This is a separate problem though. And this certainly is the real problem if you ask me. But one which I do feel as if AGS is slowly trying to resolve.
With 1.1 for example we saw some changes in the Arcana recipes. Crafting health pots now goes in two steps, and with that do generate pretty decent experience as well. In addition to it being consumables, they sell quite well.
Furnishing also isn’t in too bad of a state if you ask me. Especially storage chests can sell at a pretty decent profit. But also other housing pieces do tend to sell, at least on my server.
Weaponsmithing and armorsmithing on the other hand have very little to go for them, especially in the leveling process. Armorsmithing at least has bags, but you can’t really level on those alone. Beyond that, it’s definitely just trashing for repair parts for repair kits.
The abundance of gear drops via non crafting methods remains a big obvious problem here. That in combination with the total lack of control of outcome of crafts. Yes, we can slightly determine what sort of piece we’ll get. But that’s just about it. To actually get a desirable item, you can be making the same thing like 20 - 50 times easily whilst praying to the RNG gods.
It’s just a way to keep every material in the game usefull. And you probably don’t even really care about how the refining proces is done you just want it to be easyer
You’re right. They could have made their changes without increasing the amount of XP needed to level up. But no…AGS loves time gating every aspect of the game.
i think they did the right thing, but they went half way with it. i whole heartedly believe that your current gear should be what levels you the most and thats what they did. but it doesnt reward you enough still.
it definitively is faster/better to craft your current tier but like as an example. the starmetal item i made for armoring went from ~2k xp to ~5k xp. so already not a major jump in xp and if i remember right they raised xp needed anyways. so its not better in a way.
The problem is with the scarcity of the materials and the fact that the materials overlap into virtually every trade. Starmetal/Orichalcum are used heavily in Armor/Weapons/Engineering. Wyrd/Ironwood is used heavily in Engineering/Arcana/Furnishing.
Literally everyone needs Tier IV and Tier V resources. Finding those nodes uncamped by bots is practically impossible.
The pyramid is also inverted, it should take way less Orichalcum ingots to make a “sword” than iron ingots.
The entire system seems to have been designed to be as painful as possible. Then made more painful last month. Next month it will not be financially viable.
yeah its so bad. i honestly cant think of a game where they have this much of ‘exponential crafting’ besides a minecraft mod i use. at first it made sense with iron to steel, because thats how steel is made. but then it kept going with everything…
and then it applied to every material. i was hoping that mature would could be used to make more timber than green wood. but nope. clearly mature wood is an entirely different specimen.
I know this sounds like a snarky response, that is not the intent. It is a serious point. People think that they have to be 200 in everything. Why? Is there something in that profession that YOU want that is BOP? Why not just focus on the ones that you want.
Farming the materials is not as hard as you think. Sure, it may not be that you sit down on a Saturday and by Sunday you are 200 in that profession. But it is quite doable. Get proficiency potions. Get the ‘gathering speed’ perk in towns. You will see the yields that you get per hit increase dramatically. You will no longer worry that there are contested nodes as much as OMG . . . I am encumbered again!
Wyrdwood spear crafting XP = 3192
OP crafted 150 spears → 3192xp * 150 = 478 800 xp
OP says he is engineering level 130 and barely broke 1.5 levels for crafting said spears.
According to NWDB leveling engineering from 130 to 132 requires 49 896 xp (24 696 + 25 200).
Leveling it from 130 for one and a half levels requires 37 296 xp (24 696 + 25 200/2).
OP did not craft 150 spears, OP crafted 12* spears (37 296 xp / 3192 xp).
The process of gaining crafting experience in New World is over 10 times faster than OP would have you believe.
He’s lying through his teeth and I think this actually had to be addressed.
I noticed the other day its partly just because the exp curve is now weird in a way that makes certain level periods more painful/seem more painful than others, so I think that adds a psychological factor. I’ve gotten my armoring from the low 100s to the high 150s over the last 2 weeks, and in the low 100s you start out needing, if I remember correctly, around 12-14 gloves or boots of the proper tier per level, and after increasing slowly it jumps rather sharply in either the 130s or 140s to about 25 of those same items per level. Once I hit 150, i noticed it once again took less than 15 gloves/boots of the appropriate tier per level for the first few levels.
The problem is that people that no lifed lvling crafting skills before the patch had it much easier. All they did was punish people that didnt have the time to do it. They should have left it the way it was and changed it if they increased the skill cap. If they did from the start it wouldn’t have been a problem. doing it after so long from launch is the issue.
I’m at 176 engineering and I’m close to quitting it. Yesterday I checked how many ironwood fishing poles I need to make and i got a staggering 345 to get to 600. The fact that they didn’t re-enabled the dog logging for wyrdwood is absolutely bullshit. At this point I think they did it on purpose. Not to mention the expertise system, that will make the possible 600 bow I’m aiming at near to useless.
This game isn’t really geared towards solo crafting all professions to max unless you are a heavy grinder or a pro gold producer or you simply buy gold with rl currency.
It’s geared towards companies who either pool resource into 1-2 crafters to power level them with shared material inputs. OR, which is controversial, companies using generated tax gold from central territories like Everfall/WW/Brightwood, to buy materials from trade post… again to power-level their crafters levels, trophies, expertise clothes… etc… and then they craft weapons for their members. Crafting is also somewhat RNG which means before hitting the wanted perks, one needs to craft a number of sub-par variations of the item. (this is changing apparently with new patch).
Also on many servers some territories are ghost towns as nobody uses them + owner companies don’t even bother upgrading stations, Everfall/WW being most traded places.
The whole design is flawed. It’s supposed to encourage PVP and conflict, but mostly it encourages easiest route to dominion + things like tax abuse, collusion and various usual human manipulation behaviours.
AGS is banking on young players to not notice the red flags (until it starts to directly affect them). The more seasoned players do see these design holes but they are hopeful AGS will adjust and patch aspects.
(** This is subjective opinions of some players) Seems AGS doesn’t have a main design lead for NW, or a strong creative lead + executives don’t care for NW in long term. Seems like executives are ready to jump on another cash burn for something new while minimising costs for NW by downsizing allocated resources – servers + staff.
I’m in the same spot, difference is that I grind all the sandpaper, iron, leather and wyrdwood myself. Omg… it’s taken me over about 1-2 weeks full time grinding to get to level 137. Goal is 150. But the amount of time it takes is just ridiculous.