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.
Early game crafting broke!
at lev 9 I was able to craft 2 pieces of gear, and now broke.... Will most likely be close to lev 20 before I am gear in under lev 10 crafted gear. Am i do something wrong?
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Also the constant flow of recipes for things I don't care about. That's not fun either and does not help casual players as well. Nine levels of grinding and I haven't gotten a single recipe for my crafting choice.
I immediately said that rng quest rewards were trash, but waaay too many people disagreed with me...
I long time ago I posted about needing beginner stalls (limited in what they could sell) in staring zones so players could get an intro to both the stall system and the early game economy could thrive a bit more.
Anything RNG is trash. It just means the designers couldn't be bothered working out a proper system that actually works. That's why hardcore board-games have stopped using dice.
total resource requirements are absurd.
Zero incentive to craft while leveling as drops are adequate. People leveling will continue to push through to cap without crafting and that makes me sad.
Processing/crafting costs need to be reduced. If slowing progression is the goal, make more xp per level while still being 'cheap' to progress. but even slowing progress has its pitfalls. At the current rate, players will be level 50 by the time tables are ready for journeyman so they will just rely on drops yet again. Need to find the balance of level progress, resource gathering, artisan progress and node progression. not easy task but we are way off currently.
total resource requirements MUST be lower. it takes 93 copper ingots for the level 10 flayer's fleshripper. thats a total of 279 copper ore to make all those ingots. Its pretty insane to think players can and will contribute that much to one low level item. Im not saying make it easy just find something close to reasonable. Id say consider what a couple days of grinding resources would give you and let that be the cost for the weapon. Armor should be less about a day or less per piece resource grinding.
I know Steven did recently say the econ team overshot the mark so its been addressed, just sharing my thoughts.
find it or buy it. recipes drop from mobs. probably just easier to buy the bow you need if that's your end goal.
Recipes tend to drop from Humanoid enemies.
Ya that speaks volumes that things still need balancing. I'm struggling to get a shortbow recipe. Lol
There is a shortbow recipe at the lumber yard by default. More basic recipes should probably be sold. But finding all the recipes you want/need should be a challenge. But if you're in a guild with even only 20 or 30 people who are causal, recipes could be shared and I bet you'd all have all the recipes you needed. and everyone would be geared well enough to progress at a steady pace.
Im at about 60-80+ recipes drops between my wife and I and not one from Carpentry (my profession of choice), my wife got one cooking recipe out of all the drops, that is it. In 13 levels of grinding, thats not acceptable. I have reached out to my guild and I am sure I will get some help, they a good bunch. My feedback is 100% again on new player experience. Every area I see on that, looks really bad and the fact you keep supporting it like its just fine. Show you dont get where Ashes will be at launch. First three months of a launch and the new player experience can make or break a MMO. I get as you level things should get harder but you should not have to take 6hrs of crafting to make your first bow. Your second weapon should not take a guild to get you recipe for that, pug grouping should yield all you need. And yes I have been teaming at POI. By level 25+ that should slowly change. Im not worried about me, Im used to hard core game play. Most of my feed back on this is new player experience that needs to be fixed. There is so many ways this can be done, that still is fun progression without ticking off a new player.
Your second weapon should not take a guild to get you recipe for that, pug grouping should yield all you need.
You seem to be wanting the recipe, not just get the weapon. I'll stand on the side of you may not get all the recipes you want/need when you want/need them. You should have to reach out to your guild or friends to help each other. A PUG should NOT net you everything you need/want as you level. We can agree to disagree here.
fact you keep supporting it like its just fine. Show you dont get where Ashes will be at launch
I have not run into the issue you have. I don't see your personal issues as an issue for the game, at least not yet. I'm not saying you're wrong, I just haven't experienced it. You seem to be playing duo, and that should be hard. Going about this game without a guilds backing WILL be hard and SHOULD be hard. Hard meaning it'll be slower, grindier, less accessible over all.
We're not even in Beta. All the features are NOT in the game. No one knows where Ashes will be at launch or when it'll launch. We can speculate only. Does that first 3 months matter? Yes... I've said many times I expect Ashes to have a Realm Reborn moment. I've witness so much wasted work and refactoring that it boggles my mind. This happens because a lack of a visual for it's end state, and shifting goal posts. Just as an outside looking in, so I could be wrong on my speculation...
I'm starting to think you have a selective reading issue though.
I get we are not in beta that why I am giving feedback. Things need to be adjusted. Player like you and I. We look for a guild before we even make a char. The majority of casuals dont do that. They will make a character and in the first 20 levels find a pick up guild. Not highly organized most times. By level 25+ they will start to get the slow of the game and what is required. Up till mid levels Ashes needs to be something a player like that can progress and feel satisfied with their play time. Thats the area I am trying to test and low and behold. I cant make roads without turning to my highly organized guild.
Recipes needs to be easier to get for what you need at the starting levels. There are ways that make players work for it but still be fun. Many hours of play at POI with any team should have you some progression on that. The game should lead you in a direction not just a wall that leaves you spending hours of time reading on how to progress. That should come later when you are hooked on the game and the gentle curve that took you to the slope you traveled on. Im not complaining, I am pointing out this is now working. As it stands now.