Azoth Improvements - Increase cap, passive autorefill, bottling azoth!

Reread what you suggested, because alot of it comes down to “please remove it”.
It is something you should think about how to use it, but passive regeneration or increasing the limit are close to making it available without much thought.

While I agree with @dezet in that some of your suggestions might be a little excessive, I do love the idea of bottling Azoth.

I think that a good compromise would be that bottling it requires spending quite a bit more than you actually put in the bottle. For example, making a 50 Azoth bottle might require 100 Azoth.

It would be expensive, yes, but it would be a good solution to the occasional problem of getting in on a portal zerg while already at or near the cap. Feels a bit bad to know that Azoth is simply vaporizing past the cap while you’re doing portals for gear.

To keep people from flooding the market with bottles too much, maybe there could be a limit on the number of bottles you can make per day. Maybe 3 or 4 of them.

That way you can’t just constantly dump bottles into the trading post, but you’ve got a way to store a bit of Azoth if there happens to be a zerg call while you’re near cap.

When people need azoth the most it’s when they are tradeskilling. This cannot be controlled do to the settlement tier system.

This means that azoth cost are highly inflated due to Encumbrance as often you are moving high volume materials for crafting.

This very system downgrades the value of homes as a town can go from a refining town to a crafting town over night when the governor decides the maintenance cost are too much or not enough revenue.

Sure there are people with excessive azoth… The corruption node zergers. But not everyone enjoys that and prefers to not spend 2 hours a day on Zerg runs

Bottling azoth is already in the game so adding a recipe doesn’t seem to hard.

The issue still prevails that azoth porting can get in the 200 300 coat range very quickly

1 Like

I’m onside with a notion of bottling azoth periodically or doing it via some conversion givne that it’s a component of crafting late in game.

The rest, I’m take it or leave it on.

I love all of those ideas. And I also particularly like how you suggested that we work to increase our Azoth cap (through quests, dungeons, raising skills etc) instead of just asking for AGS to give us a higher cap for free.

The implementation of your suggestion would add even more purpose behind tackling the content that’s available in the game. Giving purpose and/or additional rewards (in the form of different things, like an increased Azoth cap, and not just increasing item/gold/XP rewards) to existing content is extremely wise and welcome design.

Not at all, I don’t want it removed hence why I never said anything like “remove it” or “get rid of it”.

I just like a lot of people want it increase the only difference is I feel people should have to work towards an increased cap rather than given it for free.

That could be a good solution too, I chose to go down the route of only being able to get the bottles from end game dungeons (and make them a rare drop) because currently hardly any level 60 does the Genesis or Lazarus expeditions as they have no real value.

This stops people from flooding the market, it makes people have to work hard to getting the bottles & as such bottling their Azoth for sale.

It happens in many other situations other than that, the issue you have there is more of a town crafting issue than an Azoth issue.

You get a lot more Azoth just doing level 60 areas or just take part in the wars, invasions… etc and you’ll also get a healthy chunk of Azoth

If people want to do Zerg corruptions, they can. That’s their choice of gameplay and doesn’t really affects my suggestion because they’d still have to go and do some end game dungeons in order to get a bottle drop.

I’m not too sure yet if it would be better or not to get a bottle every time you complete one of these dungeons because obviously you don’t want the market to be flooded with bottles but you don’t want them to be too rare that no one tries to get them.

The same goes to your suggestion here of making it a recipe, not everyone likes leveling up trade skills to be able to craft the recipe that you are suggesting.

It’s a major problem in this game of quests being pointless, the rewards for completing all side quests are not strong enough and there are faster ways of leveling so the quests get neglected + quests in this game are very very boring and annoying.

The same solution for increasing the Azoth cap could be applied to the gold cap and even potentially inventory/storage size.

A cap of 500,000 gold is going to start affecting people. Just look at Diablo II who had a gold cap (though gold was kinda worthless in that game) you’d get an increase in gold cap per level up which was a neat little system. Doing the same in this game isn’t really possible but you could do it through the methods I pointed out.

1 Like

+1 all the way, man. I only do (all of) the quests because I’m a completionist and that’s a personal mission. If that wasn’t the case I certainly wouldn’t care about them. The rewards are most of the time an item which I already outclass by the time I receive them, so I normally trash them straight away.

My suggestion:

  1. Increase the Azoth cap by 100 every 10 levels, starting at level 20 (total 500 at 60.)
  2. Increase the Azoth cap by 100 for any trade skill at 200 (gathering, refining or crafting), up to 5 times (total of up to 500).
  3. Increase the Azoth cap by 500 after you have found all fast travel shrines.

Eventual total would be 2,500, assuming all conditions are met.

Problem with that is the Azoth increase per every 10 levels is too easy to achieve, likewise the 500 for travel shrines way too easy.

The way I listed them out you have to work for them, got to make it a challenge not something easy.

It’s a load of frilly, girl’s pants. A really stupid mechanic that needs to be looked at asap.

I’ve no Azoth and no way of getting it apart from faming mobs or portals. WT-actual-F?

Who came up with this restrictive & idotic idea? At least let people sell their excess to people who need it, like crafters who are moving mats around and me who is trying to level and needs to keep heading back to other towns.

I’m on a server that was overrun with a very well coordinated zerg group of companies after server transfer went live, and it turned the map almost entirely for that faction. Without going into details, I refuse to join their faction (this in itself is not a good solution) or to buy houses to give them property taxes.

So for instance, fast traveling from weaver’s fen to windsward with near empty bags costs ~200 azoth, or 20% of the limit. That’s too much IMO.

I like the idea of being able to bottle azoth as crafting (maybe in Arcana?). We have something similar for repair parts already.

You could make it a craftable

  • Killing monsters
  • Farming portals
  • Taking part in wars
  • Taking part in invasions
  • Mining ores/trees… etc (As long as you have a perk that gives you Azoth)
  • Opening bottles that you’ve got while leveling/killing/farming
  • Buying bottles from the market

That’s quite a few ways, I believe the changes I proposed are fair, rewarding, encourage you to do all your dungeons/quests/trade skills and would solve most peoples issues with Azoth.

The solutions I provided should fix that issue for you because chances are you would end up with 2000~ Azoth if these changes were brought in and I’m sure you can increase your cap fairly easily.

That’s double the Azoth… think of it the other way around that’s essentially the same as halving the cost of travel in your case which would make a big difference for you.

This azoth system is awful like it is, I can’t take 60 azoth for one big portal and 250 azoth for a single transfer!!!
The only thing we need is unlimited azoth so I can farm portal only when needed!
In this way it’s also impossible to help friends around the world when needed!

+1

Although they have greatly improved communications with the devs blog, I think it is a bit underwhelming that we don’t have any reply from the devs regarding the travel system/Azoth. It seems that a lot of people are making propositions and offering constructive feedbacks.

A simple and, I think, not so game breaking solution would be to account for the size of your bags and to take in consideration a % of total bags occupation rather than the raw value of the weight you carry.

For exemple if you have 20/200 weight or 200/2000, it should be the same amount of azoth taken in consideration for the travel cost (and of course then you add the other factors like territory control, distance etc…).

This has been suggested quite a few times already on reddit and I guess here.

Maybe it isn’t feasable, and maybe for a a good reason, but it is hard to know without any answer regarding the travel system in general.

What should happen is, change the amount of azoth we can store, as only 1000 is little, and more than teleports are too expensive depending on the location you are in, example would be leaving First Light to Brightwood, you would spend at least 315 of azoth, round trip would be spent 630 of azoth, forcing the player to spend more time stuck in the game.

It should be removed or at least increased to the point of no concern. Traveling in any game should not be a hindrance to the enjoyment of the game. When creating a game you should look at features as “Does this add or take away from the experience” there is quite literally is no other guideline to take with game creation if you want your game to be good. And running/walking simulators aren’t fun and never have been. Features that add tedium to a game for the soul purpose of slowing players down means the game is made wrong. If you want players to take longer to do something, you need more challenge and more content, it’s that simple. You don’t create a skeleton of a game and then realize after there isn’t much to it and just make everything tediously grindy. Azoth imo shouldn’t even be involved with fast traveling. It should only be used for crafting and nothing else. Tell me exactly what part of the game is hindered by fast traveling? Nothing. You can sell from any town and buy from any town. If you need to craft in a town that has a T5 crafting thing in it, you’re going to craft there no matter what, the high azoth cap doesn’t make you say “Well maybe I’ll just wait for them to upgrade this town to work on my crafting” Nope, you just run over to the town and waste another 30 minutes because you don’t have 400 azoth to spend on fast travel.

“But it makes it where people can easily get somewhere to back up friends in PVP” It already does that, making fast travel free will do nothing to change that in anyway. They don’t have to have mounts, but you do still need to be able to get around quickly. If they want things to take longer then they need to make them more challenging, it’s that simple. And if people don’t want to do a challenge because it’s not worth it then they need to figure out how to make what you get from a challenge actually rewarding. There’s plenty of games, and years and years of game history to show these things are completely possible to do. Azoth cap is fine if they want to make it only used in crafting otherwise it should be removed, so people can at least gather azoth up over time from invasions, wars, opr, elites, and corruption to use at their leisure. Currently the feature does nothing to add to the game and everything to take away from it.

If devs are worried unlimited fast travel will take away from you seeing something cool, well there isn’t much unique cool things to see unless you’re looking for all those notes and most of the time if you gather for a trade, you’re going to see places. And on top of that the easiest way to get around that is simply adding mounts to the game, and keeping fast travel as a high cost. Either way players need a faster way to get to and from a point without suddenly not having enough to do so when their friends need them to come some place to do something. Right now at my lowest weight its 200 azoth per travel on my server. That means I can do it 5 times after maxing and I’m out of azoth, sorry but that’s not enough, especially when storage is separated the way it is.

1 Like

I agree 100% Azoth be removed, or used to speed up the time you have to wait for your Inn to reset. Traveling to other places should not be an issue especially when no mounts are offered. All games have a discovery feature for uncharted territory but after that teleporting should become routine.

I don’t really agree with “Passively refilling Azoth” but “Increasing the Azoth cap through rewards” and “Bottling Azoth” really sound like great ideas.

I do hope the Devs check out this post :+1:

+1

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.