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 ābeat the gameā in two months and arenāt used to the MMO grinds.
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).
this is about the profession only, thereās 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.
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 donāt 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.
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)
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
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 āinfluxā 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. Howeverā¦
Itās 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 Iāve 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 āmaterial downgradeā of the raw resources.
Itās a shame because this game has a great crafting system with probably the most potential Iāve seen since SWG. However this resource requirement issue is one of the most broken things I have seen in any MMO and Iāve 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 arenāt made in a vacuum where someone level 60 just camps out in a level 60 area. As is usually the case with this game, itās 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).
All this I can cope with: 23 years of playing MMOās but what irks me most is limited storage space in towns. I am fine with grinding all the trivial materials but there is nowhere to put them dammit.
To prevent misunderstanding I am not talking about personal inventory but bank space. Currently I can carry more on my person then my town bank with two chests in my house.
Point taken. I still side with the status-quo, however. All mats at all levels are necessary, those at high levels (gated by skill and level) are less common and require less, those at lower tiers are more common and require more.
Thereās a balance to be struck, for sure, but right now I know low-level players are hurting for cash, so Iām throwing them a bone by advocating that the mats they have access to be more valuable on the TP.