High tier crafting requires too many low tier materials

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).

All of these points make sense and support the theory of including lower tier resources in higher tier items.

However I don’t think any of these supports the idea of requiring MORE lower tier resources than higher tier ones.

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All this I can cope with: 23 years of playing MMO’s 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.

:neutral_face:

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.

There’s a balance to be struck, for sure, but right now I know low-level players are hurting for cash, so I’m throwing them a bone by advocating that the mats they have access to be more valuable on the TP.

Right now the main / easiest source of gold is completing quests. Low level players, or at least the majority of them, will be completing plenty of quests. High level players will at some point run out of quests. I think it’s actually the higher level players that are hurting for cash.

Certainly for me I have had no gold issues through the low levels even having enough to ‘waste’ some on trading post purchases, faction purchases etc.

It shouldn’t cost gold when crafting items. The crafting items are used to make the item
not gold.
Players craft items to make gold by selling in the trading post, if the item costs that much gold
to craft then the item would need to be sold at monster prices to make a profit.

I read this in the other economy post, that higher levels have less cash (Dev post). In the end, you may be right that fewer low-end mats should be required (though I’m not advocating for it). But for now, I think it’s low priority.

To admit a bias, I just don’t sympathize with folks that rushed to 60 and “ran out” of quests. They played 12 hours a day to get there, they can probably afford to spend a few hours farming hemp to craft an end-game legendary. I think being 60 right now in the game provides some short-lived advantages (can probably craft gear few else can, have access to all mats, can actually get selected for wars/invasions, etc.).

But I think I’m getting too off topic. Maybe we can agree to disagree. You brought up some good points… thanks for the discussion.