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.
Common gear isn't common, and this is why

The current eco model strongly discourages you from ever crafting anything which is Common rarity.
Common gear crafting requirements are as steep as higher rarities. You are unlikely to see any people willing to throw all that gold and time on processing resources only to craft a Common rarity gear. As a result we are more likely to see higher quality crafted items than so called "Common" quality items. This feels broken on so many levels.
I would lower the cost of processing resources BASED on their rarity (whatever tier they are ). Furthermore I would lower material requirements for crafting a common gear. So no more 300-400 wood / metal to craft a common item.
The first thing which happened just before the last infamous rollback was player rush to settlement vendors to obtain Common rarity gear and consumables. People want those items, they just cannot obtain them in a sensible manner.
Common:
/ˈkɒmən/
adjective
1.
occurring, found, or done often; prevalent.
Atm people are willing to brainlessly grind major POIs for low chance gear drops than engage with what was supposed to be the economy. The prohibitive costs of doing anything in the processing and crafting space are killing that part of the game, yet its one of the few features which could offer ANY sandbox content at this point.
I'm surprised Intrepid isn't moving quickly here to address this issue. We know you guys already "gave up" on the initial idea of crafted gear only, as you have artificially increase gear drops from elite mobs. We are already producing "junk" data for you in terms of player world interactions. Pull up all your crafting tables, and divide all values related to processing and crafting items by 10 or something similar, or you are likely to see the fastest exodus of play(test)ers across all phases.
Common gear crafting requirements are as steep as higher rarities. You are unlikely to see any people willing to throw all that gold and time on processing resources only to craft a Common rarity gear. As a result we are more likely to see higher quality crafted items than so called "Common" quality items. This feels broken on so many levels.
I would lower the cost of processing resources BASED on their rarity (whatever tier they are ). Furthermore I would lower material requirements for crafting a common gear. So no more 300-400 wood / metal to craft a common item.
The first thing which happened just before the last infamous rollback was player rush to settlement vendors to obtain Common rarity gear and consumables. People want those items, they just cannot obtain them in a sensible manner.
Common:
/ˈkɒmən/
adjective
1.
occurring, found, or done often; prevalent.
Atm people are willing to brainlessly grind major POIs for low chance gear drops than engage with what was supposed to be the economy. The prohibitive costs of doing anything in the processing and crafting space are killing that part of the game, yet its one of the few features which could offer ANY sandbox content at this point.
I'm surprised Intrepid isn't moving quickly here to address this issue. We know you guys already "gave up" on the initial idea of crafted gear only, as you have artificially increase gear drops from elite mobs. We are already producing "junk" data for you in terms of player world interactions. Pull up all your crafting tables, and divide all values related to processing and crafting items by 10 or something similar, or you are likely to see the fastest exodus of play(test)ers across all phases.
My lungs taste the air of Time,
Blown past falling sands…
Blown past falling sands…
2
Comments
I get that Steven prefers discord and reddit, but this is the official forum. This should be the first place to get any info.
A lot of those problems we have seen with power / stat scaling (AKA Time To Kill both in P1 and early P2), and the current state of the economy should not be present on the "live" environment. I'm not a game design pro here, but simply from a software design perspective, I feel a lot of those issues should have been picked up at the design / prototyping stage...instead of being experienced by us during gameplay.
Blown past falling sands…
@MargaretKrohn a community notice is needed on the current state. Please have steven address the current state and changes that are willing to be made or looked into for upcoming patches for P3.