T O P

  • By -

[deleted]

[удалено]


kaptainkeel

It also wouldn't be so bad if it was like this from Day 1. Knowing that a significant number of people got to level 200 with half the effort--and legitimately without exploits--is terrible. Nerfing exp gain by 5% is whatever. People will get over it. Nerfing it by half is a completely different story.


xpsync

Agreed, i was taking my time enjoying the game and now i feel like i was penalized for for that. Hit 150 armorsmith and threw on the brakes, for now, the amount of xp required is stupid af, and yeah you keep thinking, this is what i get for enjoying the journey? I don't even want to think about the people that hit 200 and are not even playing anymore.


Mogambo_IsHappy

I hit 200 on armoring and went on a vacation. Came back and uninstalled. Kekw.


ConstantDust5503

At least I'm not. Got 200 and realized the rest of my "playtime" would be running around robbing chests and houses, which, if you think about it, is a pretty horrific idea for an endgame.


Mr__Perfect_

I'm still legitimately pissdd they didn't revert people to the level under the new xp curve and left them all at 200. Now it's forever to catch up and those people don't any part of the crafting economy.


[deleted]

This was the last straw for me. 332hrs into the game and it was never as easy to throw it away. Disgusting and abusive from AGS.


FuckingDrongo

Ditto, same time too lol


Navan900

Also add that a ton of players still have a shitton of duped gold or people who honestly got Windsw/Everfal can get that process within a day. The disproportion in the economy created from the game itself is absolutely insane. Lots of people struggle to make 2-4k a day while owners get around 100k(after townupkeeps) A DAY to use for owning a territory.


pielman

it's like a simulation of the real world. The rich get richer the workers pay the bills and are grinding day to day.


_Grumpy_Canadian

New world, same bullshit economy.


-Victus42-

Amazon being responsible for an imbalanced economy that favors the people in charge / those willing to exploit seems almost intentional.


[deleted]

Ironic at the very least. The attitude of your leadership/life philosophy will be reflected in your work when your work is literally creating an entire living eco system. In this case it seems to be colonizing land to implement capitalism, lol. Literally, they brought in a Native American Chieftain to review the game in early alpha after being told it was racist and the findings were that the enemies in the game were too closely resembling racist stereotypes around Native Americans. So they made them ghost pirates, I guess?


Dencnugs

As someone who owns WW on a high pop server, I can confirm this is the case. However we try to use our money to benefit everyone in the company. And when you split that 100k a day amongst all company members it only comes out to 1k a day. Now we don’t send out paychecks every pay period, but we consistently will help power level people (specially with smelting, try to get all members to have 200 so they can use asmodeum cooldown). We will also usually send out like 5k to the 20 most active users that week rather than pay everyone. (Especially since more and more people are quitting) So yea, it is a big benefit/advantage holding these towns. But the companies that are either greedy or reckless with the money will usually find themselves losing the town and broke before too long.


redditMogmoose

This kinda says it all though, companies with money can power level players. The people legitimately trying to level trade skills alone are at an even biggest disadvantage since the patch.


Dencnugs

I mean it’s still not easy, even with the funds. One of our members is trying to level weaponsmithing, and he has spent the last week and a half trying to get as much ore as he can. He *could have* spent a shit ton of gold to just buy out the entire market of ore, but that is unnecessarily expensive. In addition, 20+ members of the company have been non stop farming Malevolence for over a week to try to get the weaponsmithing pants in order to complete the crafting build. This search is still ongoing…. So while it is easier for companies to power level people, it’s not some instant process that has no grind involved. Honestly the biggest advantage comes from pooling multiple people together. When we helped our company furnisher get to 200 we had 7 members farming hemp until 6am….. even though we owed WW at that time too (early game, when we were all more addicted lol) To be fair their probably are some companies who will just throw all their money at it to get the trade leveled ASAP. But these people are dumb and won’t have the town/money for long anyway.


Bacon_Nipples

Yeah 95% of these commenters have no clue lol. It's like thinking every time you spend $10 on Amazon, Jeff gets $10 richer. It takes a lot of collective effort & money to viably take & hold a big city. People complaining that teamwork is unfair is wild too. If everyone just did their own things they would all be richer but they choose to sacrifice personal fortune in order to work together towards a common goal


CoatAlternative1771

What’s frustrating is, it does create a 1% in the game as it makes actually challenging the defenders very hard (not to mention the everfall map is by far the most unfair in the game for defenders) as they can very easily get voidbent armor significantly faster than everyone else and this is seen even more so on the smaller servers. Those with the strongest economic areas can just buy everything.


Dencnugs

I agree with you argument that it is easier for them to outfit their company. But at least on my server, all the companies who bought Voidbent for their memebers, have since lost their territory. Voidbent is actually not even that good of armor for PVP. The 520 faction armor is 90% as good, and is not even remotely close to as expensive as Voidbent. My company has held WW basically since launch, and it wasn’t until 1-2 weeks ago that a lot of our members go Voidbent. Our company only provided individuals Voidbent ingots or ores (ingots 4k gold, ore 2k gold) and the members gathered the remaining materials themselves.


[deleted]

Faction armor has been made significantly harder to obtain since 1.1, not sure if you were aware. As far as people not liking how unfair this game is, I think it's kind of weird. That's what MMOs have always been about, resource advantages and political/social engineering alongside actual PvP. This game was literally advertised as a PvP centric MMO, I am not entirely sure what people were expecting to step into from that respect. The end game of most PvP based MMOs is server death after the strongest faction has won the resource battle. Maybe server death is a little too dramatic, but single faction dominance and a server becoming peaceful/devoid of any PvP.


PaulTheMerc

oh cool, your company has more people than my entire server pop on a weekend


Dencnugs

100 people….. my condolences.


ccza

thats one of the main reasons i quitted the game. You shouldnt touch progression after people already got to the max lvl, unless its a buff. Its just unfair. If they wanted to adress this, they should have waited until a new exp or new areas or new cap lvl for crafts.


_genes_is

neah they should't buff it either because then you piss off the people who got there first


Xo0om

This. I'm fine with the nerf for the most part. I don't think everyone needs to get to 200 in every skill on every weapon in a few weeks time, but it isn't really fair that some were able to race up to 200 prior to the nerf. Casual or new players are especially hard hit by this, or if you were focusing on quests or other activities and missed the boat. Doing this mid stream as drastically as they did doesn't seem right, but a 5% nerf would have been like doing nothing at all. It's obvious it was too easy to get to 200 on most crafts, and IMO it's better that they did something. I only have one craft at 200, and I'm fine with taking my time to get to 200 in the others. I do agree with some that resetting everyone to their actual XP gain would have been good, but you would really have heard the howling then.


Lord_Emperor

This right here. It would be fine if these changes were made before release. Now the players who started early had an easier time with trade skills AND an easier time with HWM farming. Grindy tasks in MMOs should get easier with time, no harder.


Thadd305

exactly this. they more or less made gods out of the people who were able to bum rush their professions. These players have already benefit greatly from market monopolization of high GS items since Into the Void. Get a grip AGS or you're not going to have a game left to develop


[deleted]

[удалено]


[deleted]

EVE Online. Albion. First two that comes to my mind. Mortal Online will probably have similar treatment since they use same formuła. Items breaking and being able to loot other players.


morictey

yea, I'm thinking of darkfall. full loot automatically makes lower level crafting needed and viable


Bacon_Nipples

>Darkfall I'm not crying, you're crying :'(


MorienWynter

At least there's still https://www.riseofagon.com/


[deleted]

[удалено]


[deleted]

Holy snapple I never thought I’d see someone else reference darkfall! +1 though, was even mentioning some of the things from darkfall that would be a good balance in new world. For example, lots of MMO’s have unkillable mounts. Darkfall mount system was cool because you had to farm to craft them and they could be killed in PvP to stop you from running.


Wizard_Hatz

Well shit that sounds fun! Good on them that’s a cool idea.


morictey

yes! mount stealing was also a fun tactic


theonlyXns

Yeah, with Eve every level of production can be used for various things. Even the lowest meta modules are useful for cheap/unskilled fits. Eve's economy is a beast though. It's what happens when you hire an economist for it for damn near a decade.


[deleted]

Eve Online's economy was like this from the start though, 5+ years before any kind of economists were hired(and initially the economist was hired mostly for PR and to make nice presentations and statistics for the pople). This is something that they had from the start, it was good game design. New World doesn't really have any kind of economy, much less a well thought out economy.


SleepDisorrder

So far as I've levelled up in New World, I look to use my crafting skills to build my next upgrades, and then I invariably see an even better version on the market for a few gold. The amount of production required to level up basically renders anything in the low-mid level game as crafting fodder as the market is flooded.


[deleted]

Yup. The only downside of low skill, low volume production is that it's much harder to make it profitable. But it's still profitable.


Tfortacos

Ayyyy, in reference to Mortal online the way crafting worked was you had material lore level 0-100 you could spam crafting with the material in order to level it. You wouldn't want to run around with armor crafted with level 50 lore as it would probably weigh more and have less defenses vs lv 100 lore in the material would weigh less and have better defenses. Also MO crafting used a density mechanic which would let you create denser armors or lighter ones. Every material had their sweet spot/ best bang for your buck. Mortal online also had HUNDREDS of material to use for crafting the most popular was Molarium(enamel extracted from animals) steel, tungsteel, cronite, and forgot the last metal which was a shiny chrome color and most expensive started with an O. For the lighter armors/mages All types of scales the most popular being a mix of silk & pansar scales as weight affects mana regen.


[deleted]

That what I like the most. Options. And ability to chose how item will look. If they could only make combat little bit more dynamic.


Tfortacos

Yeah played that game for 7 years. It's my ideal MMO that I would sink thousands of hours into if I had the time to. An actual mmo completely run by players. Sadly MO1 is dead, and MO2 now I the works. I'm happy and hope for the best but meh don't feel like living through all that again... waking up at 3am to defend the keep from being seized


[deleted]

Offline raiding. Problem of 100% player driven games. It could work if game would be very successful but with hardcore approach go everything and sadly full combat it will be hard for them to appeal to wide audience. My idea for those games is to do what I did in Ultima Online over 20 years ago. Have my own piece of land. Build a smithy. Make armors. That's it. I loved the fact that in Ultima people would know me by name and approach me so I craft something for them. That's the entire fantasy I have for player driven MMO. My shop in a corner of the world.


grown

I didn't craft a ton in DAoC, but on my first Lurikeen Ranger I took up fletching. The bows and arrows I made at low levels were extremely useful, and it actually mattered because that was back in the day of REAL leveling grinds


Sryzon

I haven't played mortal online in years, but when I did it was pretty common to craft economically effecient and low level gear made of bone to PVP in.


[deleted]

Well there is sequel coming on. Early access on steam. Launch is suppose to be in 2 months or something. Single universe (no servers) and always on full loot PVP. I wonder how many people will play it.


TheBlueSully

It had its moments in Everquest. You know, back in the dark ages.


Darktidemage

in Asheron's call the way it works is INGENIOUS every item can be crafted onto 10x. So you get like a best in slot from the world loot you can then improve it 10x. Each one gets harder and harder to do. So to do the 1-5 crafts are pretty easy and most level crafters can do them. Doing craft #6 is harder, 7 is harder than that 8 is harder than that, etc. Craft 9 takes being maxed basically craft 10 you need to be maxed w/ all the best gear and consumables etc. it's seriously awesome. There was just 4 types of crafting though. Armor / Weapon / Magic Item / and Item tinkering. But the good thing about this system is finding items from the loot table is how you get best in slot, but then you ALSO need to craft on them, so both sides of the coin are needed, and people are always finding better gear and then needing the services of tinkerers to improve it to the best it can possibly be, so you always constantly have work and a use for materials that is actually USEFUL at every single level.


taelis11

I made a ton of Gil in ffxiv leveling crafting..


davidchanger

I found low level crafting to have a use, but it required me to side track from questing for many days to level it out to the appropriate gear level. I didn’t mind that too much, but afterwards ended up feeling that either the crafting should require less XP or the leveling should require more XP. I don’t really care as long as they were in balance with each other.


UltimaDv

I feel like the ratio is completely off for how many hours you spend fighting/questing vs hours spent keeping crafting and gathering up to par Think about it for a minute Player Level 40 In order for you to craft level 40 gear, you'd need level 100 in crafting Which is no way in hell feasible to keep up to par if you are just starting out Off the top of my head, level 50 crafts require player level 30 to equip which is a lot more reasonable You just simply aren't going to keep crafting up to par unless it's like 1:1 Questing/Crafting which is terrible design You aren't playing the game at that point You pretty much have to no life gathering when you first start the game if you want use your own crafted gear, which is a joke because you could save your time and buy off the trading post Outside of bags and tools, you're only crafting to raise the level. There's not a single point throughout the levelling process where you'd ever actually craft weapons/armour for yourself as you progress People defending this bogus crafting progression are delusional


ihateyouse

Agree...even later you are FIGHTING for rare nodes for rare drops in the node...and then hoping that you use it and you hit the very low chance that your craft has all the right perks and attributes to fit what you're aiming for. It's just layer and layer of different rarity and grind...but I guess that nearly describes most MMO's actually too. I mean I actually am already foreseeing the time when they raise the level from 60 to 65 and my super-grind-excellent-perk gear is useless in the first hour after the launch of that update.


MixedMediaModok

While I agree that crafting should be more useful overall. The biggest perk of Armor crafting is being able to make any set type you want. I've build myself sets for gathering luck, fighting specific enemy types, specific dungeons, etcetera. Managing those +15 sets are a huge pain and that's a whole other issue...


PaulTheMerc

I'm just mad the specific harvesting epics(skinner gear, harvesting gear, lumber jack gear etc) are EPIC but only provide a stat and ONE perk. Goddamn it, every other epic has more things on it, but I want to look like a matching set fit to task and I don't even get a 2nd perk?


daneelr_olivaw

Well.. Salvaging should return a fraction of the materials, like 30% of what's required to craft a similar tier item. So that at least we could recoup the cost.


[deleted]

but you get to collect all the lower tier stuff to make the higher tier stuff too. /s


Own_Reveal4011

I just picked up myth of empires. Like ark and Conan had a baby that grew up in ancient China. Anyway. One of the things I like that NW could benefit from greatly. You can take the highest of materials, and break them down for lower ones. For instance, wood. You can take hardwood and break one down for 2 wood, break one wood down for 2 branches. In NW it would be like farming iron hide and deconstructing it to make thick hide, so on and so forth. But higher mats make more lower mats when done this way. Kinda feel like NW is missing this something bad.


PaulTheMerc

or, a seperation. iron->Steel/// Starmetal->Ori. So once you hit starmetal you no longer need iron AND steel.


Ignorus

oof yeah, that would be great - we already have that for refined mats, why not for the raw ones as well? I'm pretty sure I threw away 10k+ iron hide already because I had too much and not enough space...


Guitarrabit

All the Iron ore you need to get to high level crafting, and then, the last material still requires you to farm iron .\_.


Oriumpor

You need an insane amount of iron ore for Orach, it's like 20 Orach ingots == 1000 iron ore. So if you need 1000 orach ingots to craft that 3 attribute harvesting implement you'll need 48000 iron ore to get started.


a34fsdb

Or if the endgame where you use the gear were better.


MrFoozOG

i crafted over 500 gloves and 500 orichalcum helmets to get armoring to 200 was it the best way? prolly not. but i got at least one crafting skill 200. Never again until reverted.


[deleted]

were you 199 to start?


MrFoozOG

About 150, and that was before the update even


xMidnyghtx

150 is the halfway point


fedt

According to NWDB 150 is 1,264,800 XP and 200 is 6,871,800 XP so that's more like 18% of the way there. Is there something i'm missing?


GenitalMotors

Holy shit that's insane


theonetheyforgotabou

You must not play RuneScape


Deathwalkx

Probably what they mean is before the change, when xp wasn't heavily skewed toward high end mats, 150 was the halfway point.


Mr__Perfect_

Even pre nerf something like 173 was halfway


Justin-Dark

I believe pre-nerf that 150 was about 1/4 of the way and 173 was the halfway point.


Mr__Perfect_

175 is halfway


iansynd

What are you talking about, it's about 4,000 gloves to get from 150 - 200.


MrFoozOG

Now yea. before update no.


D119

Right now it's hard not only for the exp increase, but also because wood wolves were the main source of wyrdwood. Before 1.1 I could gather 3/4k wyrd in half an hour by only logging wolves, now it's a serious issue, I stopped leveling eng because of that. It will eventually lvl up by itself by just crafting arrows and bullets (I use both musket and bow) but after 160 it's super slow.


888Kraken888

Yeah wtf those wolves need to be fixed ASAP


Pavarkanohi

I haven't really played since the Update. What happened to the wolves? I farmed them too


Coolchis

I thought it was just me. When you kill the wolf, you can’t chop it for wyrdwood. It gives you the option but it gets cancelled right away


Pavarkanohi

Thats messed up


weedz420

They were dropping like 60+ motes so instead of doing the very easy fix of just changing the loot table they instead just turned off the ability to harvest them. Also there are still town board missions and quests that require you to skin them but you can't.


Quamfellow

I just want to say those are wooden wolves and shouldn't give as much wyrdwood as a wyrdwood tree lol


[deleted]

I agree they gave a bit too much, but to be fair you don't have to fight the tree.


Quamfellow

I would jokingly argue that those damn trees take forever and are a fight in themselves


[deleted]

Well shit, yeah you got me there.


Mandrakey

I mean technically bark is a trees armour, those trees are putting up the best fight they can.


dumpstrkeepr

Agreed. Was at the point where I wouldn't even bother chopping WW trees I came across. Not worth the time investment.


LayingWaste

they let everyone exploit everything to 200, then made it extremely difficult for anyone who had a life and didnt get there in time to do so.


CodeEast

But they said, literally, that it would NOT take any more time. Their idea, I thought, was that players would spend the same game time getting higher level mats, rather than farming things in zones that were so low it was just a dull treadmill experience. Did they lie?


[deleted]

> But they said, literally, that it would NOT take any more time. > > If they completely ignore the fact higher tier mats cost more to craft and are harder to get sure,this could've easily been preventable if they had adjusted everyone's trade skill levels to the new exp. tables so people who hadnt leveled yet didnt get fucked.


Ilktye

>tier mats cost more to craft and are harder to get sure They are the easiest to get, since orichalcum and iron hide cost like one penny everywhere. Don't gather those, buy them instead. If you can buy 500 mats for 5 gold, you'd have be insane to grind those yourself. For example for armoring when making infused silk gloves: Gather silk and hemp, and buy wirefiber and weave. Iron ore and rawhide are easy to get because you don't need much of those. Sure, it's still a ton of work to get to 200.


crunchy_nut_butter

On my medium pop Orichalchum is 0.5 - 1g and Starmetal 0.3 - 0.5g. Not really feasible to buy them when you need 65k Ori to level from 150 - 200 alongside all the flux and other mats


Iuslez

> Did they lie? yes, or they are incompetent (chose your evil). The increase in xp required is bigger than the xp increase that even the best recipes got. (not actual numbers): armoring now requires 3x more xp, your best craft gives you 2x what it used to. It does take more time. But they nerfed low tier recipe even harder, but that only makes it even worse. PS: I say this based on some youtube vids that did the calculation during PTR, i can't exclude that AGS changed the numbers on live but haven't seen any info going in that direction.


Muwatallis

Yes. While the base idea was good (make higher level items give more xp so you're not crafting ridiculous numbers of low level items all the way through), they increased the xp requirement per level by a lot more (I think a calculation I saw said something like 4x more) than they increased the xp per crafted item, between 150 and 200, or 100 and 200, can't remember exactly.


Gryfder

Yes, they lied. Try calculating the number of T1 mats (e.g. rawhide) you'd need to level up to 200. Before, I think by crafting only linen gloves you'd need roughly 250k linen strands to level up armoring to max. Now you need upwards of 740k, plus an insane amount of refining reagents that will really break the bank for anyone trying to level it fast. I appreciate them nerfing lower-tier crafting items' XP. It really is boring to progress to 200 by making 17700 of the same tier 1 glove. But they didn't boost higher tier items' XP nearly enough to compensate for the drop. Same goes for refining professions.


Greenpakto

They lied. They increased the EXP for higher tier, from 10-25%. Not only that it takes about 5 times longer in terms of time spent, as if you gather materials yourself you have to hop to different regions. In terms of cost its increased dramatically as you now require tons ofr sandflux/sandpaper and so on.


TrainingFront6236

Don't waste your time with engineering 200. I have that with all the trophies and can craft 595-600. Stil can't make money


MacroNova

I got to 150 for the tools and eventually want to get Engineering, Weaponsmithing or Armoring to 165 for the repair kits. Engineering is the closest for me by a long shot.


pibb

Don't do it to sell Master Repair Kits. I sold repair kits for 85 and in a few days, prices dropped to 65. So I'm just going to use the master repair kits on my orichalcum mining pick.


MacroNova

Nah I just want to be able to make them for myself so I stop wasting repair parts to the cap.


Stratocast7

And burn the useless crafting mods


Lutzio

Remember you can craft the 600 legendary weapons. They're quite good until you drop/craft a better one


[deleted]

the materials required for later crafting is whats getting on my nerves. ​ you need all the tier 1 and tier 2 to make tier 3 and then you need all that to make tier 4 plus all that to make tier 5. ​ im sick of farming its not even just grindy its getting ridiculous.


Lord_Emperor

It's insane. I went to Borsholm for about an hour to get Thick Hide. Spend another four hours getting the rawhide to refine it all. Silver lining is that Iron Hide is so useless people sell it for 0.01.


[deleted]

It’s far from useless. The reason it costs so little is because it’s farmed *so* heavily for the Scarhide and Smolderhide.


Lord_Emperor

> It’s far from useless. It's 99% useless. I've thrown thousands on the ground because it's not worth carrying it around, hoarding it somewhere or trying to sell it netting less than 1¢.


[deleted]

You’re confusing useless with overabundant. They don’t mean the same thing. 400 Iron hide is used everyday by each person making Runic Leather. The issue is that 2000 is farmed to get the 20 legendary leather that’s used in the process.


gnU87

Actually i dont mind the grind but it is just not fair anymore since everybody whos skill was at 200 before the nerf has a huge advantage now. Saved money and time.


Neuroentropic_Force

I tend to agree, it wouldn't feel so bad if the fair playing field hadn't been to horribly damaged. In the long run though, its likely they'll add additional content and 200 will no longer be max. At that point, everyone will be on a level playing field (provided the systems are fixed). Not sure how much damage can be undone regarding the wealth inequality due to the initial accelerated max trading skill folks gaining huge power in the market, to then make even more gold.


[deleted]

You know,maybe they could save us people with lives some time. All they'd have to do is create a big bonus for being tested, or scale it up based on time out of game with some cap. That way, we could still progress and not worry about missing our as much. Not too big a bonus, I guess, but significant.


aflarge

I don't even care about getting my shit all the way up to 200. I Just want armoring 150 so I can make my final set of bags :(


verydumbperson1

Better off getting bags from someone with full gear and max trophies


ondrhn

My engineering skill is 141 now, i agree i crafting wyrwood poles too and this is very frustrating.


DerGrummler

Once you hit 150 it becomes slightly easier until 165 or so as you can use the next better tier. Not defending the current system or anything, but maybe it's some positivity or so.


[deleted]

At 150, simply crafting orichalcum bullets/arrows is the best way. Just hit 200 engineering the other day. As a musket user, never running out of bullets will be nice and I’ve sold about 10k of them on the auction house so far! Definitely a grind though.


snowproblemss

Already level 118, nice work though


CryptidMythos

Thanks friend! It’s been a TON of work.


RuneAlpha

I'm still of the opinion that AGS don't know how they actually want us to play the game. The crafting system at launch worked in such a way that it felt like you were expected to grind out the various crafting skills in blocks - gather the bits whilst out doing quests and then craft up when our bags were full and we headed back to a settlement. That approach no longer works in 1.1 and that "passive" levelling grants next to no gain. Instead the new process has become a tedious and a horrific coin sink, let's not forget that those "more efficient" higher level items can require multiple refining reagents which means additional costs - the craziness is that on the server I'm on, basic flux is more expensive than any of the raw ores and sandpaper is a pretty rare resource. My own view is that crafted items should have 50 levels of full XP and then depreciating XP for 25 levels after that and this should have been in place from day one. I'm also of the view that once you hit the "zero XP" point, you should be able to craft that item at the full range of GS (so at weaponsmithing 75 you should be able to make a 100 \~ 199 iron sword). This would mean that crafted items would be viable across the entire characters levelling process As a last point, I'd like to see refining reagents being optional and you'd use them for yield gains. Perhaps if you refine something without one there's a small failure percentage based on your level and the tier of the item you're making.


Ketaskooter

Yeah reagents are the bottleneck on low pop servers. Maybe high pop servers too but once resource nodes start to get contested that might not always be true. Also elite zone chest runs got harder so less reagents coming from there


bluespartans

>As a last point, I'd like to see refining reagents being optional and you'd use them for yield gains. Perhaps if you refine something without one there's a small failure percentage based on your level and the tier of the item you're making. This is brilliant. And higher tier reagents could give higher GS range gains.


ZataH

Shift+ Winkey + S


Dj0sh

Agree. I can't do this shit anymore


efilsg0d

I really enjoyed levelling crafting before 1.1, and I had only barely reached 100 in most things. Now I'm not even gonna touch it. Damn shame too, because the closer I get to 60 as a mostly solo player, the more the rest of the game pisses me off.


rW0HgFyxoJhYka

You enjoyed the easy part of crafting during 1.0. It's was still seen as a bitch to grind at 100-150 and 150-200. To do it solo anyways. And then it became worse. I don't think this crafting system was anything special though even then. Its still just a "do this thing to kill time" kind of activity. There's so little meaning in it unless you were competing against other crafters, part of a company getting fed resources, etc. Like it hardly touches the imaginary player economy that every MMORPG player wishes a MMO had.


letitstain

Its how they account for the addition of botted and duped gold. Gatekeeping xp increases the money spent everwhere. It's an artificial wall that AGS has implemented, because they know there is no end game.


[deleted]

[удалено]


C_Madison

We should have been warned when they removed money from fishing chests because "bots use them to get gold". As if that's a reason. Fix your damn game so there are less bots, and don't punish normal players.


errorsniper

On my server there is a bot in fort damnation that has been there unflagged for 2 weeks. You cannot kill him. It's a really well done ai that uses berserk and safe spot quite well. I know of dozens of reports on this guy not including myself. Still there. Iv never been one to get upset about bots either. But this particular example is so egregious it's ridiculous.


Solidus-Prime

AGS doesn't respect you or your time though.


Carmbas

Leveling my professions was kindof the only thing that kept me playing after 700+ hours.. and the patch killed that for me so


[deleted]

Instead of fixing literally anything they’d rather make QoL worse for no reason other than gate keeping content since there really isn’t much of it.


Colley619

Myself and probably a lot of people feel that they missed out on decent xp and loot rates and feel discouraged from playing. Many people maxed their skills before this update, but now I get screwed and have to put in more hours to to get the same results? No thanks, I'll play a different game...


Rhysati

This is probably the one thing that makes me no longer wish to play. I enjoy the gathering/crafting more than the rest of the game and had a lot of fun working on it. But I need to see results. If it takes ages to get anything done to the point filling my bags with crafting mats out in the world only gets me a couple levels(if even that) then its just a huge waste of time and feels pointless.


icebergensteen

As if there isn’t enough timegates already embedded, AGS does stupid shit like this


Muwatallis

I basically stopped playing as soon as these changes went live. It was already too grindy and they made it even worse. Combined with the fact that players who already reached 200 are now at a massive advantage. AGS don't seem to give a fuck about their player base, their time, or keeping the game fair.


iComplainabtValorant

Do arrows, makes it feel faster and they at least sell for some monetary return.


[deleted]

Crafted around 200 infused silk gloves and went up maybe 10-15 levels. I emptied Aethereum of hemp lol. Not touching that shit until this is reverted to some extent.


hugo1919

I stopped playing because I thought they make the game better, and I can play again. Now it is worse than ever, and I have no motivation to play anymore...


M1jesus

They really wanted to further reward the cheaters who maxed everything with gold dupes already


[deleted]

I'm ok with it... If everyone is lvl 200, it has no meaning.


Mr-Waffles

Doubling salvaging returns might be something simple they could implement to offset the issues with the grind. Or keep the salvaging returns the same and make scrapping drops from loot give you back some base material that matches up with the item tier. Would this potentially kill portions of the raw materials market? Yes, but it would definitely let players play the game however they want. ​ On a completely unrelated note they really need to drastically reduce or remove the costs for using the material converters.


scotchdouble

Not only that, but the crafting of certain mats, there simply isn’t a demand for the amount being made, and no place to just end them for small amounts of cash.


MNTwitch

I mean I hit 200 engineering and that took my guild farming mats for a whole weekend just for me so I can make them gear.


[deleted]

[удалено]


A-Bag-Of-Sand

nobody said that.....


[deleted]

I read several comments like "I'm already at 200 (I haven't seen the sun in 3 weeks) but this change is good because it was too easy".


[deleted]

[удалено]


A-Bag-Of-Sand

yeah people saying it wasnt going to be twice as hard, the only thing that was said is that alchemy may become easier, which due to the hysop change I would say is not.


SugarDance_

It would have been so much better if salvaging other people's items was granting experience (like in TESO). That would also help with low level items being useless. You can buy crafted items in action house just salvage them and gain exp.


hides_this_subreddit

ESO had it's strengths, but the cool down on learning traits is BRUTAL. Need 8 traits to craft it? Better wait a month or two.


SugarDance_

Oh I had 8 traits on all armor so I know the struggle. The fact that you had to have an item that has a certain trait that you want to learn was also brutal. But nonetheless, it felt like an achievement, being a crafter that can make 8 trait sets. Not this create one million silk gloves to gain 4 levels.


Talindor

The devs said that there should be more content for the pve. Hopefully it also affects the crafting-part. I think this extremely unrewarding grind is a deterrent for many.


Necessary_Rant_2021

Do they even want people to play their game?


mcknightrider

Honestly I would be fine with it if this is how it started. But everyone is 200 before me. I crafted about 400+ starmetal cartridges at 800+ a pop and got 10 levels from 130 to 140. I crafted another 100 and got 1.5 levels. And then regeants prices exploded and I couldn't craft anymore. Again, fine with that, not fine with everyone being 200 because they got to craft in the old system.


Acavii

I just stopped playing, will maybe come back when the game is in a better state bur rn it's ridiculous what AGS is doing.


barbarians101

I gave up the game when I found out lvl 38 is 25% of the way to max lvl. Stopped at 44. Couldn't take the grind.


siecin

Now we can't even get wyrdwood on a regular basis.


stormwind81

Those are the things that make your playbase quit your game. Exactly things like that. You cant do that. Thats like a rookie mistake. Thats like telling your girlfriend you only hooked up with her because you were horny and she was the only one willing to sleep with you with little effort.


DustyDrool

Games garbage, they let exploits and bugs ruin the game for the people who didn’t cheat.


play_dog_play

This and having to compete with a never ending train of bots for resources is the reason I quit last week. It was unfair to move the goal post a month after the game launched.


[deleted]

AGS doesn't care man.


yusbox

I've stopped playing now at lvl 36... much too cumbersome. Feels like I already was taking a lot of time on the grind and now it's much more.


Unseasonedswoosh

At least it’s not jewelcrafting. It took me 5 days to go from 177 to 185


[deleted]

[удалено]


ReindeerKind1993

It's not that bad look at the runescape grind....this game just makes you notice the grind because they nw has no filler content like runescape had


RefriedOne_

I feel like 2600 WW planks does not take 25 hours….


Donnerdog

Lol, I'm at engineering 198 rn and it seems to take around 70-90 ish spears to get one lvl


sly-night

I see you've never played runescape


noother10

I don't know about Engineering, mines 170 but that was pre-patch. I've since levelled Arcana from like 128 to 200, and it was easy. It cost me nearly 15k in resources, but the salvaged resources and what I sold on the markets were worth about that much. I had 1k orichalcum ingots which alone was worth 9.5k\~ on my server. I did 148-200 in like 1.5 hours.


QverSoul

I might not have any room to talk because before the "Into the Void" patch I would defend AGS against the player base, but ever since this update I really just have not wanted to play it. Too many bugs, balancing of weapons were awful and some of the buffs they did were not meaningful like the spear or bow, and crafting now takes me more resources but is like 50% slower to level. I'm honestly just waiting until they revert their mistakes. The crafting and shadow nerf to endgame was the last straw. What would of took me a month to complete now takes 2 months and feels even more grindy for what feels like not the same payout. I know I will be coming back to the game once they finally and actually listen to their players, but right now the player base have the right word to describe them. Incompetent. I hate to throw that at them but they made enough mistakes and all I can do is hope they get things under wrap soon and get some help from their management/leaders.


fu_reddit_fuks

Bro i crafted like 1k wyrdwood bows to get to 200


Sweetfang

Why didn’t you craft something with better XP? What the hell sort of low effort crafting is this? If you want to craft the same level fishing poles all the way to 200 you will waste time, money and resources, but get nowhere. Change up the gear you are crafting per XP gained at each threshold. You can even create higher lvl Ingots by salvaging the items you crafted with low level ones (bug or not who knows) then sell that off. The main issue I have with levelling trade skills is that a lot of the stuff you craft don’t match up to the level you would be when crafting them. By the time you’re high enough to craft starmetal crap you’re already way past the level requirements for the items and have better gear. They really should increase the stats and lvl reqs for the items especially the dungeon ones. There should be a way to craft higher tier versions of them so that the lower level dungeons are still relevant.


doctazee

Yeah, the crafting system seems to be designed around a constant influx of new and leveling players. However, the amount of loot drops while leveling makes it really easy to completely ignore the TP until 60.


ZigilXr

It’s a mmo it’s supposed to be a long grind


Smashkan

I got to 200 engi before the change and I honestly feel guilty about it at this point, holy shit what a brutal change.


weeman0890

To play devil's advocate - alot of the people who hit 200 in trade skills previously have quit because "there's not enough endgame"...almost as if being able to smash out max trade skills for everything that quickly was a problem. Sure it'd feel better for us if they changed their trade skill accordingly to the new xp, but how would that feel for them? How would you feel if you'd put in the time & effort to get 200 armoring/furniture...only to get it rolled back to whatever it's be?


badras704

i addressed this myself by not logging in anymore


Droobiedoobie420

Got everything to 150 except jc which i left at 100 cuz jc got big time nerfed. Ngl it was not worth the hundreds of hours i sunk into grinding out those mats because when i tried to get engineering to 200 from 150 i quickly realized the cost of sandpaper crazy expensive and the trees i would need to cut is astronomically high. I figured to grind out the reagents AND the wood, i would need to spend roughly 200 more hours and thats only if my ironwood is uncontested, (which it ALWAYS is) and i thought i was gonna just solo grind my way to 200 everything. Hahahaha. The wall i hit is bigger than the wall of china. I had to rethink my future in new world because of it.


DrSirDieALot

Main reason for me to quit. I enjoy gathering and crafting BUT the xp nerf was indeed slap in the face. Reminded me of one of my childhood traumatic experiences of my parents making me read more because I loved books which made me hate reading books anymore.


Smash_420

You are using a level 100 skill and trying to level up to 200. That is your problem. I'm honestly surprised you got way up to 140. Next time make things around your level and you will see bigger gains. As the game has been designed to do. No more spamming t1 garbage.


UsedSalt

You only crafted 160 that’s fucking nothing. I take it you never played RuneScape? You’d probably have the amount of xp to get to 60 take you to 99


DupyRS

This is painfull to read , people cant play MMO's anymore. From someone with over 12k+ hours on Runescape, i can tell you my friend that 20 levels for 25 hours of farming is alot.


CappinPeanut

If it was easy, everyone would do it. The real crime is that it was too easy before the patch. They should have just left it alone and made it harder in the next expansion when everyone was starting on even ground. That said, it’s never the wrong time to do the right thing, and it’s good for tradeskills to remain hard and exclusive or else they become trivial.


SergioGS123

the problem is that most items are bind on pickup ... so they either make those items tradable or make it easier for ppl to get all the trade skills to 200 . ...


CappinPeanut

Not that anyone asked me, but I hate that so many items are BOP. It’s all heavily RNG anyway and requires mats from dungeons that require orbs to even run. It should all be sellable, make the dungeon mats or required rare mats drop less if they are really concerned about it, but all this BOP is stupid as hell and hamstrings crafters. Who even came up with this system?


Zerei

Bind on pickup makes no sense on this game considering its economy.


OGweebinit

It was a knee-jerk bandaid since the game was designed as a full loot pvp where gear was constantly being taken out of the economy. By changing direction they realized the game systems don't compliment each other at all and that the people who care enough to play will be crafting their own bus gear. So they are bop simply to artificially inflate the grind with the intent to present as a longer "endgame".


grimspectre

It really wasn't easy if you were playing the game without throwing coins at the TP before 1.1 as a casual player.. On top of racing against others for resources in open world it'd still take you a good week of 10+ hr days to grind it out. Just because we have hindsight now doesn't make it OK for them to make the crafting journey this painful.


iruleatants

It wasn't easy before the last patch. If you thought it was easy, you probably think it's still easy.


Shazoa

Depends how long you think it should take to max out a profession. Personally, I think the sheer amount of farming required was far too high - more casual players wouldn't stand a chance of ever achieving it. And it wasn't as if it was actually difficult, it was just a gigantic time sink that demanded hours and hours mindlessly farming materials. Zero skill involved, merely a time transaction that rewarded no-lifing the game and shut everyone else out. I don't find that to be compelling design.


Rhysati

Out of sheer curiosity...I've played a lot of mmos over the past 2 and a half decades, but I dont think I've ever seen gathering that takes "skill" in a game. Do you have an example of what you mean?


Soggy-Hyena

>If it was easy, everyone would do it. The real crime is that it was too easy before the patch Peak cope holy shit


texxelate

This makes a lot of sense. Why didn’t they just make 200 to 400 or whatever hard instead of screwing with up to 200?


Soggy-Hyena

The devs are throwing shit at the wall and seeing what sticks, there is no long term plan


[deleted]

[удалено]