On my server, asmo CD is being sold 3k. People just need to log in 20 mins a day to sell their all their cool downs for 4K because all mats are now worthless.
Legendary mats are stockpiling so much that people use it instead of oricalculm for basic crafts because there’s too much of them. Can’t make more 600 items because of the refined mats timeshares so people craft tons of 570 stuff with good perks that sell for cheap.
Gathering or PvP flag luck is irrelevant. Mining for legendary mats is no longer rewarding. Might as well mine t1 stone just for exp for caches
Azoth is so abundant you might as well remove it. Azoth farming is dead with purple items 570 flooding the market from people crafting using worthless cinna + smolderhide + barbvine + azoth as their basic reagents
I was able to statistically turn a profit just from buying a shit ton of pure solvent/oil and making gigatons of mahogany stain just to get stacked decks and armorer journals from caches
This patch broke the game more than anything else so far.
Love the aptitude chests and rewards however I do agree they should lower the rewards somewhat. Maybe even add ore as a more common drop and slightly lower the azoth vials.
If they do lower it I hope they do so in small to moderate increments to get the balance right.
Balances the game so people that only play a couple hours a day during peak have a chance, skill becomes more relevant in PVP as a result. Azoth- I no longer hear people crying about being out of Azoth, another win.
You made money from furnishing? If you grinded to get 200 furnishing, why shouldn’t you be able to make money from it?
Gear crafting is RNG enough (even with timeless shards) - having to spend 1-2 hours per day mining just so you can craft your daily 10 Asmodeum is NOT fun!
Under this new system, I can do 30-40 minutes mining and have enough for 2-3 days of Asmodeum CDs. Much better - gives us time to enjoy the game rather than have to gather every evening just to craft daily CDs.
This already has a thread and overall players agree they like the chests, high level mats should be more available and even if you had some nitche market for yourself that’s being affected there are other things you can sell instead. Level 60 is no longer capped and keeps getting rewards for leveling which it should. Also, the overall player base has more access to mats especially casual players that were driven away by the extreme grind of the game that made it hard if you only have a couple hours a day to play.
I agree as a somewhat casual player my self I love the chests, I thought it was very dumb to just hit 200 and then nothing after that… so these aptitude levels are really nice and I am very happy they added them, tho I do think the exp per level is a little insane…
It’s not the rewards that are destroying your server’s economy, it’s the people buying those cooldowns for those prices.
Player driven economy. On my server cd’s go for around 500g.
To much of something is never good for a game, because it creates a feeling of everything being to easy. Some things are supposed to be hard, only for the select few who spend countless hours towards that goal.
It’s like a star wars game, where everyone wants to run around like a Jedi or be a Yoda. It does not work, because there’s only a handful of Jedi and 1 Yoda (not counting baby Yoda).
most of the things you mention here are not signs of bad design, or a bad economy.
rare mats being used instead of basic materials: good design, it sets a decent minimum value. While making the item accessible
people selling their CD for bank: good, why was the renewable resource consuming most of the value of items, as opposed to the daily limited one. Now each player has something of value to sell.
Gathering pvp flag less relevant: good that was a dumb design choice anyway, why is best gatherer a pvp player? the flag is still valuable for drops, and expertise from the luck portion.
Azoth, you get it more easily, and it still sells well. even as it goes down to 30% of its old value, now you get it 5 times as easily. which is a better balance for something that gives like what 5? azoth per bottle?
you were able to profit by crafting supplying an underserved item to the masses? great, maybe the item will reach a new equilibrium and furnishing will serve a purpose.
these changes you mention appear to be actually improving the economy.
NW is still plenty hard and the chests take plenty of time to earn IMO. I’m only doing the harvesting ones but it takes at least 30 min of nothing but speed harvesting to get 1 chest. Even for someone that plays a lot like me I’m ready to be done and move on to something else after 1. Obviously everyone is different and maybe the other aptitudes accrue quicker. I tried cooking and it was just going to take way to many mats and I don’t like to buy stuff just to burn to get a chest.
Obviously buying the mats and mass crafting is faster but then you likely spend more than if you bought the chest contents from the TP.
This exactly, they need to cut the legendary in half and add other ores or materials. I do think it was too rare pre patch as the value of legendaries out weighed the cooldown. Now the CD is worth more than the resources time wise and should stay like that, but it is far too common now.
TL;DR Cut legendary rewards by 1/2 add common resources such as starmetal/orichalcum (x100-150 each per box)