High tier crafting requires too many low tier materials

it would make more sense needing a high amount of the high ore and only a slight amount of the low ore (if at all) and not the other way around as it is now… needing 3600 low level ores (plus a gazillion other low level things) just to make 1 high lvl item is silly… the high level ore nodes are somewhat “rare”… which if you needed more of those and not just a million low level ores, would drive up the cost (and not make it free as it is now) and the lower levels could still earn some coin selling their ore if they don’t plan to tradeskill themselves and the high levels could farm the high end zones and kill high lvl mobs which would be the most logical thing

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Everyone is saying to buy crafring mats of the TP. Where are you getting the money to buy the items?

It seems they want you to make money by selling on the trading post. Where is the influx of cash allowing people to buy off the trading post what am I missing?

The economy seems screwed up right now.

To show some “flaws” of the system i took the mats of the Dark Sky Axe and wrote the cost on my current server “Albraca” down:

What you see is, that low level materials are way above high level materials.
But the most shocking part are the high end rare materials.
For example to farm Tolvium, you have to farm Orichalcum… So in the long run, orichalcum ore will be even more worthless, because of the low Tolvium droprates. Like all other endgame stuff.

I understand that it is an idea to build a “crafting pyramid” to make low level mats keeping it’s worth, but this is not thought out. When you are a game designer and you know your drop rates etc. of a game. It is just a numbers game to give this at least some balance. (@AmazonGames You can still call me :smiley: )

Now in my opinion the easy but dirty way to fix this is to make it possible to “downgrade” higher tier basic mats like orichalcum ore → starmetal ore → iron ore

I was not expecting to see such a well rounded explainative post here and thought it would just be a bunch of complaining from the rushers who want to “beat the game” in two months and aren’t used to the MMO grinds.

Happy to see I was wrong and thank you for that.

I agree with you on the theory of it, but they still need to change amount to use
OR give us bigger sheds (as well as the amount increase from territory level up),
as you hardly can have just half of the materials needed in a shed
(based on numbers I have seen for high level crafted items resource use).

Territory standing goes to level 400. I’m sure there are PLENTY of options for storage increase. Just takes time and working your preferred zone.

this is about the profession only, there’s alot more messud up things in new world like those repeated skinning quest. 1 boss and hundreds of players waiting to skin it means waiting a whole day for it and then someone new came and skin it, he doesnt need to que but you end up waiting more.

next thing is, there is almost no reason to go into high level areas. expect in quest hubs or towns you hardly will meet someone, i think this an indicaton on a flawed system aswell.

Oh you did it. Now I am pining for that SWG crafting again :frowning:

On my server you can buy iron so fucking cheap, i dont see a reason mining it

So on my server there are more people in high level areas than in mid level areas from 26-46

I had 1 skinning quest in 52 levels and that was at level 15 or so in windsward

100% Agree

It might be based on each server. On Orofena it seems the economy for low level materials is going well and high end is not much.

As for coin, good question. I continue to kill everything, salvage things I don’t need/want, do all the quests I can, do the boards in the Town, Faction stuff … all give coin. I also check the Trader for any set up buy options when I click on an item, no matter the cost (Remember, you can see all the places that are selling something by clicking on the dropdown menu in the upper right of the Trade Post window)

high end items are hard to get now, but it only takes one crafter to use up a whole zone,

right now its easy, but later? as you said people will have to hit nodes for rare mats, which will be expensive,
so, when most of the playerbase is 60, the demand wont be met as easily.

using loot items will signifigantly boost rare occurence, but will players who hit nodes actually be geared/trophied sufficiently? maybe not.

anyhow, to really guage this situation we wont see until later how it shakes out.

the economy is currently still settling.

  1. people should be using repair kits from crafters, who should be making and selling them cheaper than the repair cost for that teir. This is currently destroying a lot of gamer gold

2)monsters drop gold, salvaging loot gives gold (effected by item GS)

3)content gives gold, invasion, dungeons, etc

Not to mention the sheer amount of storage space required just to be able to craft 1 item of gear is beyond rediculous. They need to re work the entire crafting and storage system if you ask me

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We cannot have alts, so low level zones will just be braindead farming and it will certainly be easy but very boring. on a 2000 cap server, there will be no new ‘influx’ of players how will work cheaply for me to get all the borring materials

The actual amount of resources is a separate question and may or may not be a good thing. Perhaps only time will tell. However…

It’s simply insane that higher tier items require MORE resources from the lower tiers than the higher tiers.

Already it leads to ridiculous situations such as the comparative prices on the trading post. The lowest tier raw resources are significantly more expensive on the servers I’ve checked than most of the higher tier resources.

There are two ways I can see that this could be be addressed but something must be done - lower tier resource requirements need to be fixed. Either;

Lower tier resources removed, scaled back or the ratio reversed (most resources needed from highest tier, least from lowest per item).

or:

Add default recipes added automatically through levelling to the refining professions that allow “material downgrade” of the raw resources.

It’s a shame because this game has a great crafting system with probably the most potential I’ve seen since SWG. However this resource requirement issue is one of the most broken things I have seen in any MMO and I’ve seen a lot.

Some possible positive side effects from this system include:

  • Basic mats are more prevailant in more basic zones, helping to keep them (the zones) more relevant throughout the game.
  • The urge to purchase these low-level mats (rather than farm them) is greater, thus raising the prices and providing income opportunities for players at all levels.
  • The system is inclusive at all levels/zones. Higher GS items aren’t made in a vacuum where someone level 60 just camps out in a level 60 area. As is usually the case with this game, it’s trying to push us toward an important server-wide community.

Just food for thought. For these reasons, I think the system is great (other systems could be great too).