So for anyone who did a character copy, what happened to the components you had made before that maybe you had on that character when you got copied? Did they just vanish? One of my kins has crafting houses where we store components for quick crafting, and now I'm wondering what's going to happen to all of those components. If the stuff just vanishes, that's an awful lot of materials down the drain.
Really not looking forward to this launch. *sigh* I want to be, but just too many changes all at once.
Look at it like this:
t2 and up:
Very interested in what happens to any components (like blades, hilts, hafts, bowstaffs, bindings, pads, braces, guards, etc.) we have in hand once HD comes on-line - do they disappear, need to be vendored, convert back (to ingots, planks, hides, etc.) or what? Happens as I have a good inventory of various tailor components in hand just now, and it looks like I need to do Something with them Real Soon Now...
With it taking a lot less resources to level a craft, it also means you will more quickly get to a higher tier and be able to make higher tier guild recipes. As long as you have one toon high enough to gather what you need, or you don't mind buying resources from the AH, then you might find guild rep to be no big deal simply because you can more quickly do the higher level guild rep items which give more rep.
Having a few toons already at current level cap and at crafting level cap, I'll give this new set up a fair shake, but be warned somebody will buy Tin or K Tin from a supplier in large quantities and put it up for sale in the AH.
Much as I've seen people do with the various Outfits, I mean the Hauberks that can be gotten from Outfitters in the starter regions.
Sienna...overlooked? Nooooooooooooooooooooooooooooo ooooooooooooooooooooooo!
Noticed anything else accidentally missing during test?
And: Thanks for information!
I have enjoyed the placeholder thing with ore nodes, has been reasonably nice first week of gameplay to learn about the functions. I will miss it briefly.
EDIT Needing less hides ore wood for craft tier makes me a little bit angry on behalf of the newer gamers on servers who will find it pretty hard to sell stuff gathered but HEY I don't need that stuff nor the cash myself, no loss.
Absolutely LOVE these crafting simplification changes. LOVE it.
Crafting is so majorly time consuming. It's simply a means to an end and not the end at all. As someone who is a true craftoholic, with 9 guilded toons, the crafting simplifications will make my game time much less about grind and much more about enjoying what i have built up.
TYSM for this.
Please simplify the rest.
>It never made any sense that tier 6 had four kinds of ore, two kinds of hides and two kinds of wood. It seemed like Turbine thought about creating two crafting tiers decided latter on that there would only be tier 6 instead of tier 6 and tier 7.
The further a crafting process in any game moves from reality, the more stupid it is. It doesn't make any sense that you can make bronze from only copper ore, either. The farming "improvements" where we have generic seeds to make anything you want were arguably the most inane innovation ever seen in a game with crafting. Every time that they've gone to try to "refine" the crafting process they've only made it more immersion-breaking, more removed from reality, and more into a *meaningless* grind. Now we have *skarn* khazad ore that we can refine into gold or iron or...oh it's just too absurd to contemplate.
I'd give anything to be able to play in T'Rain instead of the mashed up poorly conceived and implemented economies and crafting that we are forced to tolerate in order to be able to play games in venues that we enjoy.
And of course the reduction in guild rates is designed to try to force people to use rep accelerators.
Personally, I'd prefer they'd left the rep values alone and simply flagged guild rep as "Unable to be accelerated".
Im a new player, Ive got my hunter (yeah I know but after reading up they got travel skills which swung it) almost to level cap, not sure if I will get to 85 by Helms Deep release.
Anyway, Ive gone overboard with my crafting, and have alts levelling each for the crafting guild, being fed by my Explorer Hunter. Now, all the Ore and Wood crafts Ive sorted easily with an Easenmet (spelling??) master crafter in Jeweller, Weaponsmith, Cook, Metalsmith and Woodworker. My trouble is the hides for my Tailor in the supreme range and the processing will solve this.
I want to grind the mats ready to go in a week so that I am not behind on release......long story short is do I want to be getting Magnificent or Extraordinary Hides for the processing? As in, if I get Extraordinary, will they be able to be processed or is it just Magnificent
Oh and is 10pts one way and 10pts the other for each tier with processing?
ta in advance
How is cooking affected by the changes for components? No more bunch of turnip -> bowl of stewed turnip -> bowl of mashed turnip -> use in food? Or did this not get touched by the wave of change?
Its amazing that they reduce these crafts down to 1 mat but cooks still need about 80 to make all of the patterns and relics, where is the love for the cook or did I miss that cooks are getting some love also?
What will happen with bulk processing recipes? Auto converted, or will we need to buy new ones from the skirmish camp?