new world lifer who has nothing better to do than play an already grindy game…
sweet maybe value you time and find something more to value than bits and bytes in non rewarding game after you hit 60…
new world lifer who has nothing better to do than play an already grindy game…
sweet maybe value you time and find something more to value than bits and bytes in non rewarding game after you hit 60…
No.
Various reasons.
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.
It’s a good change. Be happy.
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.
pve should be easy, pvp should not
I think he’s being extremely dramatic. I highly doubt anyone would pay 3k for a cooldown.
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)
This is the most nonsensical complaint so far … and that’s saying a lot
Make your money differently
Adapt or die
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.
I am smelting level 200 Aptitude lvl 80.
Funny I can’t get my skinning to Aptitude lvl 1
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.
You will notice Ironwood has done the same.
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.
The only people, such as yourself, that are complaining, are farmers and gold sellers. You do not need to make gold, remember that.
The chest drop rates are fine.
Rather than attacking the OP for making a hyperbolic statement such as “destroying the game” we should attempt to look at the facts and draw a reasonable conclusion.
This may not be the case for every server, but on my server (ohonoo) the price of most legendary materials are now roughly the same as or lower than the price of their respective Tier 5 primary resources.
For example:
Orichalcum Ingot - $19.86
Cinnabar - $17.98
Tolvium - $ 19.95
Ironwood Planks - $14.99
Barbvine - $7.19
Wildwood - $8.63
Keep in mind that the legendary resources are not only used in the crafting recipes for Asmodeum, Glittering Ebony and the like but can also be used when crafting in order to increase the resulting gear score of an item.
Logic would dictate that the developers intended these legendary resources to be harder to come by than the base resource from which they are derived, as such they should cost more than the aforementioned resources.
As a result, crafters such as myself are opting to use the likes of cinnabar and tolvium rather than orichalcum ingots as a primary resource because it costs less and results in a higher gear score.
Something is clearly not working as intended.
Where I disagree with the OP is that, although the cause for the increase in supply and drop in price was a direct result of the aptitude caches, the solution isn’t necessarily to nerf the aptitude cache.
Personally, I think the real issue is the availability, or lack thereof, tier 5 resources. As it stands, the number of Tier 5 resources on the map is quite limited. A simple solution would be to either add more nodes throughout the map and/or increase the yield from gathering said resources. The result would be an increase in the supply of Tier 5 resources and this should decrease their price.
The goal should not only be to ensure that these legendary resources aren’t prohibitively expensive but also to balance them such that they are more expensive than the base Tier 5 resources.