within my space' into Processing, such as Armor 'internals', it doesn't really feel 'better' along with everything else).