A'ight, I'ma Head Out

Yeah the issue is that I don’t know how to hold Right Mouse and totally not the absolutely terrible game design choices that AGS made for the combat system. Get a grip.

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Holding the mouse button is easy.

Timing when to block, and when to dodge is key.

If you can’t learn it, then that’s sad for you.

Dodge away so enemies come to your front… block their attacks, Dodge back and Heavy attack is one tactic.

Go play the game and learn some others.

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Love these “Game’s too hard!” threads

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See you later or not, don’t mind, I still enjoy the game after 250 hours and at level 60.

The XP on crafting is so random and do not provide linear and logical progression. Was released unfinished and unchecked. Not tested at all as many other parts of the game.

Everyone has this moment in a way or another, just not all externalize it and make that feeling public.

Mate, Trust me I have a ton more hours than you in this game. I don’t need any lessons on how to play the game. What I’m talking about is not affected by player skill, I’m simply pointing out a flaw in the overall design. So can we please stop being little keyboard warriors in the forums trying to teach people that are clearly way past the point of learning how to block properly.

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Better gear is the only progress this game has to offer and that’s the biggest downside. Leveling up feels completely uneventful.

I think New World would work way better if the world would scale your level like ESO does. At least until max level. This way you can really approach the game and its mechanics accordingly. But the way it is no, max level is the way to go because you need it for wars, invasions etc. You just get excluded by a huge part of the content if you are not max level.

Additionally, crafting is completely pointless for everything besides max level. Why would I craft gear? It’s expensive, it’s a waste of resources and gear drops are still better than what I craft.

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I never get why people say “Farewell” to strangers on forums when they leave a game…

Yeah, the game has issues. I am not even level 60. I might drop the game in a few days or a few weeks or maybe not. But I most likely will come back after each content patch to re-evaluate. But I will not say “Farewell” each time ;o)

Way too much salt in your post (e.g. “The creators of this game should never be allowed to make another game again”). That’s utter nonsense.

Well, better luck next time dude. There are more games out there waiting for you.

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It’s not easy, it’s incredibly tedious, even by typical mmo crafting standards - even with using low tier recipes to try minimise it (because you have to make so many items to make uo for the low xp per item). The xp gain from higher tier in no way justifies the huge extra mat requirements.
In games where you get no xp for low lvl items, you also stop needing low tier mats and use essentially the same amount of mats but in higher tier - so your overall gathering requirement doesn’t increase exponentially, you simply need to be skilled enough and high enough lvl to be able to farm the mats. This system works for crafting, but doesn’t work for gathering/market because it means the tier 1 becomes obsolete.
I applaud the idea of keeping lower tier relevant, but they have the ratios completely wrong.
3xIron Axe will cost you 36 Iron Ingots (144 Iron Ore) and gain you more xp than a single Starmetal Axe. Yet the Starmetal Axe will cost you:
13 Starmetal Ingots (78 Starmetal Ore)(26 Charcoal, 52 Green Wood)(13 Flux)
26 Steel Ingots (78 Iron Ingots, 312 Iron Ore)(52 Charcoal, 104 Greenwood)(26 Flux)

So gathering wise, 78 Starmetal Ore, 39 flux, 156 Greenwood, 168 Iron Ore MORE resource for ~same xp, and you need that many 100s of times for lvling up. It gets even worse next tier up. This is some serious Korean level f2p grind, even using high tier fluxes only reduces this somewhat.

Removing low tier xp just makes this grind even more ridiculous and mindless, without improving any kind of challenge.

What I am asking for is to improve the game as a whole - because increased xp or reduced tier 1 mats (my preference) has a positive knock on effect as a whole (though simply improving xp has a much less overall impact because economy wise, while you need to make less, the resource issue would not be fixed enough to have the impact below):

Currently high tier mats are worthless because you need a lot less of them than Tier 1, and as players get higher they come across the higher tier stuff naturally, as a result they have a lot more of the resource coming in with little Tier 1. Result is way more resource they can use so it has no value, no one needs to buy it, no one wants to store it in all their banks.
Low tier mats have a strong value because everyone needs them and its hard to get without dedicating time to farming places you are not naturally at.
However, as it stands, a typical crafter cannot actually afford to buy them because the amount needed is so ridiculous that you simply cannot afford to bypass the farming and buy it from players. The only people buying it are those that have finished lvling and only have to buy it in a more reasonable amount (they are only making an item or 2 for use rather than the 100s for lvling). So value is high due to demand, but actual sell rates are low because it just is not sustainably economical to buy it.
Significantly reducing the Tier 1 requirements (my suggestion would be that the Tier 1/2 resource is used in the actual finished product rather than the refining (e.g GAxe requires 13 Starmetal Ingots which are produced without Steel Ingots, cloth, leather and X Steel Ingots), this allows huge customisation to how much is used, easily adjusted to find perfect balance with much less low resource required.
The other resources gain value because the bottleneck is significantly reduced, it also improves the sell rate of tier 1 items because the amount required for creating items is at a more reasonable amount so people can actually afford to bypass some farming while lvling up.

At this point you could consider reducing Tier 1 item xp or slightly boosting the higher tiers (depending on how much resource reduction is done would dictate which option is wisest, though ideally it results in a balance where removing T1 xp is not crippling to crafters)

End result is a less offensive grind, a more sensible xp system (using higher tier gear for lvling) and a healthier economy. And as an added bonus, honest and healthy merchant practice (seriously, the amount of silver we are diluting our Gold in we should be arrested)

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You’re not talking about crafting, you’re talking about refining, all of which types are easy to level up and are a non issue. Mainly because you can just blast through the levels with the lowest common denominator (iron, fibre, rawhide, green wood and stone) without worrying too much about burning reagents. Levels come easy there.

It’s when you need to layer several different things into a star metal recipe for any of the crafting skills that it becomes frustratingly slow to level off of higher tier recipes. It is way more efficient to find the highest exp yield recipe that requires no reagents for refining. This is because your ability to increase the gathered yield and the volume of refined resources increases as you level up, so still progresses. But this benefit is reduced with recipes that require a lot of reagents to refine multiplicative volumes of higher tier raws. The reagents are the primary bottle neck right now (requiring an extraordinary amount of time to harvest compared to anything else in the game) and so too precious to burn into experience points on any large scale.

Your experience does move a lot faster for a smaller number of final combines when you’re pumping in all the layers into higher tier recipes. But you’ve just spent a ton of time layering up a huge volume of tier 1 raw stuff, the volumes of which are several times the capacity of your inventory, into maybe 10 final combines of star metal, wyrdwood and layered leather etc, that move your experience around maybe 1 to 2 levels before finishing and that’s so deflating to see.

I tried both methods. At 104 engineering, I spent a few hours mustering up star metal, huge volumes of iron, wood, lots of aged wood and so on, burnt almost all my stock of reagents (flux and sandpaper mostly) and was able to create about 6 or 7 star metal tools, then about 25 steel tools (I’d got plenty steel left given that it’s just so long to repeatedly layer up to star metal and flux was low). I got maybe 2-3 levels for it. Maybe.

Instead, I just threw all that iron and green wood (not aged wood), along with the extremely abundant feathers, into iron arrows (over 100 total combines) and gained the same 2-3 levels. No reagents used and about 1/3 harvesting time invested. And all I needed to do was pop out to murder some more turkeys for another 300 feathers to burn the remaining iron ingots and timber into another 100 combines to get another 3 levels.

It’s broken.

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You know it would have been easier for you to just say:

“I didn’t read the original post because I’m a belligerent child”.

But I mean hey you do you.

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Same here. Only posting because I hope the game improves so I can come back.

The game seems to be designed around the gathering/crafting systems but at the same time doesn’t appear to have any reason to get involved with them beyond dungeon keys. You still need to do the same gear grind at level 60 and there are no passive benefits to the professions. I believe the game has only lasted this long on hype and people trusting that there is a reason for them working hard at levelling. As soon as they realise there isn’t they are quitting. The issues aren’t bugs or things that will just improve with time, they are fundamental design issues that I don’t trust the developer will get on top of after they have already spent years to get to this stage. It probably doesn’t help that beta testers/streamers painted a very rosy picture of the game prior to release.

I absolutely agree on the stun lock. So often I die from being unable to do anything because I’m being stunned to the point of sitting in my chair and just waiting for death. That’s the bit in all honesty that makes me consider uninstalling the game every day.

The mob spawning timers are trash too. Going up the shattered obelisk and having mobs respawn that fast means lower levels find it almost impossible to progress solo unless they get lucky and follow others.

No thanks.

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I played WoW for over 10 years and I’ve never thought 1 second to share my rage quit on a forum
Let aside all the other games I quite without a notice

Peace out

You should be crafting all the hightier stuff… why ? because you will also be leveling your other professions like smelting weaving ect

Still not more efficient. Refining levels increase easily. You’ll hit max refining level long before anything else.

i disagree

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That refining skills level up faster than crafting?

:rofl:

Refining, though much easier to level, is even worse. Try leveling stone cutting to 100 with gems. Now try it with just stone.

But it’s still much easier to level up. You get tens of thousands of exp for basic combines.

No one ever needs to meta refining progression if they’re also trying to level any crafting skills. Just burn tier 1 stuff and you’ll hit max refining long before you hit max crafting. Your logic is just a mitigation to tell yourself it’s more efficient but it’s flat out not.

Unless you think efficiency is measured by taking longer to do something.

Look, one week ago I’d agree with you. Reagents weren’t a bottleneck and so it was worth the time invested to layer up recipes. Now, you must spend 3x time gathering those every time you do a cycle of anything higher than tier 1.

I agree with what he said. The area of aggro on higher lvl mobs are ridiculous. I visited a cemetary for a quest and shit you not, I stood in one corner of this cemetary while all the mobs ran towards me. Why? Not only that the recommended level on quests are BS. They should put a disclaimer of “if you’re in a group”, cuz if you’re not try 5 lvl higher than mobs, then you might survive.

I personally see crafting as a long term goal and am not really upset it takes so much time and resources. “Everybody” seems to have the need to max ALL skills asap because they technically can. In other games there are people who specialize in blacksmithing or rune carving or whatnot. In this game people think they have to do all / be all at once asap. That’s one way to burn out quickly, yeah.

I like the way a certain other game (not WoW) does it: You can only master few professions and become kinda decent in a couple more. This incentivizes social trading as well.