Post by Azherae on 2025-08-13 18:00:23
I like the
intent
of most things but still have nearly no love for the implementation, and I fear that the new one overcomplicates things for 'customers' which in my experience always makes systems 'worse'.
I'd like to take this chance to echo a sentiment I've seen around that the game might need some ingame information repository (even if it is only in a Node) of what-drops-what because if you don't have it, you'll end up with that terrible MMORPG fate of 'not wanting to change what something drops because of not being able to communicate it to the playerbase', and then leaving legacy cruft because of that.
What aspects of the current crafting system do you like and dislike?
Things I Like
Compared to:
FF11 - I like the effort being put in to ensure that Crafters have continual reasons to craft even when it's gear.
MineCraft - I like the effort being made to have different tiers of gear relative to open world drops.
Black Desert Online - I like the implication that crafters will not all be the equivalent of BDO's serf-like Workers (but I may be imagining this).
Throne and Liberty - I like the idea that in the future, Crafters will have some control over the outcomes of their efforts.
Things I Dislike
Compared to:
FF11 - I don't like the Artisanship categories and this rebalance reminds me of how the current ones are getting in the way of a good Econ experience. I'm a Processor, in 'your' model', and this kind of sucks, actually.
MineCraft - I don't like the pathway that leads to less integration and over-reliance on non-intuitive/low-discoverability information (rare gear drops in open world).
Black Desert Online - No comparison here, nearly anything is better than BDO...
Throne and Liberty - I don't like the dual gear grading concept at all. This is probably huge bias but Ashes really seems like it should have a more TL-like system (where you combine two instances of the item to improve its traits) instead of trying to find some other solution to balance both 'gear drops in the world' and 'relevance of crafters'. Maybe I'm not creative enough yet but seriously can't see how TL's implementation doesn't blow any potential outcome on this path out of the water for both Crafters and Customers.
What makes a crafting, gathering, and vendor system fun for you?
CRAFTING:
Compared to:
FF11 - I enjoyed knowing how to make things and those things being part of the economy consistently, FF11 had good Econ Slots after about 2 years and the Devs made consistent effort to improve them right up until Econ 'end of life' (Abyssea Expansion). I like having 'Crystals' and similar reagents to think about relative to the world.
MineCraft - Crafting is fun in MineCraft when you add something like the Create mod with multiple steps and capacity for combination, specialization and improvement that isn't just 'plug and forget'
Black Desert Online - There's basically nothing enjoyable about crafting in BDO (as of 2022 when I gave up even studying it), Farming is nice for reasons given above, but I don't count it.
Throne and Liberty - Have to wait and see if/how badly they fudge the Housing Update's Crafting flows/incentives, but the massive improvements to Cooking have really helped me feel more connected to the world, even if we still lack certain specialization points.
GATHERING:
Compared to:
FF11 - I really like Chocobo Digging, and Fishing. I found other gathering to be too unrewarding because the game uses not only the same tools for all tiers, it also doesn't really spread out the outcomes well other than for Mining. Both Chocobo Digging and Fishing are about preparation and understanding of the world's dynamism, particularly weather and time of day/moon phase.
MineCraft - I absolutely love gathering rarer resources for my group in MineCraft, exploring to know where to find deposits, and bringing them back for builders. Ironically, I hate the Mining aspect and don't like being underground in that game, but I will do it for the team! So my love of gathering rare treasure trumps my dislike of the biomes I sometimes need to go to. This does not apply to Wood.
Black Desert Online - I find it difficult to enjoy Gathering in BDO mostly because of the constant looming knowledge that it's all a Ponzi scheme and they care almost entirely about playtime metrics rather than fun, but the act of actually running around from tree to tree or checking if the rare mining spots in the caves are active is still kind of nice. Fishing is okay... barely (other than the aforementioned).
Throne and Liberty - Again, mostly have to see how the Housing Update turns out, but I can predict based on the above that if they prioritize 'accessibility' and 'simplicity' over dynamism and knowledge, I'll be disappointed in the Gathering aspect of that update. Right now, Fishing is really working well for me, and I have some gathering loops based around getting bait and food ingredients that I enjoy a lot. I am hoping for more variety in gathering [b[paths[/b], e.g. I don't mind that they reduced 'number of types of Mushrooms you can get' (assuming/hoping that even rarer ones will come later) for what I assume was simplicity, but I do hope for things like Gold and Silver to appear, or different Seeds from different areas if they ever add Farming, because this would not overcomplicate any given path's requisite knowledge. Also, their recent change to make your gatherables inventory separate from other inventory is nice, reminding me how much I like this in Ashes.
VENDORING:
Compared to:
FF11 - It's treated as a price floor. An integral part of the economy that you hope to never have to interact with. When buying things from Vendors... in FF11 this was basically things that were too cheap for anyone to even care about wasting AH slots on. So technically another 'price floor'. We didn't do much with Vendors in FF11 as serious Artisans, Vendors are there for non-Artisans.
MineCraft - Did you know you can mod Villager Trades to whatever you want to enhance your own game loops? I've been having fun with this for months. Further detail is unhelpful.
Black Desert Online - Obnoxious.
Throne and Liberty - Provides Sollant, the game's 'character progression currency'. Really, really good as the way to sell duplicates of special items and cosmetics. Currently also acting as a stand-in for sources of things that might eventually come from Farming? I actually quite like the 'vibe' of interacting with Vendors, mostly it's just unfortunate that the 'legacy' Vendors of certain things like White Grade gear don't have any 'purpose' now. Due to how Ashes works, this comparison is only relevant because I can say with certainty that I am going to continue to prefer the separation of 'character progression currency' from 'Trade-enabling currency'. I am not looking forward to your many battles with RMT in the future, Intrepid.
What kind of scenarios would you like to see included through the system?
Compared to:
FF11 - I want to go back to the days of seeing someone shout in chat for a Crafter that can do what they need, of knowing that people are making trade deals for wholesale suppliers for their Ingots and Beeswax, and I want to see the return of 'do this crafting work for this NPC to gain a bit of prestige or reputation that can rise or fall/be spent instead of just the stupid 'do this until you cap out a number and then feel good because number went up'.
MineCraft - Ever watched HermitCraft? Shopping District.
Black Desert Online - Surprisingly BDO actually did have a slightly cool aspect to this, because you could get control of a Workshop that produced a specialty item that you could then put in your Wagon/Caravan to travel across the world. Was this fun as it was actually implemented? No! Was Bartering any better? Absolutely not! Would a proper implementation of this be awesome? Absolutely.
Throne and Liberty - This is moreso a combination of an unprovable FF11 concept, TL's world structure, and 'imagination'. TL's Sanctum of Desire contains four elemental Altars. They don't serve any serious purpose right now. FF11 has six of something similar. They serve a purpose that is only related to Crafting if you believe heavily in the effect of Elemental Weather infused/assisted Crafting. But people did it. People making big ticket rare items did travel all the way to the Cloister of Wind to craft certain things there for that extra % chance of a High Quality result. Ashes will have some of this in Nodes, I want to see it in the equivalent of TL's Elemental Altars and Laboratory rooms and Steam Forge areas which are in Dungeons/POIs .
How do you feel about the timing of material gathering? Do you feel each biome is unique with what materials spawn?
Compared to:
FF11 - Seems okay. As a Chocobo Digger it's hard to feel it by comparison, but I bet this will be true no matter what you do. Chocobo Digging is, by nature, the most diverse gathering aspect of the game, for better or worse. Just keep doing your best with the Econ Slots and the biomes will handle themselves, I'd think.
MineCraft - Once again, basically okay. It requires a mod or two to change MineCraft to actually have biome-dependent material spawns when it comes to 'basic rocks' instead of Ores and such, but obv for everything else it manages, that's what the game specializes in, after all. More mods like to add more gems and such, which is nice. Hope someone on staff likes Geology!
Black Desert Online - I think BDO actually wins out here, surprisingly. Sure, it 'feels' terrible for reasons mentioned in previous comparisons, but they really did put in quite a lot of effort for this and their placement of such things is probably the reason the game became so well known as having a 'cozy lifeskilling' path even though the Econ aspect of it was terrible for long stretches at a time. This could be my bias too, somehow the lack of different 'lanes' just feels suffocating after a while, and they keep making everything shallower and easier to compensate, but if you were to put Ashes' intent on top of BDO's foundation it would probably be slightly better than what Ashes has now, which makes sense given that this is Alpha.
Throne and Liberty - Housing update again mostly, but actually, TL has a lot of attention paid to items that obviously can be changed to act as unique biome materials (Cacti, sleep herbs, Coral, some other plant and tree models that actually don't have a gatherable associated at all), and at least equal attention to detail as BDO for 'where certain things spawn'. I absolutely enjoy the timing of material gathering in TL at the moment, with a nearly perfect spread of players gathering vs items they want during the middle period. If anything my disappointment here is with the lack of Gryphons in Talandre's mountain ranges. This may seem minor but it actually affects the feeling of Material Gathering quite a lot. You need other ecological uniqueness to go with the gathering points or you get 'the spots in BDO that are so bad that no one goes there'. It's just too 'boring' to run up the same hill and see the same enemies as everywhere else or to just have one huge biome with minimal mob variety even when your goal is not the mobs . There are areas that are quite good, and then there's Quietis' Demesne... (that area is acceptable for a different reason, but it does only get me to go there during Events and half of that is because of the stuff that only appears because the whole zone freezes over)
Do you feel the rebalanced stats on gear and gear levels has improved?
No, I don't like the stats in this game, but in this case I don't consider it worth comparing. For why I don't feel like they improved as a whole though, I will reiterate the 'I think y'all just want to use TL's method or something close' observation above. I see the Stat design and the Crafting design as contradictory and the new approach to gear and gear levels as even more contradictory than before .
I'm not saying it's bad, I'm saying that if you increase contradiction between the two halves, one of them is going to 'give'. If Crafters are supposed to be important and that pillar 'can't give', then I think this approach to gear and gear levels is categorically worse and will lead to what I've seen most people say they don't want.
Do you like the changes? If not, why?
Now for personal opinions...
This is a PvP game when it comes to gearing. We can call it a PvX game but in terms of gearing, PvX only lasts as long as an undergeared/underleveled person's HP bar.
There are so many flaws (for me) in the very concept of 'gear that has both a level component and a rarity-power' component that idk where to start with my 'complaints'. Why do we even need this? So people can 'see number go up'? I'm not even against gear progression, not one bit, but at least make it a little more 'intentional'. To be clear I am saying that I will take the TL traiting-style advancement over this in every case but even if that is a no-go, there's still something I can contribute maybe:
There are so many paths you could take to make gearing formulae that makes low level gear still good at mid-level and mid level gear still good at high level and 'balances out the advantages of absolutely top gear relative to high level'. I will hope to see something on the tier of TL's "Ok so blue gear gives lower defense but higher offensive cantrips like attack speed" and "T2 Purple tends to be very straightforward while T1 Purple is often creative or esoteric and therefore doesn't actually even outright replace Blue in every situation" which then leads to "If the esoteric aspect of T1 Purple is really good for your build you might not even replace it with a straightforward T2 Purple" and all the other cool and complex interactions they can branch into from there .
How about Lower level gear gives access to Augment-like skill options early before you can probably unlock the advanced version of the skill, for example? I want playstyles, not numbers, from those Level 15 Rares.
I think I kept it under 2500 words. I hope that this was somehow close to what y'all are looking for.
I'd like to take this chance to echo a sentiment I've seen around that the game might need some ingame information repository (even if it is only in a Node) of what-drops-what because if you don't have it, you'll end up with that terrible MMORPG fate of 'not wanting to change what something drops because of not being able to communicate it to the playerbase', and then leaving legacy cruft because of that.
What aspects of the current crafting system do you like and dislike?
Things I Like
Compared to:
FF11 - I like the effort being put in to ensure that Crafters have continual reasons to craft even when it's gear.
MineCraft - I like the effort being made to have different tiers of gear relative to open world drops.
Black Desert Online - I like the implication that crafters will not all be the equivalent of BDO's serf-like Workers (but I may be imagining this).
Throne and Liberty - I like the idea that in the future, Crafters will have some control over the outcomes of their efforts.
Things I Dislike
Compared to:
FF11 - I don't like the Artisanship categories and this rebalance reminds me of how the current ones are getting in the way of a good Econ experience. I'm a Processor, in 'your' model', and this kind of sucks, actually.
MineCraft - I don't like the pathway that leads to less integration and over-reliance on non-intuitive/low-discoverability information (rare gear drops in open world).
Black Desert Online - No comparison here, nearly anything is better than BDO...
Throne and Liberty - I don't like the dual gear grading concept at all. This is probably huge bias but Ashes really seems like it should have a more TL-like system (where you combine two instances of the item to improve its traits) instead of trying to find some other solution to balance both 'gear drops in the world' and 'relevance of crafters'. Maybe I'm not creative enough yet but seriously can't see how TL's implementation doesn't blow any potential outcome on this path out of the water for both Crafters and Customers.
What makes a crafting, gathering, and vendor system fun for you?
CRAFTING:
Compared to:
FF11 - I enjoyed knowing how to make things and those things being part of the economy consistently, FF11 had good Econ Slots after about 2 years and the Devs made consistent effort to improve them right up until Econ 'end of life' (Abyssea Expansion). I like having 'Crystals' and similar reagents to think about relative to the world.
MineCraft - Crafting is fun in MineCraft when you add something like the Create mod with multiple steps and capacity for combination, specialization and improvement that isn't just 'plug and forget'
Black Desert Online - There's basically nothing enjoyable about crafting in BDO (as of 2022 when I gave up even studying it), Farming is nice for reasons given above, but I don't count it.
Throne and Liberty - Have to wait and see if/how badly they fudge the Housing Update's Crafting flows/incentives, but the massive improvements to Cooking have really helped me feel more connected to the world, even if we still lack certain specialization points.
GATHERING:
Compared to:
FF11 - I really like Chocobo Digging, and Fishing. I found other gathering to be too unrewarding because the game uses not only the same tools for all tiers, it also doesn't really spread out the outcomes well other than for Mining. Both Chocobo Digging and Fishing are about preparation and understanding of the world's dynamism, particularly weather and time of day/moon phase.
MineCraft - I absolutely love gathering rarer resources for my group in MineCraft, exploring to know where to find deposits, and bringing them back for builders. Ironically, I hate the Mining aspect and don't like being underground in that game, but I will do it for the team! So my love of gathering rare treasure trumps my dislike of the biomes I sometimes need to go to. This does not apply to Wood.
Black Desert Online - I find it difficult to enjoy Gathering in BDO mostly because of the constant looming knowledge that it's all a Ponzi scheme and they care almost entirely about playtime metrics rather than fun, but the act of actually running around from tree to tree or checking if the rare mining spots in the caves are active is still kind of nice. Fishing is okay... barely (other than the aforementioned).
Throne and Liberty - Again, mostly have to see how the Housing Update turns out, but I can predict based on the above that if they prioritize 'accessibility' and 'simplicity' over dynamism and knowledge, I'll be disappointed in the Gathering aspect of that update. Right now, Fishing is really working well for me, and I have some gathering loops based around getting bait and food ingredients that I enjoy a lot. I am hoping for more variety in gathering [b[paths[/b], e.g. I don't mind that they reduced 'number of types of Mushrooms you can get' (assuming/hoping that even rarer ones will come later) for what I assume was simplicity, but I do hope for things like Gold and Silver to appear, or different Seeds from different areas if they ever add Farming, because this would not overcomplicate any given path's requisite knowledge. Also, their recent change to make your gatherables inventory separate from other inventory is nice, reminding me how much I like this in Ashes.
VENDORING:
Compared to:
FF11 - It's treated as a price floor. An integral part of the economy that you hope to never have to interact with. When buying things from Vendors... in FF11 this was basically things that were too cheap for anyone to even care about wasting AH slots on. So technically another 'price floor'. We didn't do much with Vendors in FF11 as serious Artisans, Vendors are there for non-Artisans.
MineCraft - Did you know you can mod Villager Trades to whatever you want to enhance your own game loops? I've been having fun with this for months. Further detail is unhelpful.
Black Desert Online - Obnoxious.
Throne and Liberty - Provides Sollant, the game's 'character progression currency'. Really, really good as the way to sell duplicates of special items and cosmetics. Currently also acting as a stand-in for sources of things that might eventually come from Farming? I actually quite like the 'vibe' of interacting with Vendors, mostly it's just unfortunate that the 'legacy' Vendors of certain things like White Grade gear don't have any 'purpose' now. Due to how Ashes works, this comparison is only relevant because I can say with certainty that I am going to continue to prefer the separation of 'character progression currency' from 'Trade-enabling currency'. I am not looking forward to your many battles with RMT in the future, Intrepid.
What kind of scenarios would you like to see included through the system?
Compared to:
FF11 - I want to go back to the days of seeing someone shout in chat for a Crafter that can do what they need, of knowing that people are making trade deals for wholesale suppliers for their Ingots and Beeswax, and I want to see the return of 'do this crafting work for this NPC to gain a bit of prestige or reputation that can rise or fall/be spent instead of just the stupid 'do this until you cap out a number and then feel good because number went up'.
MineCraft - Ever watched HermitCraft? Shopping District.
Black Desert Online - Surprisingly BDO actually did have a slightly cool aspect to this, because you could get control of a Workshop that produced a specialty item that you could then put in your Wagon/Caravan to travel across the world. Was this fun as it was actually implemented? No! Was Bartering any better? Absolutely not! Would a proper implementation of this be awesome? Absolutely.
Throne and Liberty - This is moreso a combination of an unprovable FF11 concept, TL's world structure, and 'imagination'. TL's Sanctum of Desire contains four elemental Altars. They don't serve any serious purpose right now. FF11 has six of something similar. They serve a purpose that is only related to Crafting if you believe heavily in the effect of Elemental Weather infused/assisted Crafting. But people did it. People making big ticket rare items did travel all the way to the Cloister of Wind to craft certain things there for that extra % chance of a High Quality result. Ashes will have some of this in Nodes, I want to see it in the equivalent of TL's Elemental Altars and Laboratory rooms and Steam Forge areas which are in Dungeons/POIs .
How do you feel about the timing of material gathering? Do you feel each biome is unique with what materials spawn?
Compared to:
FF11 - Seems okay. As a Chocobo Digger it's hard to feel it by comparison, but I bet this will be true no matter what you do. Chocobo Digging is, by nature, the most diverse gathering aspect of the game, for better or worse. Just keep doing your best with the Econ Slots and the biomes will handle themselves, I'd think.
MineCraft - Once again, basically okay. It requires a mod or two to change MineCraft to actually have biome-dependent material spawns when it comes to 'basic rocks' instead of Ores and such, but obv for everything else it manages, that's what the game specializes in, after all. More mods like to add more gems and such, which is nice. Hope someone on staff likes Geology!
Black Desert Online - I think BDO actually wins out here, surprisingly. Sure, it 'feels' terrible for reasons mentioned in previous comparisons, but they really did put in quite a lot of effort for this and their placement of such things is probably the reason the game became so well known as having a 'cozy lifeskilling' path even though the Econ aspect of it was terrible for long stretches at a time. This could be my bias too, somehow the lack of different 'lanes' just feels suffocating after a while, and they keep making everything shallower and easier to compensate, but if you were to put Ashes' intent on top of BDO's foundation it would probably be slightly better than what Ashes has now, which makes sense given that this is Alpha.
Throne and Liberty - Housing update again mostly, but actually, TL has a lot of attention paid to items that obviously can be changed to act as unique biome materials (Cacti, sleep herbs, Coral, some other plant and tree models that actually don't have a gatherable associated at all), and at least equal attention to detail as BDO for 'where certain things spawn'. I absolutely enjoy the timing of material gathering in TL at the moment, with a nearly perfect spread of players gathering vs items they want during the middle period. If anything my disappointment here is with the lack of Gryphons in Talandre's mountain ranges. This may seem minor but it actually affects the feeling of Material Gathering quite a lot. You need other ecological uniqueness to go with the gathering points or you get 'the spots in BDO that are so bad that no one goes there'. It's just too 'boring' to run up the same hill and see the same enemies as everywhere else or to just have one huge biome with minimal mob variety even when your goal is not the mobs . There are areas that are quite good, and then there's Quietis' Demesne... (that area is acceptable for a different reason, but it does only get me to go there during Events and half of that is because of the stuff that only appears because the whole zone freezes over)
Do you feel the rebalanced stats on gear and gear levels has improved?
No, I don't like the stats in this game, but in this case I don't consider it worth comparing. For why I don't feel like they improved as a whole though, I will reiterate the 'I think y'all just want to use TL's method or something close' observation above. I see the Stat design and the Crafting design as contradictory and the new approach to gear and gear levels as even more contradictory than before .
I'm not saying it's bad, I'm saying that if you increase contradiction between the two halves, one of them is going to 'give'. If Crafters are supposed to be important and that pillar 'can't give', then I think this approach to gear and gear levels is categorically worse and will lead to what I've seen most people say they don't want.
Do you like the changes? If not, why?
Now for personal opinions...
This is a PvP game when it comes to gearing. We can call it a PvX game but in terms of gearing, PvX only lasts as long as an undergeared/underleveled person's HP bar.
There are so many flaws (for me) in the very concept of 'gear that has both a level component and a rarity-power' component that idk where to start with my 'complaints'. Why do we even need this? So people can 'see number go up'? I'm not even against gear progression, not one bit, but at least make it a little more 'intentional'. To be clear I am saying that I will take the TL traiting-style advancement over this in every case but even if that is a no-go, there's still something I can contribute maybe:
There are so many paths you could take to make gearing formulae that makes low level gear still good at mid-level and mid level gear still good at high level and 'balances out the advantages of absolutely top gear relative to high level'. I will hope to see something on the tier of TL's "Ok so blue gear gives lower defense but higher offensive cantrips like attack speed" and "T2 Purple tends to be very straightforward while T1 Purple is often creative or esoteric and therefore doesn't actually even outright replace Blue in every situation" which then leads to "If the esoteric aspect of T1 Purple is really good for your build you might not even replace it with a straightforward T2 Purple" and all the other cool and complex interactions they can branch into from there .
How about Lower level gear gives access to Augment-like skill options early before you can probably unlock the advanced version of the skill, for example? I want playstyles, not numbers, from those Level 15 Rares.
I think I kept it under 2500 words. I hope that this was somehow close to what y'all are looking for.