Author Topic: Two strong suggestions for Alpha testing era  (Read 11051 times)

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Offline isolde

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Two strong suggestions for Alpha testing era
« on: April 24, 2009, 10:06:55 AM »
As the heading suggests, I think there are some aspects of the game that will remain unexplored unless we some of the IO team ideas are implemented soon.
1. Reduction in the required points for crafting - right now I doubt that even 5% of the players are specializing in their craft because :
A - it takes too much time to craft 100 skins, ingots, jewels, etc.
B - I think it most guilds there is not a clearly set guild structure (for example one fighter specializing in killing only animals to provide tanner with skins)
C - Its not worth it to craft if you can find way better items by fighting
D - You need to have a good guild in which people understand the importance of crafters so they will provide you with resources without you giving them good items at first
E - I believe the majority of people just like to fight and kill and fewer will chose the more peaceful way

Therefore, I sincerely hope crafters receive some stimulation soon, I have heard of many people changing their profession and not excersizing their craft at all and it will be a shame to neglect this aspect of the game because of disbalance

2. Implementation of the resource market - I think that will also encourage crafting, right now many jewellers for example are frustrated because they cant find stones, or people wont craft them ingots, with resource exchange I think definitely things would be more favorable for those who can not obtain a particular resource and need it for their craft...

Oton

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Re: Two strong suggestions for Alpha testing era
« Reply #1 on: April 24, 2009, 10:21:45 AM »
As the heading suggests, I think there are some aspects of the game that will remain unexplored unless we some of the IO team ideas are implemented soon.
1. Reduction in the required points for crafting - right now I doubt that even 5% of the players are specializing in their craft because :
A - it takes too much time to craft 100 skins, ingots, jewels, etc.
B - I think it most guilds there is not a clearly set guild structure (for example one fighter specializing in killing only animals to provide tanner with skins)
C - Its not worth it to craft if you can find way better items by fighting
D - You need to have a good guild in which people understand the importance of crafters so they will provide you with resources without you giving them good items at first
E - I believe the majority of people just like to fight and kill and fewer will chose the more peaceful way

Therefore, I sincerely hope crafters receive some stimulation soon, I have heard of many people changing their profession and not excersizing their craft at all and it will be a shame to neglect this aspect of the game because of disbalance

2. Implementation of the resource market - I think that will also encourage crafting, right now many jewellers for example are frustrated because they cant find stones, or people wont craft them ingots, with resource exchange I think definitely things would be more favorable for those who can not obtain a particular resource and need it for their craft...
1. Yes, we will do it. We are currently working on making 5 crafted materials to require 1 AP. Ergo -> you will be able to process 10 hides into 5 leather with 1 AP, for example.
A - It won't take too much time.
B - This is entirely up to the guild members. Sort out your priorities by yourself.
C - It will be, if you have 5000 people playing and wanting to equip themselves, instead of 30 people, testing the game. There will be a market for everything you craft. Besides, as you increase your crafting mastery, you will be able to get a chance to craft rare, legendary and epic items. And one more thing - there are recipes that will only drop as loot from monsters, you will not find them in the shops. And they will be lucrative enough for every crafter to possess them.
D - Again, this is entirely up to people who organize and participate in guilds.
E - The majority of people now, here, at the alpha, just want to explore lands and reach higher levels, to see where they can possibly go. Again, I say, with full, 5000 members' realm, there will be plenty enough people who will choose to either fight or to craft.

The crafting aspect of the game is not neglected as all. It simply is not fully developed.

2. There will be resources sold and bought on the market. And, by default, the jeweler's profession is the most lucrative and most rewarding one - in terms of money, items and crafting points. If we make the stones to be both mined and processed by the jeweler, we will, then brake the balance, not now. For example, there is a jeweler in my guild who is already at the doorstep of Tier 2 crafting mastery. He managed to craft rings for all the guild members and even sold several of them for quite a good money. So it's quite achievable, if you put your mind into it and if you have good team.
 

Offline IrishFairy

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Re: Two strong suggestions for Alpha testing era
« Reply #2 on: April 24, 2009, 12:34:04 PM »
I don't have problems with Light Hides in the Guild. And if I need cooper ingots or crafted Oak, I am getting it. The only one big problem is AP spent for each Light Hide. If not this, I could reach Tier 2 in crafting long ago. And now half of my time I am working in the Tavern and waiting AP...