10 MAJOR Issues with Professions in Ashes of Creation

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  • Опубликовано: 7 янв 2025

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  • @arty1688
    @arty1688 3 дня назад +8

    Hey Vlhadus, perhaps it is only me not being able to focus quite well.. but when building up such kind of video, would it be possible for you to slightly lower the music volume in the background? In the current state I find it a little too loud compared to your voice. Love your content btw!

  • @brants7131
    @brants7131 3 дня назад +2

    I can understand not having multiple tools will create a reason to go see a vendor to repair, vs infinity gathering with many tools at your disposal.
    But a Tin Ingot for an Apprentice Fishing rod (requiring 2 Apprentice professions to mine / forge) when all other tools requires copper until Journeyman.

  • @obamanizer1463
    @obamanizer1463 2 дня назад +2

    Good, well done video 👍

  • @In5anityDefined
    @In5anityDefined 3 дня назад +3

    Gonna write a novel, I apologize for this.
    1) I love the passive tree idea, and I hope Intrepid has something similar ideas.
    2) I'd be down to test with this system, could be a great change.
    3) Are you referring to the lower level crafts or just in general?
    4) YES! Granite/Basalt/Iron/Rividium/Wyrdstone/Limestone/Sapphire/Lumadon nodes need a much faster recycle timer. Cause that's what's happening, ppl are mining out the copper/zinc/tin/ruby/halcyon/emerald and its all getting replaced with either stuff we can't gather or stuff we don't really need.
    5) Idk, I think it just comes down to supply. I'd be interested in seeing how fast a person could level say stonemason vs lumber milling.
    6) I'm never against adding more resources (been trying to get Raptors for days and they are always camped)
    7) Animal husbandry is the biggest offender here. Buddy of mine did the math and he's looking at 300 gold for Journeyman AH. Actually wild.
    8) I'd be down for a drop down menu off of the artisan menu that shows what tools you have and you can select which tool you want to use. And yes, tools need another pass for costs.
    9) I'm willing to give this one a pass, just because like you said they have showed we'll have it. Just have to be patient.
    10) For me, its 100% the recycle rate on rocks. Just sucks seeing all these mats I can't harvest taking up possible copper or zinc spawns.
    Great vid man, banger as always. See you in Verra!

  • @09ysd
    @09ysd 2 дня назад +2

    You just have to wait until phase 2 Vladhus. They advertized for artisan skill trees for phase 2 when they sold the keys. We will also get animal husbandry breeding and party gathering.
    We just have to wait until phase 1 ends.
    Thw fact that lumberjacks can just go to Samias hope and pick up as many epics and legendaries as they want, while epic and legendary qualities for hunting does not exist at all is intended.
    But as they said: Test goals for phase 2 are node advancement, economy testing and vassaling.
    We dont have node advancement or vassaling. The economy testing seems to be about how much they can butcher the economy with these rarities.
    PS: rarity rating does not work at all, so don't bother making high rarity items.

    • @stickyrubb
      @stickyrubb 2 дня назад

      Unfortunately, the artisan skill tree will probably be very basic. At least at the start.

  • @Lazy_Tavern
    @Lazy_Tavern День назад

    Hey buddy, awesome video and great points through the video!
    I’ve been mostly gathering and crafting in this game as well, and agree with most you say!
    A point to add from my perspective, is the lag of engagement in crafting from 10-20. Im an Armor smith, and with the current resource load out, the most likely way I will be levelling is doing 800-1200 zinc crafted gloves… that’s little to no fun

  • @ZapatosVibes
    @ZapatosVibes 3 дня назад +1

    My number wish for all artisan is to fundamentally change the gathering experience. Gathering should be about gathering, not running around 99% of the time looking for that one node.
    Gathering should set you in front of a mountain or a forest, and then you start hitting rocks/trees without knowing what you'll get initially. As you level, you can then use surveying tools to detect what's in this area ("you are very likely to find copper here" or "you are not very likely to find iron here" or "you will not find any copper here"). Every rock you hit, every tree you hit, every plant you gather has the potential to be something interesting depending on skills/tools/season/locale, so you're actually GATHERING during your playtime.
    Let me survey and gather during my gameplay. For the love of god, no more 99% running around gameplay searching for these WoW-type nodes for 1% gathering playtime.

  • @Griffin519x
    @Griffin519x 3 дня назад +1

    I see iron and sapphires everywhere and I don’t know that anyone is a journeyman miner yet so those materials are just holding those nodes and no one can mine it.
    And I totally agree. The lawless zones need to have good resources so the gatherers have a reason to risk it. And maybe even have exclusive “lawless resources”

    • @hutchy5407
      @hutchy5407 2 дня назад

      Lawless zones are only a temporary feature.

  • @ZapatosVibes
    @ZapatosVibes 3 дня назад +1

    Crafters do make the best shit. If you want BIS gear at lvl 10 and 20, it's crafting. The problem with drops atm is that they completely nullify common/green/blue crafting, so crafting is for all intents and purposes fairly useless until lategame heroic+ and/or BIS gearing, which is obviously not good. That being said, from what I understand atm, almost everything artisan is placeholder, so I guess we'll see down the line.

  • @1rangerj
    @1rangerj 3 дня назад +1

    Lumbering and carpentry level faster because it’s needed more in the alpha phase. People want the caravans. Oak and Ash trees are everywhere. So, yes, it’s way easier. Copper and zinc are hard to find. Metal working is hard to lvl up right now.

  • @KanWest-mv6dr
    @KanWest-mv6dr 3 дня назад +2

    I say this all the time, PLEASE Intrepid look at Albion online and take note of their “modern” takes on classic mmorpg gathering. There’s lots of fun profession events, dynamic nodes, creatures that turn into materials…

  • @robdiddy55
    @robdiddy55 3 дня назад +1

    You have consistently great takes.

  • @garinbrock9132
    @garinbrock9132 3 дня назад +1

    The Artisan tree aside, what if you gained the ability to see the rarity/color potential of the node in the open world if you’re skilled enough? Then it takes your skill into account to determine your chances of extracting properly or getting a lower quality.
    The only way I’ve enjoyed this game thus far is focusing on the economy. By that I mean my “grind” of levels is always associated with finding ways to earn money.I run and farm mats that I can sell or run to one town and buy cheap to sell better elsewhere. That said I also do this because I’m not a fan of the caravan system. PVX and griefers aside, it’s not what I hoped. I thought caravans would be transporting actual goods to areas that they sell better. Instead it’s just glint.

  • @elwow4351
    @elwow4351 3 дня назад +1

    I agree that we should get some bonuses for grinding specific professions. Also legendary only for grand masters are good idea. Having legendary item as novice feels weird. Legendary items should be some kind of heirloom in WoW so you can get these (or buy from others) but only high level players can make them. So alt or new player that joined much later will see in the market some level 1 or level 10 items that are legendary or epic, but people who play from launch will work on uncommon/rare items MAX.

  • @keith4776
    @keith4776 3 дня назад +3

    I would love to have an upgrade system for tools; where you can upgrade the handle or blade or whatever. Maybe have like 4 parts to a tool and each can be upgraded independently.

  • @serapio7397
    @serapio7397 3 дня назад +1

    I hope there will be elite and normal creatures that can kill and collect creatures.

  • @mattstansbeary3068
    @mattstansbeary3068 3 дня назад +1

    To me I wish it was easier to tell your leveling Harvesting or Crafting instead of looking at the first place you go and there nothing but the Starting Harvesting or Crafting. You shouldn't need a Guild to do these things.

  • @YoshisSupport
    @YoshisSupport 3 дня назад +1

    basically this list coulda been in phase 1 since nothing changed really

  • @melidar1366
    @melidar1366 3 дня назад +1

    Nice list. I agree with all of this.

  • @thezikaz
    @thezikaz 2 дня назад

    Love the vision for this game, a little underwhelmed at the alpha updates and communication. Hopefully it was just some speedbumps.

  • @12lippylucy
    @12lippylucy 2 дня назад

    I agree there should be a level cap to finding the rarer mats.
    At level 1 crafter you should NOT be getting anything over uncommon (green).
    No difference really when you reach a milestone, level 10, 20 ...etc
    We demand a carrot & a stick.

  • @Samm95Onoq
    @Samm95Onoq 2 дня назад +2

    A small feedback, lose the music or at least have it much much much lower volume
    Like if your voice is 10, make the music 1 as a ratios
    I literally parked my car to type this because it is infuraiting 😂😂
    Other than that, great video

  • @stevenson3741
    @stevenson3741 3 дня назад +1

    @Vlhadus Gaming yeah crafters are supposed to make the best stuff butttttt atm man its not possible to craft anything good. Your absolutely right they know how rare copper is and gear from grinding is wayyy fast to get so whats the point of crafting lol

  • @privat6183
    @privat6183 2 дня назад

    One of the problems is that it takes up to 9+ apprentice level crafting classes to make 1 low level weapon, which is stupid. This game is very solo player unfriendly.

  • @ITravelSometimes
    @ITravelSometimes 2 дня назад

    Maybe crafters could upgrade white gear drops to a higher rarity

  • @johnmuir2487
    @johnmuir2487 3 дня назад +1

    More copper for the pitates to mine there not a trickle down effect when there running all the lines

    • @stickyrubb
      @stickyrubb 2 дня назад

      There - There is something to gather over there
      They're - They're gathering something
      Their - Their guild gathered the resources

  • @SlugmaChops
    @SlugmaChops 3 дня назад +1

    I haven't done much crafting yet mostly been grinding mobs but I'll gather when i see resources. There's a few things I've been concerned about which is how will gear be a profitable endeavor. Now im not an economist but from most games that have a player driven economy from crafting like Albion, EVE, Ultima Online, its because gear can and will be lost on death so theres always people willing to purchase gear and in this since you will only lose gear going red i dont see how selling gear will be very profitable unless those epic heroic legendary gear pieces are super rare and hard to come by which i think that at a certain point the wont be. Now wow will have a more similar economy minus the market place being region locked and during legion i was able to pay for my sub from standing in the auction house buting mats and crafting then selling for 4 months so maybe there might be something there economy wise that I'm missing maybe with wow its alts while ashes i dont see alts being incredibly common as its already hard to grind just to 25 bit hopefully im wrong.
    I do agree with most of what you aaid grinding out gathering feels like im just doing it to hit the next certificate and thats very much what i have been doing except keeping all my resources so when i do crafting im good to go. I think with the processing fees and fuel im very much on your side i do think that a craftable fuel source for each artisan skill would be very cool as ive definitely used more fuel than i needed like one log being 8 fuel but i only need 5 to make the thing etc and flavor wise it doesnt make sense so maybe if theres a craftable resource for animal husbandry for example where you make feed thats used as a fuel source than can be crafted from maybe wheat or corn or whatever resources they want could be very cool immersive and poyentially fix the idea of efficient fuel for crafting.

    • @andrych2395
      @andrych2395 2 дня назад

      From what I remember, they said that gear is going to lose durability while being used, not only on death. Then you wont be able to repair it at NPCs, you will need a craftsman with proper skill and a portion of the materials that were used to craft that piece of gear.

  • @fightingweasles
    @fightingweasles 2 дня назад

    I would want the end result to be Legendary equipment as rare and the schematics to be developed.
    For me, ignore the rarity of Epic and Legendary on collection EVER or at least only on deposits in PVP zones/dungeons.
    The processing skill should level to allow turning Heroic up to Epic, then Epic processed materials combined with 'grown' schematic can make Legendary equipment. By grown schematic this may be crafters gain XP per crafting of an item and level the known schematic to the point it can make better statted white gear than normal and a better chance the level of the materials used will go up one. The growing of the schematic may also happen with use of alchemical or magical buffing from other skills, products, event buffs, or make a schematic version of the animal husbandary crossbreed goal called research that allows you to cross some schematics to try and make a new one with better stats.
    On other points,
    Right now there is only 3 levels to each skill, the teirs accessed at level 0 10 and 20. Why hide it when you could just give a 1% passive buff picked each level other than those rounded by 10 to be allocated to rarity, quantity or speed.
    Granit and Bassalt (basically stone) as well as wood should be WAY higher to town building construction to reflect you are making buildings. And make it accept processed materials so the processors have something to give to towns. Or have the processors get free processing XP by processing materials for the down from what is gathered using up thier actions in processing for the town.

  • @skylervest-e7z
    @skylervest-e7z 2 дня назад

    alot of what you said was really good idea's to change and i think for the most part your right but not everyone wants to craft there gear i know for me i love to kill bosses for items and look for that kool item to drop and for me id hate it if my rare leg item was shown up by a crafted item i like the chance to get this crazy item now i also think for the most part crafted items should be better but there should also be rare items that drop

  • @justvb9780
    @justvb9780 День назад

    How do you make the best stuff if you need to rise beyond journeyman gathering before you can gather anything outside of common? Do you think drops should have a rarity less than common so that the player crafted items should be better. Essentially every piece sub level 20 should cap at common?
    If you want to change something, nix the "rarity" match required for making complex processed items. Like clay for example, what a pain.

  • @nayellemorvyene3348
    @nayellemorvyene3348 3 дня назад +1

    *shakes fist at raptor griefers*

  • @yungsofa8084
    @yungsofa8084 День назад

    The game looks so stunning.

  • @RakugothDajjal
    @RakugothDajjal 2 дня назад

    The funneling of resources is exactly why the best gear shouldn't come from crafting. All that really means is the biggest guilds will have the best stuff by default. RNG item drops have their own issues, but all in all it's a better system to get groups of people out into the world. After the XP grind why would people be out and about if all bis come from crafting?

  • @Wanda96
    @Wanda96 2 дня назад

    I totally agree with you

  • @kokorochin01
    @kokorochin01 3 дня назад

    I agree.

  • @TheOGBlite
    @TheOGBlite 2 дня назад

    Why would I bother trying to sell novice chef food/buff items when you can get them on the novice vendor, for 30 copper? 300% cheaper than i can produce one. It is crazy and makes no sense. I will never waste time with cooking. And will surely never waste droppings to create anything related to cooking. It is of more value utilized elsewhere. A waste of time and resources.

  • @hutchy5407
    @hutchy5407 2 дня назад

    I hate games that use a quality matierals system, it bloats inventories, it makes the majority of the stuff you gather seem worthless and it's just a lazy way of massively increasing the grind.

  • @Vujkan
    @Vujkan 2 дня назад

    overall game looks empty,lack of mobs,gathering resources other stuff!World is huge,but empty!

  • @loshypoo
    @loshypoo 3 дня назад

    I think your Gathering Rarity suggestion is a REALLY bad take.
    I think that the impact to the economic incentive means that players will not be able to craft higher tier gear until they are at max level and thus means crafting will not matter until endgame thus reproducting the same issues across other MMOs.

  • @loshypoo
    @loshypoo 3 дня назад

    Crafted gear is better itemized than most* dropped gear.
    I am worried you have a limited context for your economy takes and should chat with more knowledgeable players before you keep making suggestions that will do harm to the overall life of the game/servers.