Ashes of Creation NEEDS To Solve This Problem!



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44 thoughts on “Ashes of Creation NEEDS To Solve This Problem!”

  1. Im pretty sure each biome getting 1 rare resource atleast to promote trade between biomes unforuently it seems riverlands is metal, im guessing tropics will lack stone and dessert wil lack plants probaly trees, ice biomes will probaly lack plants for example aswell
    just a little rough when there just the riverlands if this is the case :p

    from my understanding the mob dropped gear been turned up due to crafting system not fully implemented yet which comes phase 2 so im hoping they drop gear drops way way down when that happens in dec 20

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  2. i think 2 things are affecting the copper and zinc 1 alpha controls but 2 the fact all nodes are level to 3 and that seems to make more t3 metal (iron) out in the world, and t1 metals (copper) are not spawning as much. i think the vassel system will affect that onea node gets lock to t1 or t2 under a t3 node. also in regards to gear Steven said that tempering and deconstuction in phase 2 will make a big change to gear flow in and out of game. but i agree ASHES IS AMAZING.

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  3. They should add in caves that have copper and zinc! This would add a great pvp point of interest over resources. I typed this at the start of the video incase Jamie has the same idea.

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  4. One thing to note is in the Nov 8th patch notes the advancement speed for nodes was vastly reduced ["Reduced node xp gain by 85%"], which didn't have an effect at the time because the nodes were all level 3 already, but for the wipe if that change is still in place the nodes will progress even slower than they did for this test, so the artisan bottleneck will be even worse.

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  5. Great stuff. I have to agree, I’ve been hesitant to dive too deep into crafting with the current way the systems are setup. I know more crafting content is planned as the system is rolled out in the true intent and I hope finding these materials is easier. I swear copper doesn’t exist haha.

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  6. Do you think this is maybe by design? Steven routinely says resource scarcity is a cause of player friction and interaction (fighting over good deposits or forcing users to trade)?

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  7. This problem should be fixable by tweaking the xp given per resource, and as this is just a number change, it is trivial to implement.

    Here is a little example, working with arbrotrary numbers:
    Lets say we want every progression levelling up in the same pace. Every level requires 100,000xp, which should take 1 hour of grinding.

    I want to level up lumber jacking and can cut down 1 tree every 5 seconds, meaning I have to cut down 720 tress in one hour, each tree giving around 138XP.

    As Mining resources are a lot rarer and taker longer to farm, lets sa you can farm one resource every 20 seconds. In one hour you can farm 180 minerals eith each giving around 556XP

    Now add a flat multiplier xp for rarity or size of the farmed node and everything should be balanced.

    The hard part (for the devs) would be knowing, how many resources can be farmed per hour, which is influenced by spawning rates, distribution and gathering time

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  8. The accessibility, and supply side efficiency of crafting will improve dramatically when they put in the escrow system. It will automate the process by which players can commission professions for their output, at the processor, by depositing materials and a service cost, rather than by manually trading before and after. XP will probably balanced after that is in place. It may even be a thing that the amount of XP depends on creating these escrow commissions so as to incentivize commerce. Good things come to those who wait. Patience friends!

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  9. i disagree, its fine, and yeah yall need to learn the mining routes
    im on lyneth so the nodes are somewhat developed and no longer demanding huge amounts of metal, about 8 people have funneled me some of last weeks mining and i was easily about to level armoursmith and metalwork to apprentice
    i like that some professions are a guild effort
    id be very happy with a t1 metal cave hotspot to fight over though that would be amazing

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  10. I'm out ^^ phase one = server stability and server issues, but hey we need more copper and other resources for crafting which isn't the focus of this test, and might be an issues in the grim dark future when the game releases xD the amount of garbage content videos getting churned out by 98% of AoC youtubers is getting out of hand…you Sir just lost my subscription.

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  11. I 100% agree with you me and my family member were grinding for about 4 hours non stop looking for copper because all we wanted to do was craft an uncommon armor piece. Guess what. Not a single copper was found…

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  12. i been talking about crafting since week 1 cause gearing feels bad, i kinda am at the point where they kept nerfing crafting (xp rates) and gathering (like hunting) im like idk what they want with the system they arent trying crazy things during this phase its crazy how much more often gear drops vs even just recipe drops

    wanted to add ruby to your copper and zinc thing because ruby = 1 hp potion (which arent even that good but need an entire ruby??? why) or 5 ruby = 1 scribe scroll but the profession needs a few thousand to get to the next tier which is super unrealistic atm too

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  13. One thing no note is they are cramming a huge amount of players into this one region (Riverlands) So this problem is only an Alpha problem, and will get better when the playable area expands into more regions. Right now its 3,000 Concurrent Players for 1 Biome, and on release it will be 10,000 Concurrent players for 18 Biomes, or average 555 Players per Biome compared to 3,000.

    Yes, they need to fix it for us to test the systems properly during Alpha, so increasing spawn rates, etc. But they will go back to what it is now come release I'm sure because we will literally have 1/6th of the amount of players roaming the Riverlands as we have now.

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  14. Honestly the gathering as presented at the moment is not what Intrepid has been telling us all along what it would be. Higher level miners were supposed to be able to find locations where you would mine quantities of ore not just single nodes areas that would be contested by guilds. Plus if you look at the paper doll under the crafting tab there are slots for both pan and drill as tools. Honestly we have yet to see the true gathering system implemented IMO.
    But there is a lot of pain ATM with the lack of sufficient resources, but then is that not what Intrepid wants in some respects.

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  15. There's actually quite a lot of copper. You just have to to be fast or lucky because you are competing with literally everyone else.

    The big issue is that the randomness is blocked by the higher level resources. Once our server had apprentice mining, even more copper was available.
    They need to just tie higher level resources to node level so that more lower level resources spawn early.

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  16. I feel like gathering and processing speeds are fairly good, but crafting only being able to craft one thing at a time and not queue anything up really slows it down, if i'm sitting on 500 lumber and want to make 50 things to level carpentry it's a whole lot of click wait click wait instead of set and go, makes it a lot more tedious imo.

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  17. Im wondering how crafting is suppose to work when freeholds will require level 50 and master/grandmaster processing requires freeholds. Does crafting just stop at level 30 until people are hitting level 50 and getting freeholds?

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  18. I dont know how we can walk the world and see so many higher tiers of ore and gems. I'm seeing iron like its grass. Shouldn't iron and some of these other gems/ores be "rare" and a simple starter metal like copper be common in a starting area?

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  19. Mob Grinding VS crafting

    Mob Grinding:
    Gear – Very good
    XP – Delicious
    Time Commitment – already a task you plan to do as leveling in this alpha is absurdly long.

    Crafting:
    Gear – OK
    XP – did a gain anything?
    Time Commitment – Brutal

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  20. They should really really add mines and cave complexes in the game for mining. The alpha 2 map is about the size of Kalimdor in WoW Classic, there would be a lot of caves they can add and people would not run across each other for hours. Maybe add mobs in there for extra danger and incentivize group gathering.

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  21. From what I've seen the Devs don't fix anything. All those bugs that seem to magically go away, that's NOT the Devs, it's just somehow happening on it's own. All of the "potential issues" I've heard from amazing content creators, such as yourself, appear to be bringing up issues that are not really a big deal because resources in EVERY SINGLE MMO that has EVER EXISTED start out with the crafting system not fully fleshed out, resources are either too plentiful or not enough. And then somehow, obviously not the Devs fixing things…they all somehow get fixed….almost like MAGIC!

    You know what? I heard Steven talking the other day and he said "I wonder what JamieKaos thinks about my game…I'm going to go check out his amazing content on YouTubes".

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  22. Great video Jamie! I also agree with most of what you said here especially regarding the crafting, copper. and drops, however we do have to keep focus on what intrepids goals are for each phase. Phase 1 mainly for stability and performance of server workers. So try not to worry too much on these other systems till we reach those points in their phasetest goals.

    But yeah, I haven't had much luck finding any copper myself. It seems extremely rare.

    Keep up the good work bud. See ya in Verra!

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  23. Already send in bug reports about the crafting system. Resources aside, I think the xp distribution is wrong. Even think current system is placeholder.
    Getting 150 xp for 1 armor item is just plain wrong. I made 100's of gloves and almost lvl 11 armoring ..

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