TL;DR Rant to AGS

This hits home.

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We dont always agree but I can tell you are old school gaming like I am and have the same theory craft type mind.

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The developers are talking about the leveling process and ‘Lv 150 to 200 crafting EXP curve feels too expensive.’ AKA Late Game crafting.

End came crafting is a mountain trash more meets dumpster fire, collab.

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I couldn’t like your post twice so I replied too. This right here is the biggest endgame problem with no solution or end. Weeks of grind literally go down the toilet as you only get garbage rolls.

I keep saying it, let us use more materials to increase the chances of crafting what we want!!

However, have you guys noticed the Devs are kinda… distant? Hardly seeing response from ags or cms lately. Bad sign. I really hope it’s not what I think it is…

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I think what draws so many people to this game is just the sheer potential it has. I don’t think anyone would still be here if it was released and had the framework of older style MMORPGS. We really push through all of these frustrations knowing this game has such an amazing open world, beautiful graphics, stunning sound effects (sit under a waterfall at depths and just take it in, listen to a pick hitting an ore), and the combat system at its core is actually really good compared with other games. It’s just hard when there is such a large discrepancy between what this game could be and where it is at today. The game still feels that it still is at an early release phase. It was likely pressured out because of the previous failures and pressure to show something, and they did (before that guy got fired). Despite that, they sold an insane amount of copies. It’s just, the game wasn’t what everyone thought it would be. It was incomplete. We are riding out that beginning phase and it feels slow.

I do feel bad for the devs. I think there is a strong need to attack them or call them incompetent but honestly I’m sure their skill is likely is similar to other game companies out there. It sound like they are just working inside a really complicated game engine. I mean, when they removed Turkulon somehow that removed the floor when you fast traveled and people fell to their death. It’s comical haha but I imagine the devs were like, what in the… how are turkeys directly connected to player collision with the ground?! It’s probably really complicated. I say this as someone with really limited knowledge of coding, but I know one thing really well and that is, people love to criticize professions and areas of knowledge they don’t know much about. I say this in general and not at all towards to OP. I just tend to have random stream of thought when I post haha. I do think some people do this though.

In the end though, there are a ton of things they could be doing to make this game better and respond faster to some really key issues and really agree with some of the things you posted.

Still excited to see where this game goes, just wish it wasn’t taking so long to fix some key issues. Others I know probably are going to take a long time due to the complexity, such as changing the storage system around. I do appreciate their more immediate fixes though. I think on these slower bug month, they really should be making these more simple QOL changes or preventing companies from making shell companies to cause havok. There are a ton of great posts by smarter people than me that have come up with some great fixes.

As for me, I just want my hippos! I also want “random” nodes (see my main thread that I try and keep alive) which would bring a complex and intricate open world experience that rewards exploration, instead of relying on their older methods of punishing opposite behaviors (expensive fast travel) which thankfully they have moved away from.

Love you all!

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This whole post just seems like a lot of copium to me

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100% pure uncut copium

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I do not mean insult to the developers one bit. They are hard at work. The distance this game has gone in under a year is very substantial. They’ve put in the work and the grind. They probably feel as we do, all grind, not much reward.

Their hard work isnt paying off that well sadly. That’s how I feel anyway.

I think they have some great minds and they do their job well. The workload that is demanded I can only imagine is close to Mt Everest. This is not a, “fuck AGS,” post. It’s a, “with all the upcoming content you have in store, some small tweaks can go a long way,” post.

Mutations, umbral, gypsum, 3v3’s, combat balancing, two new weapons, meanwhile working on the expansion. They’ve created so many systems and edited so many things for QOL it’s insane tbh. No doubt they have been putting in work.

That’s why I listed small things. Maybe there’s something they have they are working on involved with crafting, awesome!

The only word I got is, “I think end game crafting is in a good spot,” and no offense Scot Lane but that has been jerking at my soul.

I personally think he was referencing the potential rewards from crafting end game is in a good spot, because it is but there’s no confirmation on that. You can get some really good gear from crafting. Fact. Way better than any named items out there for the most part. The cost though…

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NGL… I thought the same thing.

So true. It’s literally what’s keeping me around here, waiting to play again. you got me figured out!

True. Some of us are more disappointed than others but yeah.

True.

Not true. Look at their Credentials. Look at their ideas. People in the forums come up with a million ideas to fix their game and they are not even choosing the appropriate feedback.

I only fault them for not learning tho. What disappointed me the most was the fact that they kept making rookie mistakes months later.

True. Yeah, the fault of the guy that quit. Fraz wanted to save money by making their own half-assed engine.

We can’t fully blame Devs for that. They do what they can and should be encouraged. However, their limit is showing. Looking at the game from a wide perspective, it’s not doing good–at all. Like every patch they do…just bleeds more players. That ain’t right… And it worries me…

Awww~

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Yeah, was mostly referencing a different group of people on the forums. I do totally agree, when I heard, “we think crafting is in a good place” I paused the video and was like… What?! I think a minute it so later they provided some better context and said that they could make the experience more rewarding and cut down on some of the materials needed, but I totally agree, not what the player base wanted to hear haha.

I still think a system that let’s you remove perks from the pool would be ideal. Allowing two guaranteed perks would likely upset the balance and make it too easy to get exactly what you want. But allowing people to remove perks would create less feel bad moments. I think the easier you make crafting to get good things, the less profitable it well be but I think that’s completely fine. Most other games it’s not, often because xp itself has a value. Making more BOP craft mods/crafting items though might remedy some of this, but you can’t keep the same system we are in now because no one wanted to roll 3 things with zero chance at getting anything decent.

We likely will be moving away from having items worth 500k, 1M, 3M by making it easier but more towards less money spent to get things that work within your build. Less profitable on the high end and might eventually be no profit at all (already kinda like that) but better feels all around.

They also need to give a use to broken hatchet and legendary crafting items. There is literally no sink for them so they end up costing 1G or less. Bad feeling when you get a legendary drop. Likely needs a more generic use as well in the crafting system.

Finally salvaging needs a massive improvement. 595-599 crafted items need to give asmo in salvage. Legendary items need salvage improvements for umbrals and crafting materials. Finally 600+ up to 625 would be nice to get a small portion of the umbrals back as well.

Just some thoughts. Great post!

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Yeah I’ll have to look at the credentials. I thought that AGS had a ton of money for their development studio so they were able to pull in some really big names, they also were paying higher than industry standard. Totally from other discussion so I don’t have any confirmation of this though. But yeah definitely seem to be making some of the same mistakes over and over, which baffles me. Such as seemingly releasing the wrong PTR cream l version a few times? But could be another explanation.

Definitely think they have some crazy pressure. Which would cause anyone to make mistakes. Don’t think any other game can deliver content per month (other than RS and when they did weekly content!), but they kinda are stuck in a place where they are almost obligated to since they released it in an incomplete state. Just not a great place to be unfortunately.

Gives some perspective:

+1

I think it’s due to them testing and playing on a dedicated server separated from live except patches are the same. so they can’t feel any of this out… Desync… all of it. that and none of the Dev team are sweaty enough to make the right choices. imo… but meh we’ll see in another 6 months if they fixed desync alone…

I’ll give it a watch

I haven’t had any since I upgraded to windows 11, reinstalled New World and downloaded driver updates. Could be coincidental but it runs great for me now.

I feel like it would much simpler to add the specific bane perks to the dungeons replicas and limit bane/ward perks everywhere else in the game. Maybe even lock them to dungeon type itself.

PvE to get PvE gear just like you PvP to get PvP gear.

Gathering luck should be removed from ALL gear except the specific set. We don’t craft crafting mastery gear, why is gathering in the perk pool at all?

Removing bane/ward except for on replica versions and getting bane/ward perks only in dungeons while removing gathering luck from loot and crafting perk pools altogether because they have specific gathering gear would be sufficient enough for me.

That in itself would substantially increase crafting yields.

Simple, easy, doesn’t require creating content and it’s literally a chance pool change in the coding.

Why not?

That’s true, removing gathering luck feels like a no brainier. I’m not sure how I feel about replicas only getting ward/bane unless they revamp those since they currently have a restricted perk pool that won’t expand with the game.

Totally agree, these changes could be made this upcoming month, easy and fast and high yield in terms of effort to benefit ratio.

I do think they need a way to blacklist/remove perks eventually as new perks are added and dilute the pool to give more control to crafters. Eventually it’s gonna be necessary I feel but yeah, let’s do the easy stuff first.

What I would prefer and was mentioned a lot back in February was an extremely simple idea.

Re-roll one perk using umbral. Forever. BoP on roll.

That requires a system and brand new coding. So I didn’t mention that, but this would make 2 perk legendaries with a trash perk become BiS if you had enough umbral to roll it until it’s 3 perk.

But you know… Endgame crafting is in a good spot.

Yeah, maybe it is us the player base that is wrong here and just need to appreciate what we have.

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