I give up on crafting

Assuming people in this thread are gamers that enjoy crafting systems, and have played many games with crafting systems. Ask yourself this, when you craft in New World, are you actually getting the warm feeling of working towards what you want with results you expect, or does it lack all the good feelings associated with other crafting systems, and just feels like a chore you get nothing out of, and are just glad the leveling is over with?

I have crafted in a lot of games, but this feels like I want to build a table… damn, it’s a lamp wtf. Oddly enough, that example is bad because furnishings and alchemy are the only crafts where you actually get what you expected.

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I have crafted my

Post before the morning whiskey not after. Sláinte !

lol, look at him. He doesnt wants bises for free.

And whats that change? Are you trying compare some bugs with crafting system(which, btw, is too easy)? Its not an argument, its stupid, nothing more.

Lol that was a pocket post

My point is that imo, you shouldn’t be chastising anyone for complaining about a system that isn’t easy (it cant be “too easy” or hard. it’s RNG) while also complaining about a “bug” (you dont actually know if it is or not) that probably less than 1% of anyone playing actually cares about.

Congratulations, you start to understand what RNG is. And yes, maximizing the chance of getting LEGENDARY from crafts is TOO EASY. Like subdriver said^. Its mmo, not shooter nor adventure game.

How can something what is listed as a known bug is not a bug? Again, pointless argument, actually its not even one. Its morly poor attemp to get it more personally, but i dont have 12y. If you dont see the diffrence, we have nothing to talk about.

This is exactly why I am not a crafter and just buy the gear (if there are some I need that are better than mutation/named items).

if you want to fix the crafting loop the devs need to address the core issue no gear sink.

the only way this works is on the pvp side since PvE side is non starter for something like this.

but the triangle is pvpers-crafters-gatherers.

first thing is fixed costs, mods for pvp need to be sold in faction vendor for salt and tokens and create a floor price.

next material crafts for pvp slotted perks should have a lower mat cost or conversely PvE crafts should have higher mat costs to keep PvE dropped gear in balance w potential crafted gear.

now you have a loop where creating pvp gear is lower fixed costs on mods and variable costs of the raw materials which the gatherers supply.

so where is the sink?

simple all those 2 perkers that don’t roll legendary and dead 3rd perk gear add a RNG reroll system w chance for item to break.

with this pair it w a less RNG perk bucket for crafters so they can pump gear more consistently.

now you have a loop where the PvPer is involved in the RNG process that isn’t too punitive but gives value to otherwise dead crafts while creating a material sink that keeps materials in demand which becomes the supply/demand curve while important items like armor/weapon mods and stat mods have a fixed floor due to the faction vendor keeping a steady supply that isn’t RNG based on chest farms.

this keeps PvE gear completely untainted and allows pve gear to come from dungeon running it very low expensive rolls from crafters.

long term this works because pvp metas evolve and change and as such there is room for crafters keep long term work.

wo a material sink the devs have no choice but keep this garbage RNG slot system that frankly only the crafter share in the burden for which is bullshit.

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Ah yes, maximizing the chances from almost impossible to slim IS easy.

keep that nonsense contained to Pve gearing and it’s perfectly acceptable viewpoint.

pvp gearing should be quick and accessible otherwise it isn’t pvp it’s just longest active participant trophy nonsense.

pvp outcomes should be dictated by best skill not best gear even in MMO. the rpg part comes from who builds a more efficient killing machine in terms of stat allocations and player mechanic execution.

gear should never be relevant to the discussion of pvp full stop.

gear crutching is precisely why pvp in mmos stay relatively niche they aren’t attractive to actual pvpers just I wanna win for playing more types who aren’t actually good at the player vs player part.

Today I’ve rolled 14 hatchets with Golden Scarab. Only 2 legendaries, both with terrible 3rd perks. 12 epic. I’ve done it with max azoth and everything. I hate NW’s crafting system.

That is exactly what happened to this game. You have to see that right? The people with dupes and WW/EF ownership bought everything BIS from day one, have top gear on every server, and 98% of the player base left within 2-3 months. The system in place caused this. More and more people are waking up to the crafting scam and quitting crafting. Sooner or later there will be no crafters left. Then we will see the game hit 8-10k which will 90% just be harvesting bots.

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I think this is a good point. BIS right now is mostly reserved for people who exploited, used RMT, or were lucky enough to own WW/EF early on.

For most of the player base, BIS or near-BIS is unobtainable and it’s extremely frustrating.

As an example, I wanted to craft a ring to replace the Heart of Maghebal that got nerfed, and to do a golden scarab craft it will cost me over 21k in resources. I play every day and I only have around 60k in my bank. I could sell those resources for a guaranteed 21k, or I can craft the ring that most likely won’t be legendary so it’s no better than a 1k ring on the TP, or it DOES hit 600 but with a useless 3rd stat that’s no better than a 1k ring on the TP.

THIS IS WHY CRAFTING SUCKS

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Some good ideas in this post.

I’d just like to add that AGS severely undercut the need for crafters and their ability to contribute to the economy by implementing Named Items which allow players to easily acquire very good legendary gear for no cost.

The result is that players are no longer willing to buy purple two perk armor and weapons that are considered “failed attempts” at crafting legendary items. Before the introduction of Named Items, these epic 2 perk items would sell regularly on the market and for a decent price allowing crafters to “subsidize” the cost of crafting legendary armor and weapons.

One of the unintended consequences of epic items no longer selling is that now crafters must get back the total cost of all the failed attempts when selling the legendary items which drives the selling price of those legendary items much higher than they would have sold for before.

For example: if an item cost 5k to craft and takes 6 attempts on average to get a legendary that’s 30k total for 5 epics and 1 legendary item. If the crafter can sell the 5 epics for say 3k - which gives the buyer of said items a great discount, then the crafter makes back 15k of the 30k cost which allows them to sell the legendary for, say 20k and still make 5k profit in the process. Now that the crafter can no longer sell the epic items they have no choice but to sell the legendary item for 35k in order to make the same profit.

And that’s not to mention the fact that most legendary items don’t sell because even they aren’t nearly as good as the Named Items which further increases the cost of crafted legendary items. While AGS may have placated the crying masses by giving them easy access to legendary gear, the end result is that the only upgrades to Named Items worth buying are BiS crafted items which now cost more gold than most people can ever hope to acquire without resorting to RMT.

And while there are options available to AGS such as the addition of Golden Scarabs to allow crafters to compete with open world drops and Named Items - it feels like these are bandaid solutions to an underlying problem rooted in the foundation of the games design.

To the original poster, Crafting should always be done in batches of 3. If you have the mats do atleast 5,7,10 . Your chances of getting a legendary craft is higher. This system is basically how AGS dice roll works. You can test the similar method using refining. Where a 10 daily craft with a 10% guaranteed double will always give u an additional craft 10 → 11
While crafting it one by one till your daily 10 limit will not guarantee you get 10 → 11 (Or Higher)

All seasoned crafters generally dont craft 1 by 1 to get BIS or legends.

Also AGS has a hidden metric where the more crafts that are not legend will increase your probability to get legend in your next craft. I wish u the best in your crafting endeavours as you can see most posts that have legends always have crafts that are 3 or higher in a single go.

You are almost 80% guaranteed to get a legend if u do a multiple of 10 crafts.

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Why you wasting golden scarabs on hatchet rolls?

Just use frozen shard patterns from winter event with attunement forced and stop wasting gold.

The perk bucket for them is very favourable.

1 person I know made 550k profit on 19 greatsword rolls yesterday, because they got 2 good rolls.

It’s because, besides the attunement, I also want T Strikes for 300 str build or Enchanted for some mixed str/dex build. But, after 14 hatchets, I guess I’ll go with your suggestion.

said it before and ill say it again the REQUIREMENT that crafters need to obtain the 595-600 range takes a lot and we all know. Trophies/Gear/food/town buffs/ and time gated materials, and everyone knows, technically with the set-up we could obtain 595-620. Why not just uncap the gifted crafters to help out this profession and make it feel good.

Allows crafters to go from a 20% legenday chance to around 75-80 (NOT ALL LEGENDARIES ARE BIS)

this provides highed GS crafted gear which also serves as a purpose to increase what gear sells for cause you wouldn’t need as many shards to level it. would also be a good catch up mechanic for some people. even if its not the full 620 end cap we should be atleast 595-610. make the crafters feel rewarded even if all the legendaries come out awful its still way better than rolling 15-20 pieces and only seeing a couple legendaries

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