@Vialli Thank you for the advice. I actually have quite the crafting setup with some guild members. It just feels very superficial to have the gold cost. It is in no way benefitting the item itself. If it is also not an issue later on. Why would it be there. It is just a time block for early gaming and in no way fits in the games system. Crafting with an NPC, sure, a fee makes sense. Farming mats, trying to level up crafting, making your own things, etc. should be free. I cannot see a reason or benefit behind the monetary aspect.
cptsaveaho
@cptsaveaho
Best posts made by cptsaveaho
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RE: Paying gold to craft in our own workshops is not enjoyable.
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Paying gold to craft in our own workshops is not enjoyable.
Pretty early on it was learned that it will cost gold to craft in our private workshops. This was a BIG disappointment for me and everyone I am playing with. It takes so long to gather and refine what is needed in the first place that spending time farming the gold to craft it makes it a very large chore. This causes a few problems:
- Smaller groups and guilds are not able to get crafting to a sustainable point and are left with a much larger workload per person than a big zergy guild. Example: crafting a fire staff costs gems that need to be refined for gold. These gems are not guaranteed farmable or dropped. They aren't "rare," but they are a time consuming resource we cannot control. So many gems are needed to craft the staves that, conservatively, it costs 2600 gold to craft them if you get 4 fine gems. This multiplied by the experience to level them up feels like a daunting task.
If later on the gold cost and time becomes more trivial, why does it even exist? Why is there such a huge bar to reach that point? Why is it only punishing newer, less experienced player?
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If someone's answer is to "just use the auction house to buy what you need," I have something to say about that, too. It is often suggested when you need something to go to the auction house. If I want these items, they may be readily available. This is great in a pinch, but I feel should only be really required for rare resources, or shortcuts. I.E. I can play long enough to farm gold, but not refine the resources and I have to choose how to spend my limited daily time. Solely using the auction house or suggesting this as an alternative misses the point. A huge part of the game is cut out of the equation. I don't need a forge and smeltery, I need a chest to store my gold and I never use the crafting system.
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I will keep this as the last one because it is getting long-winded. Gold for heroic and valiant rewards needs to be eliminated or greatly increased. This lottery of 70 gold or 5k+ gold (if you get an orb) feels awful. Not only do we not feel rewarded, it feels like we are cheated by RNG. They are pretty infrequent, mostly due to the limited time I have to play. On top of that, when I get one, I feel a great disappointment when I get the gold "reward." If it is going to be a lottery system, the rewards must be balanced, or we need some control over what we get. Do you need gold? choose the gold reward and earn 1k - 3k at random. Need an Orb? Choose the orb option and have a chance at receiving a full orb of a random class. There could be a sub reward that gives an "orb piece" or something like that. 10 of those failed orb attempts and you can trade or craft them into a random orb. Even the worst gatcha systems understand this principle.
I hope others understand where I am coming from and can relate to this post. I really want to give meaningful feedback and I am not just trying to make the game easier. The items listed above truly suck the fun out of the game and are a reason I feel a lot of people aren't sticking around and telling other gamers to join.
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Character Stat Cooldown is too long to enjoy multiple facets of the game.
I have recently joined the game and after learning a bit more about the way skills work, I "fine-tuned" my character stats. Well, I ultimately decided after that, I would use my current build to learn new skills before switching to a build requiring different stats. I was quickly informed by the game that I would have to wait a full 7 DAYS to change my stats again. It really put a damper on my will to play, knowing I cannot adjust my character I have put many hours into in a "classless" system. I cannot adjust to suit a party, I cannot enjoy the new skills that took hours to learn and obtain, and I cannot effectively play with the freedom the game advertises.
I decided to make a new character to try out the other build I wanted. It was grueling to have to learn the same skills over again. One skill requiring me to kill 200 Komodo dragons, for example, after I had already gained knowledge of it. I understand it is different characters, but a knowledge sharing or family system would be nice. This would also prevent grief by players who are shady AF and make a new character to infiltrate a guild. If their family name was attached, they would be known on all characters. They can still have different alignment and personas, but anonymity is only good for griefing.
I would suggest a MUCH lower cooldown on the stat changes. Say, 24 hours, if there needs to be a limit for a good reason. Right now, it feels incredibly restrictive in a game where you are advertising to play however you want. I found out today that I have a 2 character slot limit and would have to spend 25 more dollars to get ONE more slot. then, I would encounter the same issue listed above to find the skills and knowledge for THAT character, too, if I bought it.
My other suggestion would be to have a farmable item that would allow us to change our stats. Like the portal crystals, we would need to go out with our current build to prove we can change it, in a way, by obtaining a resource.
Ultimately, I am enjoying the game less with such a harsh restriction. I know there are weekly patches lined up, which is great. However, if this isn't addressed in a meaningful way, I do not see myself continuing the game. I can see a lot of people reaching this barrier and feeling the burnout I feel as well.
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RE: Paying gold to craft in our own workshops is not enjoyable.
@DarthJafo Yeah, I wish it was more like mortal 2. The more you crafted, the better the quality got. Not a random chance at SLIGHTLY better item. Crafting doesn't feel like it means anything. I am hoping they implement a more granular system, so we can be experts by crafting, not putting gold into nothing.
With limited time to play, I have to choose gold or crafting, for the most part. Either one feels like it ends in nothing in particular.
Latest posts made by cptsaveaho
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RE: Paying gold to craft in our own workshops is not enjoyable.
@Vialli Thank you for the advice. I actually have quite the crafting setup with some guild members. It just feels very superficial to have the gold cost. It is in no way benefitting the item itself. If it is also not an issue later on. Why would it be there. It is just a time block for early gaming and in no way fits in the games system. Crafting with an NPC, sure, a fee makes sense. Farming mats, trying to level up crafting, making your own things, etc. should be free. I cannot see a reason or benefit behind the monetary aspect.
-
RE: Paying gold to craft in our own workshops is not enjoyable.
@DarthJafo Yeah, I wish it was more like mortal 2. The more you crafted, the better the quality got. Not a random chance at SLIGHTLY better item. Crafting doesn't feel like it means anything. I am hoping they implement a more granular system, so we can be experts by crafting, not putting gold into nothing.
With limited time to play, I have to choose gold or crafting, for the most part. Either one feels like it ends in nothing in particular.
-
Paying gold to craft in our own workshops is not enjoyable.
Pretty early on it was learned that it will cost gold to craft in our private workshops. This was a BIG disappointment for me and everyone I am playing with. It takes so long to gather and refine what is needed in the first place that spending time farming the gold to craft it makes it a very large chore. This causes a few problems:
- Smaller groups and guilds are not able to get crafting to a sustainable point and are left with a much larger workload per person than a big zergy guild. Example: crafting a fire staff costs gems that need to be refined for gold. These gems are not guaranteed farmable or dropped. They aren't "rare," but they are a time consuming resource we cannot control. So many gems are needed to craft the staves that, conservatively, it costs 2600 gold to craft them if you get 4 fine gems. This multiplied by the experience to level them up feels like a daunting task.
If later on the gold cost and time becomes more trivial, why does it even exist? Why is there such a huge bar to reach that point? Why is it only punishing newer, less experienced player?
-
If someone's answer is to "just use the auction house to buy what you need," I have something to say about that, too. It is often suggested when you need something to go to the auction house. If I want these items, they may be readily available. This is great in a pinch, but I feel should only be really required for rare resources, or shortcuts. I.E. I can play long enough to farm gold, but not refine the resources and I have to choose how to spend my limited daily time. Solely using the auction house or suggesting this as an alternative misses the point. A huge part of the game is cut out of the equation. I don't need a forge and smeltery, I need a chest to store my gold and I never use the crafting system.
-
I will keep this as the last one because it is getting long-winded. Gold for heroic and valiant rewards needs to be eliminated or greatly increased. This lottery of 70 gold or 5k+ gold (if you get an orb) feels awful. Not only do we not feel rewarded, it feels like we are cheated by RNG. They are pretty infrequent, mostly due to the limited time I have to play. On top of that, when I get one, I feel a great disappointment when I get the gold "reward." If it is going to be a lottery system, the rewards must be balanced, or we need some control over what we get. Do you need gold? choose the gold reward and earn 1k - 3k at random. Need an Orb? Choose the orb option and have a chance at receiving a full orb of a random class. There could be a sub reward that gives an "orb piece" or something like that. 10 of those failed orb attempts and you can trade or craft them into a random orb. Even the worst gatcha systems understand this principle.
I hope others understand where I am coming from and can relate to this post. I really want to give meaningful feedback and I am not just trying to make the game easier. The items listed above truly suck the fun out of the game and are a reason I feel a lot of people aren't sticking around and telling other gamers to join.
-
Character Stat Cooldown is too long to enjoy multiple facets of the game.
I have recently joined the game and after learning a bit more about the way skills work, I "fine-tuned" my character stats. Well, I ultimately decided after that, I would use my current build to learn new skills before switching to a build requiring different stats. I was quickly informed by the game that I would have to wait a full 7 DAYS to change my stats again. It really put a damper on my will to play, knowing I cannot adjust my character I have put many hours into in a "classless" system. I cannot adjust to suit a party, I cannot enjoy the new skills that took hours to learn and obtain, and I cannot effectively play with the freedom the game advertises.
I decided to make a new character to try out the other build I wanted. It was grueling to have to learn the same skills over again. One skill requiring me to kill 200 Komodo dragons, for example, after I had already gained knowledge of it. I understand it is different characters, but a knowledge sharing or family system would be nice. This would also prevent grief by players who are shady AF and make a new character to infiltrate a guild. If their family name was attached, they would be known on all characters. They can still have different alignment and personas, but anonymity is only good for griefing.
I would suggest a MUCH lower cooldown on the stat changes. Say, 24 hours, if there needs to be a limit for a good reason. Right now, it feels incredibly restrictive in a game where you are advertising to play however you want. I found out today that I have a 2 character slot limit and would have to spend 25 more dollars to get ONE more slot. then, I would encounter the same issue listed above to find the skills and knowledge for THAT character, too, if I bought it.
My other suggestion would be to have a farmable item that would allow us to change our stats. Like the portal crystals, we would need to go out with our current build to prove we can change it, in a way, by obtaining a resource.
Ultimately, I am enjoying the game less with such a harsh restriction. I know there are weekly patches lined up, which is great. However, if this isn't addressed in a meaningful way, I do not see myself continuing the game. I can see a lot of people reaching this barrier and feeling the burnout I feel as well.