Follow the stream for more copium: www.twitch.tv/Narciverse For anyone who wants to give feedback for this subject please use the following format for Intrepid to read through and compile: *How many hours did you spend testing Artisan Skills?* *Which Artisan Skills did you engage in the most?* *Did you feel the gathering loop was fun and rewarding?* *Did you feel the Processing was complimentary to the Gathering/Crafting?* *Did you feel the Crafting Systems were easy and fun to engage with?* *What would you do to improve the Artisan Skills in Ashes of Creation?*
How many hours did you test artisan skills: around 8-10 total hours engaging with the systems Which skill did you engage the most: mining, herbalism, and lumberjacking for gathering. Alchemy and arcane engineering Processing felt not only disconnected but also like it left me most often with an awkward amount of time. 15 min isn’t really enough to go grind but it’s also too long to just sit by the station. The crafting system is approachable but I wouldn’t say easy. I never understood where I should be getting recipes and if I was going to be making goods other players were interested in. I’d love to see clear delineation in the crafting window if something is tradable or not and I’d love a more active role to be optional at all levels in artisan skills
Narc, you can beg all you want for People to follow your Stream on Twitch -> but fact is You are WAAAYYY better on RUclips and on Twitch you're just malding and banning. 😂🤣😂
Hey Narc, to me it's weird that Ashes has a HUGE incentive to group up together in the open world to do many things like grind xp or PvP, but there is almost no incentive when it comes to artisan skills. I would like to see larger resource nodes that may require a few people to mine that just one, the node could also give a higher quantity and quality of materials. Also, with the crafting station, they could also add an option to help someone else's time for a craft time go down by playing the mini game. Basically add more incentives for group play in all aspects or Artisan skills.
how so? artisanship is a personal endeavour and you could in a way work with other artisan by sourcing processed or unprocessed materials for your craft and sourcing out your craft in return
Your take is a but wrong. The social aspect of grouping for artisan comes from people bringing you resources for your crafting/whatever and you can only master so many skills, making it require a community.
just a thought but maybe your not suppose to acquire enough materials to level up buildings/ nodes in a week. also maybe consider the game isnt designed for all the mayors to hold hands and work together thus putting the whole server on a hunt for copper. also i think part of being a good mayor is distributing resources in the right spots so you dont stunt the server with gear. your probably always going to need tier 1 material but how you distribute them can affect the server better or worse. also have to consider that we are talking about 1 biom, as more bioms get introduced im sure it wont be as difficult. also consider the fact that maybe the riverlands isnt known to be a hotspot for copper as maybe it is for wood
As a big Gathering enjoyer, I much prefer having a lot of nodes to harvest from, with the rarity being the determining factor of the fruits of my lavor (because I can improve this with my tool, shirt, pants, bags and toolbelt, all fun forms of progression). The current "running around forever to find 1 node of copper/tin/weeping willow and THEN hope for decent rarity" is definitely not my personal preference.
Love the pylon idea. Personal take is to attach the Pylon to your mount. Mount dies? Pylon gone, watch where you go while gathering. Dissummoning the mount? Pylon gone aswell.
Honestly I like the cave idea for some things, but my hope is that the desert will be rich with copper, zinc, etc. making a natural trade route for bringing trees there and bringing metals back. Cant say if this will happen, but long term this is the end-game trading that I hope for.
u shitting me, right?! never mentioning player-crafted prof-gear!? my carpenter first put effort in his artisan-equip, let the leatherer and tailor make him a legendary shirt and skivvies, so he can craft me a legendary bow out of 20 heroic willow... i mean, the time saved by his knowledge for all the people he can equip with lower tier mats that way is amazing... but sure, keep your secrets then
its nerfed mate, the quality barely does anything now, they need to rebalance it again because epic/legend clothing does nothing at lower levels, a simple fix would be to make an apprentice shirt just for apprentice recipes and give it proper scaling, but the devs wont notice this problem because theres like 3 people who got this far during testing
I was thinking about the resource sink. When we put the resources in nod for different upgrades and buildings, the resources are gone. The underlying explanation would ve that the resources went to the NPCs that were used in buliding, upgrading etc. Now obviously we don't actually see it and this doesn't not happen in reality. Imagine if it was like this, that the resources we use in nodes dont just vanish but actually get reflected on npc. A nod where lots of resources were used, the NPCs of that nods wear better cloths, better house, better furnitures and overall better aesthetic but the useful thing for us other then the visual aesthetics is that along with betterment of those, the npc shops also reflects it. In a nod where lots of copper got used, the npc stalls will have some copper in them to be sold at a percentage higher then the nods where copper was easily available, the blacksmith will now have better quality items that includes copper in their recipe and things like that. The underlying story is that, the copper that was used for upgrade went to NPCs and they sold it to shopkeepers, blacksmiths etc and about 30-40% of the copper used in the nod got introduced to the market of that nod. Rest of the copper got used in construction, some npc may just keep them etc etc so 70-60% didn't come to the market. This would be the underlying story. This will create a small economic cycle like in real life. I think this can be a good way to make the game immersive without complicating things, solve the problem of resources being too rare and make sense out of the resources sink. This wont remove the scarcity of a resource that is not easily available in a nod, as, if you don't keep bringing the resources that is not easily available in your nod then its availablity in your market will go down and eventually it will no longer be available.
If they planned on adding a panning/digging system that just let you stay in one spot like fishing, and only get common materials (or maybe up to uncommon), that would alleviate the strain on the supply line for leveling, and leave the rarity system pretty much as is. I do agree that merging processing would be great. I have already put feedback in for having "factory" type benches for batch processing, and then benches where you do the mini game or individual items.
I usually love crafting and spend tons of hours on it in every MMO I play, but Ashes' crafting system is just totally unenjoyable as it is. Removing Processing as standalone professions would be a huge first step in the right direction and allowing for a lot more agency over the crafting process. And we most definitely need more basic material spawns in the world. It's just ridiculous how insanely tedious gathering the most basic sh*t is in the game right now and If Steven would actually play his own game instead of RP'ing in godmode 24/7, he'd know that resources are too rare.
Last time I checked, resource node balance, especially in a build that has like 1/20th of the planned map at launch, is not part of the main focus right now, and rightfully so
@5:00 in, literally, found a way to make it sound like it's going to be his idea to have caves when the whole underground network is LITERALLY PLANNED for the future, the Underground, and absolutely going to be a great place for mining.
@@willthedingo Narc wants to dumb down the Artisan systems and make them easier. He wants them to "Remove Processing". Which is a radical change I don't want. This has nothing to do with cave systems. If anything Artisanship needs to be more difficult and complicated. Progression is way too fast and easy.
Gathering early on was ass, I agree, but once we were able to mine all nodes and they all respawned, fining 100 copper and hour was childs play. EDIT: I still agree with the mine like spawns for some things, which we already know will be coming later, but do not reflect the size of the map/alpha stage
Ooh so you like asses too! Then you can join GRIM GRIEFERS! We will kick so many asses on this server that Stephanie SHARTif will have bo choice but to change more pvp policies. Hell he might even name the policy after us!
Isn’t there way more people in this single zone than there is supposed to be because it’s the only zone open? Would the resource scarcity not fix itself when the area is less populated?
Yes, exactly. His experience has been literally on the most overwhelmed server of them all - Lyneth. Node scarcity can absolutely be down to "shit someone swooped in before me". Or, the sheer number of people farming an area just keep picking everything but the shitty nodes clean.
Leave the processing alone. Its for peoeple that want to contribute to artisan but dont want to spend time on it. It is also a resource gate and vital part of freehold system. Lastly it is logical, you nerd. Its like in real modern world: you import ur project, set the machine and go prepeare another project, the machine does tidius brainless job for you. In ashes you have workers instead of machines. @narc go outside sometimes, world changes.
My problem so far with the development of ashes of creation has been the almost non critical attitude of the majority of youtubers that do content for this game. Just because Steven says that the game will have this specific system in the game doesnt mean immediatly that the actual in-game realization of that system will match the original vision of that system. It is way easier to tell to people how you want the game to be than to actually develope the systems that make those systems a reality. One positive thing out of this alpha has been that maybe it helps to keep some of the more enthusiastic ashes streamers a bit more grounded in a way when they talk about ashes since there is a possibility that it wont be the mmo to end all other mmos. It might be a good or even a great mmo but just a mmo in the end.
I think they can keep exactly how they are, look at the combat, it is a million times better than the first combat that was shown to public. Things have been polished over time, as long as people are patient it will be a great game
Idea! Instead of pylons, it's totems. Think about it. Through customization you can adjust the buff to a desired direction. It's magic. Pylons sounds like future tech. Totems are ritualistic and magical in origin. You could make it that only guilds get "family totems" or flags for custom designing purposes.
The idea of caves full of ore and full pvp is just incredible ! Hope they try something like that at some point. For the processing loop i know it's a small game but MO2 have a a system so deep for it it's an entire gameplay loop that require a lot of knowledge and to invest time and energy in it. Honestly just crafting iron ingot is so rewarding in this game. You can gather , process on the same character tho. I think they can look to take some inspiration on MO2 maybe not copy pasta because it's probably to much for a game "mainstream" and maybe merge it with gathering yep.
Im inclined to disagree on the point that was made about copper and resource scarcity. If they truly plan for crafted gear to be BIS then much like grinding a daily dungeon for a 1% drop in other mmos, the crafters are going to have to grind ver hard and work very hard for those materials to create BIS gear. If they create an abundance of even common copper that is going to allow those crafters to easily level their artisan skills and that will eventually create an over abundance of BIS gear.... if everyone is rocking BIS gear then that completely eliminates that aspect of the grind. Another thing to think about is the game isnt suppose to be balanced around 1 region, hell even 5 regions... when more regions start dropping and the player base gets more spread and theres a higher variety of gatherables out and about then outside of a few adjustments i personally believe the system will more or less work itself out. However i do agree in its current state for its current map size it does not work in the slightest.
the pylon idea is great imo. i'm going to be starting with phase 2 so i havent touched the game, but i think it would be cool to be able to detect resources instead of having to look under every bush and tree on the planet just in case there might be a copper node in there
I wish Pylons/Surveying would actually point you towards the nearest vein/cluster of veins of an ore/material you're looking for. Pylons feel very placeholder atm.
I had the same idea for the static resource node spawns for high rarity resources but I didn't think about having it an open flag pvp zone. I would be interested to see how that plays out xD.
To be honest, a lot of people have an extraordinary narrow field of view over this game, regardless to how much is already stated as going to be fact for the game later on. If you think open flag PVP zones and the battle of resources is something, Node on Node wars is exactly that - anyone that is a citizen of X node, when Y goes to war with them, they can fight any time in the node. Now imagine Nodes going to war because X node has very rare resource spawns that Y does not. That's exactly what is intended for the future. People are going to be sneaking into neighbouring nodes to go try and hunt for and steal rare resources from them, and citizens of the Node are going to have to send hunting and protection parties to keep people from stealing their precious resources.
When it come to gathering Tops and Shivves are annoying to change if you gather 3type of stuff and process another 2 and then you have cratering top that's a lot of switching and changing gear just to get better quality or rarity. It be better if they allow us to merge tops together into one top and all you do is ware that pants and top and it will cover all aspects of the game.
It was announced by Steven that phase 2 will add 3 nodes in the desert biom Edit: It probably wasn't publicly announced by Steven, but some RUclipsrs who are covering PTR patch notes have shared this information
@@tortiboy142 ahh you know what i just found the richiesh video about it. Well they said they put in a place for 3 nodes but not actually the nodes. so we will see. But the level 4 nodes werent mentioned. I hope we get the additional nodes at least. Wonder if the desert isnt lawless anymore then
Have you ever thort that those meterials are scares in that area because the game has only released one zone and it might be very abundent in another zone that hasnt released yet?
On the part of "filling out a grand master skill tree removing the social part" NO You are very wrong, if you consider all of gatherting/processing/crafting as one you already work with a massive skill tree of which you can fully master some branches. You already take part of the social aspect by not bein able to amster all of it.
OVERALL: I feel some systems are contrived for the sake of contrivance. How many hours did you spend testing Artisan Skills? around 4 Which Artisan Skills did you engage in the most? herb collecting, some wood chopping, some mining, some "hunting"/petting. Did you feel the gathering loop was fun and rewarding? very meh. wood probably the most "fun" because there are trees everywhere, finding minables is a pain, herbs are also easy to find, and hunting is just so placeholdy I didn't bother much. Did you feel the Processing was complimentary to the Gathering/Crafting? Just messed with processing when necessary, to make a couple more coin from processed goods, hate it. Feels "mobile like", always hated timegated systems and mechanics in all games that use them. Did you feel the Crafting Systems were easy and fun to engage with? crafting seems cool, but need to gather and process stuff to craft so... lol didn't make much or tested much, because I hate processing with a passion. What would you do to improve the Artisan Skills in Ashes of Creation? I like the crafting and gathering in final fantasyXIV, it is involved and not just brailessly running around pressing F or selecting ingredients and pressing "craft". But haven't played FFXIV in a long time so can't really describe the systems well.
On top of that. Crafting makes the best gear.. is it such a bad thing that it's a bit harder + slower to level? I really dread the community just blasting through all available content
How many hours did you spend testing Artisan Skills? 20? Which Artisan Skills did you engage in the most? Metalworking/armoring,mining, stoneworking
Did you feel the gathering loop was fun and rewarding? no, the time required vs dropped gear+exp wasnt worth it until youre end game. had to buy about 500 copper to hit journeyman metalworking.
Did you feel the Processing was complimentary to the Gathering/Crafting? I didnt like the upgraded metalworking station. needed bigger bellows or a bigger furnace, make them of cast iron then into steel or something? i thought these were suppose to upgrade as the node progressed? Did you feel the Crafting Systems were easy and fun to engage with? Didnt like the npc standing there doing a single job instead of it just being a bench. multiple jobs makes the npc more relevant but the craft time is alwasy 3seconds? What would you do to improve the Artisan Skills in Ashes of Creation? listen to narc! :D moving, pulsing, upgradable pylons would be sick! they fell flat pretty hard imo. not being able to haev multiple tools seemed odd. as someone buying lots of copper i can say it is a real bottleneck. people wouldnt let go, there were some crazy prices ppl requested. need a transparent and easily accessible trading area to make these systems more rewarding. Processing slider would be nice. Overall i think its a good foundation and im excited to see what comes next :D
its sad that ppl have excuse that just an early test... sure it it but we cant test shit when lvling is soo boring and recources are soo rare.. they could make an easier version of a grind for phase 1 and 2 so simplify things to test i dont see a normal human playing this unless u actually have nothing elsee to do in your life currently i love the game and idea of it but im not killing mobs for 200 hours to reach 25 i dont think this method of lvling is bad once game is more plished but currently this is ass
How many hours did you spend testing Artisan Skills? 10 Which Artisan Skills did you engage in the most? Lumberjacking, Mining, Herbalism, Scribing Did you feel the gathering loop was fun and rewarding? Fun? Not really Rewarding? Very much so. Figuring out where to get certain ingredients for a craft is very confusing at times. Having no reference for which crafting stations are in a node, plus having non-connected storages with different resources in different nodes, creates situations where you spend literal hours running back and fourth btwn nodes. Did you feel the Processing was complimentary to the Gathering/Crafting? Not really. I agree with you that processing should be consolidated with crafting...because processing is literally crafting items from raw materials Did you feel the Crafting Systems were easy and fun to engage with? Definitely not easy, I had to reference outside resources constantly to figure out how to craft items or where to get the materials necessary for a craft. What would you do to improve the Artisan Skills in Ashes of Creation? combine processing with crafting, add skill based processing minigames that affect the result of your craft, decrease gathering rarity procs, but increase gathering nodes in areas that make sense geographically
Gathering 'radar' is bad in my opinion. It will take the players eyes and attention away from the actual WORLD and direct it to the minimap scanning for blips. It is for gathering what flying mounts are to travel in WoW, convenience which debases and destroys the experience.
Personally, I think processing should not be an 'artisan' skill, and you just need to find/create the needed level to do processing. It would be a profession, and not a skill
Summarizing every piece of feedback so far: "It's not like WoW, make it like WoW". I can already see the community won't rest until the game becomes a bog standard MMO, without even giving it a chance to actually implement all the features to even start giving proper feedback on the whole system that you spent years hyping up. Just another example of open development ruining any kind of chance at innovation. If it comes out with everything in place and fails, so be it, lessons learned. If it comes out as a WoW clone, what was the point in the first place, just play WoW.
crafting mini games suck no ty. I agree with removing processing its just clicky and no fun. Copper is rare in the river lands and will be more abundant in the desert. As trees and flowers will be rarer in the desert. This is a major game design.
@@Prhym3 The problem is two fold. One no matter how good the mini game is, it will become old and monotonous. Two, if it's in the game you will need to do it if you want to be on par with any crafter that does it. Speed of crafting will be gated by a mini game. Just no. Never seen it done well. Even games that are all about crafting, these mini games end up being the reason people get board.
I haven't had too much problem finding stuff like copper. People are mad that they have to travel outside of their home node to gather materials. News flash: The final game will likely not even have certain materials in specific biomes... getting to Apprentice mining should not be an overnight solo job....
Big disagree on the processing part. The fact that there's 22 distinct professions massively increases the need for travel & collaboration, a huge part of the game. The timegate is also very relevant to the effort required overall. This will be exponentially more important when the only Master/GM stations to process will be on Freeholds, and with a single player being able to use it at a time. Then having high level processors with the best Processing gear to reduce time, and increase rarity/quantity will be very important. Not everything has to be simple and easy.
Narc, I love the turnaround of your channel. I’ve been loving the latest videos for the past couple months. When you said the idea of mines in the video, it literally clicked in my head. This is an ingenious idea. It would be so fun to watch. Literally would be a content gold mine
I disagree with your take on gathering. WoW gathering is brain dead and boring, but people make the rounds cause it provides sweet sweet $$$. If ore becomes something people can sell, they will do the rounds just for the money.
Ugh..another video of bad takes. Please stop trying to make the game easier. It should be hard. You don’t need a reward constantly, learn to enjoy the grind of finding/working towards your goals. The cave thing has already been confirmed in Live streams previously as “hotspots” that can be fought over. There is also a whole underground world coming. I would imagine rocks are there. The rarity of nodes/items is a good thing, not a bad one. It forces players to continually explore the map, even places that are not “desirable”. Couple that with the fact that ALL nodes have a chance to proc different mats during respawn, we are left with an ever changing world. The only thing of substance in feedback is the mini-game idea which they have already said they plan on doing as well. Lastly, this is 1 biome. We have more coming and players will begin to spread out, fixing the rarity issue. Couple that will player stalls and the pressure will be alleviated. However, they will still be rare and it will still be hard to find Leg mats. They are indeed Legendary mats for a reason.
No I have stacks on stacks of metal. Fun lol I turn pvp on if I see someone mining something. I cc them mine it in front of them. If they want it fight. Sounds like u want easier. In 3-4 hours I promise you I get stocked up. Willow trees has a forest but I will not give location. Looks like you need to look harder. Spawn rate now sucks for them so after I farm the forest you got to wait a while. You have pvp be smart don’t kill interrupt or hit once be better.
Follow the stream for more copium: www.twitch.tv/Narciverse
For anyone who wants to give feedback for this subject please use the following format for Intrepid to read through and compile:
*How many hours did you spend testing Artisan Skills?*
*Which Artisan Skills did you engage in the most?*
*Did you feel the gathering loop was fun and rewarding?*
*Did you feel the Processing was complimentary to the Gathering/Crafting?*
*Did you feel the Crafting Systems were easy and fun to engage with?*
*What would you do to improve the Artisan Skills in Ashes of Creation?*
Wow. You are spot on with everything in this video. Good job and great insights on all these topics. Especially the Pylon rework. Amazing stuff.
How many hours did you test artisan skills: around 8-10 total hours engaging with the systems
Which skill did you engage the most: mining, herbalism, and lumberjacking for gathering. Alchemy and arcane engineering
Processing felt not only disconnected but also like it left me most often with an awkward amount of time. 15 min isn’t really enough to go grind but it’s also too long to just sit by the station.
The crafting system is approachable but I wouldn’t say easy. I never understood where I should be getting recipes and if I was going to be making goods other players were interested in.
I’d love to see clear delineation in the crafting window if something is tradable or not and I’d love a more active role to be optional at all levels in artisan skills
Narc, you can beg all you want for People to follow your Stream on Twitch -> but fact is You are WAAAYYY better on RUclips and on Twitch you're just malding and banning. 😂🤣😂
Narc, you can Shift + RMB to select a full stack of something.
Hey Narc, to me it's weird that Ashes has a HUGE incentive to group up together in the open world to do many things like grind xp or PvP, but there is almost no incentive when it comes to artisan skills. I would like to see larger resource nodes that may require a few people to mine that just one, the node could also give a higher quantity and quality of materials. Also, with the crafting station, they could also add an option to help someone else's time for a craft time go down by playing the mini game. Basically add more incentives for group play in all aspects or Artisan skills.
So I think the main way that the artisan skills are incentives to work together is that you can only grandmaster 2 skills
how so? artisanship is a personal endeavour and you could in a way work with other artisan by sourcing processed or unprocessed materials for your craft and sourcing out your craft in return
Your take is a but wrong. The social aspect of grouping for artisan comes from people bringing you resources for your crafting/whatever and you can only master so many skills, making it require a community.
@@BaxxyNut That's totally what I just said. You just made the explanation longer
Carebear
just a thought but maybe your not suppose to acquire enough materials to level up buildings/ nodes in a week. also maybe consider the game isnt designed for all the mayors to hold hands and work together thus putting the whole server on a hunt for copper. also i think part of being a good mayor is distributing resources in the right spots so you dont stunt the server with gear. your probably always going to need tier 1 material but how you distribute them can affect the server better or worse. also have to consider that we are talking about 1 biom, as more bioms get introduced im sure it wont be as difficult. also consider the fact that maybe the riverlands isnt known to be a hotspot for copper as maybe it is for wood
Someone who gets it. This is the way
THANK YOU. I THOUGHT I WAS CRAZY
As a big Gathering enjoyer, I much prefer having a lot of nodes to harvest from, with the rarity being the determining factor of the fruits of my lavor (because I can improve this with my tool, shirt, pants, bags and toolbelt, all fun forms of progression). The current "running around forever to find 1 node of copper/tin/weeping willow and THEN hope for decent rarity" is definitely not my personal preference.
Isn't a big part of Ashes that you need to buy stuff from other players? That you can't just gather all materials yourself?
Love the pylon idea. Personal take is to attach the Pylon to your mount. Mount dies? Pylon gone, watch where you go while gathering. Dissummoning the mount? Pylon gone aswell.
Honestly I like the cave idea for some things, but my hope is that the desert will be rich with copper, zinc, etc. making a natural trade route for bringing trees there and bringing metals back. Cant say if this will happen, but long term this is the end-game trading that I hope for.
u shitting me, right?! never mentioning player-crafted prof-gear!?
my carpenter first put effort in his artisan-equip, let the leatherer and tailor make him a legendary shirt and skivvies, so he can craft me a legendary bow out of 20 heroic willow... i mean, the time saved by his knowledge for all the people he can equip with lower tier mats that way is amazing... but sure, keep your secrets then
its nerfed mate, the quality barely does anything now, they need to rebalance it again because epic/legend clothing does nothing at lower levels, a simple fix would be to make an apprentice shirt just for apprentice recipes and give it proper scaling, but the devs wont notice this problem because theres like 3 people who got this far during testing
I was thinking about the resource sink. When we put the resources in nod for different upgrades and buildings, the resources are gone. The underlying explanation would ve that the resources went to the NPCs that were used in buliding, upgrading etc. Now obviously we don't actually see it and this doesn't not happen in reality. Imagine if it was like this, that the resources we use in nodes dont just vanish but actually get reflected on npc. A nod where lots of resources were used, the NPCs of that nods wear better cloths, better house, better furnitures and overall better aesthetic but the useful thing for us other then the visual aesthetics is that along with betterment of those, the npc shops also reflects it. In a nod where lots of copper got used, the npc stalls will have some copper in them to be sold at a percentage higher then the nods where copper was easily available, the blacksmith will now have better quality items that includes copper in their recipe and things like that. The underlying story is that, the copper that was used for upgrade went to NPCs and they sold it to shopkeepers, blacksmiths etc and about 30-40% of the copper used in the nod got introduced to the market of that nod. Rest of the copper got used in construction, some npc may just keep them etc etc so 70-60% didn't come to the market. This would be the underlying story.
This will create a small economic cycle like in real life. I think this can be a good way to make the game immersive without complicating things, solve the problem of resources being too rare and make sense out of the resources sink.
This wont remove the scarcity of a resource that is not easily available in a nod, as, if you don't keep bringing the resources that is not easily available in your nod then its availablity in your market will go down and eventually it will no longer be available.
If they planned on adding a panning/digging system that just let you stay in one spot like fishing, and only get common materials (or maybe up to uncommon), that would alleviate the strain on the supply line for leveling, and leave the rarity system pretty much as is. I do agree that merging processing would be great. I have already put feedback in for having "factory" type benches for batch processing, and then benches where you do the mini game or individual items.
I usually love crafting and spend tons of hours on it in every MMO I play, but Ashes' crafting system is just totally unenjoyable as it is.
Removing Processing as standalone professions would be a huge first step in the right direction and allowing for a lot more agency over the crafting process. And we most definitely need more basic material spawns in the world.
It's just ridiculous how insanely tedious gathering the most basic sh*t is in the game right now and If Steven would actually play his own game instead of RP'ing in godmode 24/7, he'd know that resources are too rare.
Last time I checked, resource node balance, especially in a build that has like 1/20th of the planned map at launch, is not part of the main focus right now, and rightfully so
@ Yeah I guess we‘re just not going to test profession progression and pacing with ret*rd takes like yours.
Intrepid please don't make the radical changes suggested in this video. Stay the course! The current concepts are incredible for the artisan system.
@5:00 in, literally, found a way to make it sound like it's going to be his idea to have caves when the whole underground network is LITERALLY PLANNED for the future, the Underground, and absolutely going to be a great place for mining.
@@willthedingo Narc wants to dumb down the Artisan systems and make them easier. He wants them to "Remove Processing". Which is a radical change I don't want. This has nothing to do with cave systems. If anything Artisanship needs to be more difficult and complicated. Progression is way too fast and easy.
Gathering early on was ass, I agree, but once we were able to mine all nodes and they all respawned, fining 100 copper and hour was childs play.
EDIT: I still agree with the mine like spawns for some things, which we already know will be coming later, but do not reflect the size of the map/alpha stage
Ooh so you like asses too! Then you can join GRIM GRIEFERS! We will kick so many asses on this server that Stephanie SHARTif will have bo choice but to change more pvp policies. Hell he might even name the policy after us!
Isn’t there way more people in this single zone than there is supposed to be because it’s the only zone open? Would the resource scarcity not fix itself when the area is less populated?
Yes, exactly. His experience has been literally on the most overwhelmed server of them all - Lyneth. Node scarcity can absolutely be down to "shit someone swooped in before me". Or, the sheer number of people farming an area just keep picking everything but the shitty nodes clean.
Leave the processing alone. Its for peoeple that want to contribute to artisan but dont want to spend time on it. It is also a resource gate and vital part of freehold system. Lastly it is logical, you nerd. Its like in real modern world: you import ur project, set the machine and go prepeare another project, the machine does tidius brainless job for you. In ashes you have workers instead of machines. @narc go outside sometimes, world changes.
My problem so far with the development of ashes of creation has been the almost non critical attitude of the majority of youtubers that do content for this game. Just because Steven says that the game will have this specific system in the game doesnt mean immediatly that the actual in-game realization of that system will match the original vision of that system. It is way easier to tell to people how you want the game to be than to actually develope the systems that make those systems a reality. One positive thing out of this alpha has been that maybe it helps to keep some of the more enthusiastic ashes streamers a bit more grounded in a way when they talk about ashes since there is a possibility that it wont be the mmo to end all other mmos. It might be a good or even a great mmo but just a mmo in the end.
Can you use smaller words ahole? LOL
@@America_is_now_MAGAhe didn't use any big words lol
@BaxxyNut long-winded
Saying a whole lot of nothing while using so many words
I think they can keep exactly how they are, look at the combat, it is a million times better than the first combat that was shown to public.
Things have been polished over time, as long as people are patient it will be a great game
Idea!
Instead of pylons, it's totems. Think about it.
Through customization you can adjust the buff to a desired direction.
It's magic. Pylons sounds like future tech. Totems are ritualistic and magical in origin.
You could make it that only guilds get "family totems" or flags for custom designing purposes.
yesss we love the cave idea!, 100% agree about refining changes, its 100s of IRL hours of afk refining to level a profession
The idea of caves full of ore and full pvp is just incredible ! Hope they try something like that at some point. For the processing loop i know it's a small game but MO2 have a a system so deep for it it's an entire gameplay loop that require a lot of knowledge and to invest time and energy in it.
Honestly just crafting iron ingot is so rewarding in this game. You can gather , process on the same character tho. I think they can look to take some inspiration on MO2 maybe not copy pasta because it's probably to much for a game "mainstream" and maybe merge it with gathering yep.
Im inclined to disagree on the point that was made about copper and resource scarcity. If they truly plan for crafted gear to be BIS then much like grinding a daily dungeon for a 1% drop in other mmos, the crafters are going to have to grind ver hard and work very hard for those materials to create BIS gear. If they create an abundance of even common copper that is going to allow those crafters to easily level their artisan skills and that will eventually create an over abundance of BIS gear.... if everyone is rocking BIS gear then that completely eliminates that aspect of the grind. Another thing to think about is the game isnt suppose to be balanced around 1 region, hell even 5 regions... when more regions start dropping and the player base gets more spread and theres a higher variety of gatherables out and about then outside of a few adjustments i personally believe the system will more or less work itself out. However i do agree in its current state for its current map size it does not work in the slightest.
the pylon idea is great imo. i'm going to be starting with phase 2 so i havent touched the game, but i think it would be cool to be able to detect resources instead of having to look under every bush and tree on the planet just in case there might be a copper node in there
I wish Pylons/Surveying would actually point you towards the nearest vein/cluster of veins of an ore/material you're looking for. Pylons feel very placeholder atm.
What if pylons made resources respawn more quickly? You could set up a series of pylons to make a gathering loop with faster resource regen
I had the same idea for the static resource node spawns for high rarity resources but I didn't think about having it an open flag pvp zone. I would be interested to see how that plays out xD.
To be honest, a lot of people have an extraordinary narrow field of view over this game, regardless to how much is already stated as going to be fact for the game later on. If you think open flag PVP zones and the battle of resources is something, Node on Node wars is exactly that - anyone that is a citizen of X node, when Y goes to war with them, they can fight any time in the node. Now imagine Nodes going to war because X node has very rare resource spawns that Y does not. That's exactly what is intended for the future. People are going to be sneaking into neighbouring nodes to go try and hunt for and steal rare resources from them, and citizens of the Node are going to have to send hunting and protection parties to keep people from stealing their precious resources.
Maybe copper is just rare in the Riverlands, and thus the need for the caravan system.
Devs already said this is the reason why there is so little copper in Riverlands
I agree with all of this, as I am definitely going to be an artisan.
When it come to gathering Tops and Shivves are annoying to change if you gather 3type of stuff and process another 2 and then you have cratering top that's a lot of switching and changing gear just to get better quality or rarity. It be better if they allow us to merge tops together into one top and all you do is ware that pants and top and it will cover all aspects of the game.
Where does it say that phase 2 will eventually have 8 nodes? i cant find that anywhere? The wiki doesnt list that either
It was announced by Steven that phase 2 will add 3 nodes in the desert biom
Edit: It probably wasn't publicly announced by Steven, but some RUclipsrs who are covering PTR patch notes have shared this information
@@tortiboy142 ahh you know what i just found the richiesh video about it. Well they said they put in a place for 3 nodes but not actually the nodes. so we will see. But the level 4 nodes werent mentioned. I hope we get the additional nodes at least. Wonder if the desert isnt lawless anymore then
Very good Feedback!
Have you ever thort that those meterials are scares in that area because the game has only released one zone and it might be very abundent in another zone that hasnt released yet?
On the part of "filling out a grand master skill tree removing the social part" NO You are very wrong, if you consider all of gatherting/processing/crafting as one you already work with a massive skill tree of which you can fully master some branches. You already take part of the social aspect by not bein able to amster all of it.
Yeah, but like how fast do you want things to go?
OVERALL: I feel some systems are contrived for the sake of contrivance.
How many hours did you spend testing Artisan Skills?
around 4
Which Artisan Skills did you engage in the most?
herb collecting, some wood chopping, some mining, some "hunting"/petting.
Did you feel the gathering loop was fun and rewarding?
very meh.
wood probably the most "fun" because there are trees everywhere, finding minables is a pain, herbs are also easy to find, and hunting is just so placeholdy I didn't bother much.
Did you feel the Processing was complimentary to the Gathering/Crafting?
Just messed with processing when necessary, to make a couple more coin from processed goods, hate it.
Feels "mobile like", always hated timegated systems and mechanics in all games that use them.
Did you feel the Crafting Systems were easy and fun to engage with?
crafting seems cool, but need to gather and process stuff to craft so... lol
didn't make much or tested much, because I hate processing with a passion.
What would you do to improve the Artisan Skills in Ashes of Creation?
I like the crafting and gathering in final fantasyXIV, it is involved and not just brailessly running around pressing F or selecting ingredients and pressing "craft".
But haven't played FFXIV in a long time so can't really describe the systems well.
Ashes is a cool game for cool people.
What about Open Pvp? Did they get rid of that or is this game still a future open Gankfest?
Pylons would be fine if they were the size of like half the riverlands in radius and lasted like 30 minutes :p
"Currently we only have one third of the available gathering skills".
Doesn't this explain a lot of the resource issues?
On top of that. Crafting makes the best gear.. is it such a bad thing that it's a bit harder + slower to level?
I really dread the community just blasting through all available content
NARK! Can you craft PAIN and ANGUISH? Because GRIM GRIEFERS are going to be master level crafters in this skill tree!
actually great feedback on pylons
Bro idk if i should buy... 3 old guildis are playing but i dont know if its worth trying to socialize and 110 dollars
How many hours did you spend testing Artisan Skills? 20?
Which Artisan Skills did you engage in the most? Metalworking/armoring,mining, stoneworking
Did you feel the gathering loop was fun and rewarding? no, the time required vs dropped gear+exp wasnt worth it until youre end game. had to buy about 500 copper to hit journeyman metalworking.
Did you feel the Processing was complimentary to the Gathering/Crafting? I didnt like the upgraded metalworking station. needed bigger bellows or a bigger furnace, make them of cast iron then into steel or something? i thought these were suppose to upgrade as the node progressed?
Did you feel the Crafting Systems were easy and fun to engage with? Didnt like the npc standing there doing a single job instead of it just being a bench. multiple jobs makes the npc more relevant but the craft time is alwasy 3seconds?
What would you do to improve the Artisan Skills in Ashes of Creation? listen to narc! :D moving, pulsing, upgradable pylons would be sick! they fell flat pretty hard imo. not being able to haev multiple tools seemed odd. as someone buying lots of copper i can say it is a real bottleneck. people wouldnt let go, there were some crazy prices ppl requested. need a transparent and easily accessible trading area to make these systems more rewarding. Processing slider would be nice. Overall i think its a good foundation and im excited to see what comes next :D
Other than pvp in caverns, I'm down with the rest.
Wasn't the point of this 1st phase to work on server, and network performance, and stability? Why are you crying about shit that isn't in focus yet?
its sad that ppl have excuse that just an early test... sure it it but we cant test shit when lvling is soo boring and recources are soo rare.. they could make an easier version of a grind for phase 1 and 2 so simplify things to test i dont see a normal human playing this unless u actually have nothing elsee to do in your life currently i love the game and idea of it but im not killing mobs for 200 hours to reach 25 i dont think this method of lvling is bad once game is more plished but currently this is ass
I could live with processing if we could just use whatever amount we had on us. Needing to do it in sets, 1,5,10 ect, feels needlessly limiting.
Gathering materials should be located in dangerous places, such as caves and dungeons, and should yield lots,
i like processing but just make it less time consuming and the amount we want not fixed amount
Wish you'd say "Because _you're_ high on copium" instead.
GRIEF GRIEF GRIEF GRIEF! RUIN RUIN RUIN RUIN! PLAYERS PLAYERS PLAYERS! FUN FUN FUN FUN!😊😊😊😊😊😊
How many hours did you spend testing Artisan Skills?
10
Which Artisan Skills did you engage in the most?
Lumberjacking, Mining, Herbalism, Scribing
Did you feel the gathering loop was fun and rewarding?
Fun? Not really Rewarding? Very much so. Figuring out where to get certain ingredients for a craft is very confusing at times. Having no reference for which crafting stations are in a node, plus having non-connected storages with different resources in different nodes, creates situations where you spend literal hours running back and fourth btwn nodes.
Did you feel the Processing was complimentary to the Gathering/Crafting?
Not really. I agree with you that processing should be consolidated with crafting...because processing is literally crafting items from raw materials
Did you feel the Crafting Systems were easy and fun to engage with?
Definitely not easy, I had to reference outside resources constantly to figure out how to craft items or where to get the materials necessary for a craft.
What would you do to improve the Artisan Skills in Ashes of Creation?
combine processing with crafting, add skill based processing minigames that affect the result of your craft, decrease gathering rarity procs, but increase gathering nodes in areas that make sense geographically
actually not terrible ideas.
Gathering 'radar' is bad in my opinion. It will take the players eyes and attention away from the actual WORLD and direct it to the minimap scanning for blips. It is for gathering what flying mounts are to travel in WoW, convenience which debases and destroys the experience.
hate the ui in this game...
Personally, I think processing should not be an 'artisan' skill, and you just need to find/create the needed level to do processing. It would be a profession, and not a skill
Ur wanting alot for something that's in phase 1 lol
A mini-game sound horrendous to be hones.
Ffxiv did it pretty well but it could definitely be done better. Menu clicking is boring and like 20 years old.
agree 100000%
i like the idea with the Willow trees only spawn near the water INTREPID DID U HEAR THIS ?
Thing is dumbarse Willows are not ideal trees for crafting unless you are making bitchgear?
Summarizing every piece of feedback so far: "It's not like WoW, make it like WoW". I can already see the community won't rest until the game becomes a bog standard MMO, without even giving it a chance to actually implement all the features to even start giving proper feedback on the whole system that you spent years hyping up. Just another example of open development ruining any kind of chance at innovation. If it comes out with everything in place and fails, so be it, lessons learned. If it comes out as a WoW clone, what was the point in the first place, just play WoW.
crafting mini games suck no ty. I agree with removing processing its just clicky and no fun. Copper is rare in the river lands and will be more abundant in the desert. As trees and flowers will be rarer in the desert. This is a major game design.
His idea was that they would be optional to speed things up compared to how they are now. If you don’t like em you wouldn’t have to do it.
@greggory8445 no ty
Ffxiv did it pretty well but it could be done better. Menu clicking and waiting for a casting bar over and over again is boring and like 20 years old.
@@Prhym3 The problem is two fold. One no matter how good the mini game is, it will become old and monotonous. Two, if it's in the game you will need to do it if you want to be on par with any crafter that does it. Speed of crafting will be gated by a mini game. Just no. Never seen it done well. Even games that are all about crafting, these mini games end up being the reason people get board.
I'm gay but no one will see this comment so I'm safe!
Wanna kiss? 🤔
And make out ?
upvote this to number 1
This game is headed right to the heap of other dead pvp games.
I haven't had too much problem finding stuff like copper. People are mad that they have to travel outside of their home node to gather materials. News flash: The final game will likely not even have certain materials in specific biomes... getting to Apprentice mining should not be an overnight solo job....
Exactly his point when he talks about the hypothetical concerning willow trees
BDO just launched dragon mount! NARRRRK is there a GRIEF SKILL bar!?
Im Not impressed yet .... I Hope they impress me with the Phase 3 launch ... But i doubt it
wait til launch
@@mikoyb.1291 dont wanna wait 2030 lol
Big disagree on the processing part. The fact that there's 22 distinct professions massively increases the need for travel & collaboration, a huge part of the game. The timegate is also very relevant to the effort required overall. This will be exponentially more important when the only Master/GM stations to process will be on Freeholds, and with a single player being able to use it at a time. Then having high level processors with the best Processing gear to reduce time, and increase rarity/quantity will be very important. Not everything has to be simple and easy.
100%
Narc, I love the turnaround of your channel. I’ve been loving the latest videos for the past couple months.
When you said the idea of mines in the video, it literally clicked in my head. This is an ingenious idea. It would be so fun to watch. Literally would be a content gold mine
I disagree with your take on gathering. WoW gathering is brain dead and boring, but people make the rounds cause it provides sweet sweet $$$. If ore becomes something people can sell, they will do the rounds just for the money.
jeez narc by chance did you read Knotti’s posts? the desert will have more copper. Fool.
Really? Please tell us what is your favorite wine? This game is NOT for everyone.
Ugh..another video of bad takes. Please stop trying to make the game easier. It should be hard. You don’t need a reward constantly, learn to enjoy the grind of finding/working towards your goals. The cave thing has already been confirmed in Live streams previously as “hotspots” that can be fought over. There is also a whole underground world coming. I would imagine rocks are there. The rarity of nodes/items is a good thing, not a bad one. It forces players to continually explore the map, even places that are not “desirable”. Couple that with the fact that ALL nodes have a chance to proc different mats during respawn, we are left with an ever changing world.
The only thing of substance in feedback is the mini-game idea which they have already said they plan on doing as well.
Lastly, this is 1 biome. We have more coming and players will begin to spread out, fixing the rarity issue. Couple that will player stalls and the pressure will be alleviated. However, they will still be rare and it will still be hard to find Leg mats. They are indeed Legendary mats for a reason.
No I have stacks on stacks of metal. Fun lol
I turn pvp on if I see someone mining something. I cc them mine it in front of them. If they want it fight. Sounds like u want easier. In 3-4 hours I promise you I get stocked up.
Willow trees has a forest but I will not give location. Looks like you need to look harder. Spawn rate now sucks for them so after I farm the forest you got to wait a while.
You have pvp be smart don’t kill interrupt or hit once be better.
Keep dreaming pal
First
First geyboy? Yes I agree!
SHARTif will need some serious anticheat programs by launch if he wants a stable game! I am warning you now, little STEPHANIE!
STEPHANIE SHARTif please bring micro transactions to this game! Pllleeassse !