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)
The game should be more concerned with QoL and making the game enjoyable for the masses, not the net profits of the grinder 0.1% player base.
The changes were needed. A lot of the player base left due to the game being too overwhelming and time consuming for basic functions. Players shouldn’t be hitting gold cap just mining asmodeum for the rare drops as easily as they had been. Materials needed to become more available in the market based on how much rng there is in their gear crafting system. Players can spend 100k and not get anywhere near a BiS gear piece.
That isn’t sustainable as a lot of players will quit that system based on the unrewarding time to earn money sink for next gacha gear crafting session being formiddable.
So, If you combine Orichalcum ingots , say like 156 of them. I got 1,681,680 xp. That was half a dial at lvl 70 aptitude. it would probably also give you your first full 6 levels of Aptitude. Yes in one mix. Now, you take all those chest you get per aptitude level. 3 chests. They are loaded with Tolium, Cinnabar, and Bottles of Azoth. I went from 40k lifetime earnings to 140k in 4 days of part time combining ingots. The rewards and ingots sold for plenty to just buy more out of the market and contimually combine.
Oh I disagree, as gatherer I profit from this quite a bit. Not to struggle to use my daily epic mats cds was a source or stress before now I can also focus on different activities.
Epic mats are still rightly behind time gate, which will keep their price from falling too much.
As for azoth - also good change, but I do suspect they will lower the drops after they nerf the traveling cost in January.
Overall this has been positive system but of course AGS can tweak the numbers because of big servers.
You seem to think that people are chain leveling aptitude.
Not the case. And no the economy is just fine, items easier to craft and prices are lower which helps people to craft even more.
If you think any of the above is a negative you probably were used to farm these and sell them for thousands of gold each. If that’s the case I would advice you to change your routine.