Add rocks to refined gem recipes?

Haha let’s go that route! What if leveling up awarded plots instead of cubits? The nerfs are that there’s no longer a f2p way to get access to skill point resets, alts, and skins. But we can always play with the idea a bit to try and recapture some of that. We can say that the first level up per day awards cubits but the rest award plots. It’s confusing, but still provides a f2p route to all cubit purchases. And it clamps the amount of cubits you can get doing rock+pie without affecting the xp at all.

And then to compensate for the miners having the greatest xp plan ever (yet to be proven) we can give the other job types a new recipe they can get just as crazy with. Like toss foliage into a table en masse and get a nice decorative plant-style block. Not sure how to target the other jobs… what else is underused? For hunters: bone? tallow? Give us the… flesh… block… okay I’m out of ideas.

P.S. the xp curve question is interesting to me and I will dig more into that next time the excel bug bites. Then we can see for sure where rock+pie stands next to the other ways to earn xp. I have a suspicion that hunters have it good with the meteor XP rewards. Who’s left in the lurch?

If it’s on a per day schedule, this is inconsistent. What if I level only once a day, while JimBob levels 8 times? If going along this route, it would be better to say every 5 levels, or something. Or every other.

I’d love to see other recipes. I collect different foliage, plants and trees bc of the colors, but I wish I could do more with them.
Someone mentioned pottery for the rocks.
Maybe stone sculptures.
Combine refined stone and foliage and sticks to make house plants.
Just these examples adds what could be considered future artisan or botony skills.
The skill tree might get tweaked when they add farming, they could do additional tweaking. Maybe it’s even already in the works.

Ok, I think I’m rambling a bit so I’m gonna leave my half thoughts off there and call it good.

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Depending on the frequency of the “cubit levels” vs. “plot levels,” the incentive to rockpietable ™ could still there if someone wants to generate them, but if it swings to far (say cubits every 10 levels), this could be bad for “f2p” players. Targeting the teaching food may be the best way to go about this, but that does create an exception to some rule; either teaching pies go off timer, or they no longer apply to crafting tables (or some other change that we havn’t thought of yet). I don’t think either of those exceptions is so unintuitive that it would be a barrier for a new player.

New thought of the day/thread: What if crafting rocks->stone gave 0 exp, but the exp it would give is rolled into the exp you get for breaking the rock? Then rock+pie leveling becomes a minor thing (added benefit of making the EXP non-transferable) and it requires a pie being up while they are mining instead of just eating one and logging out. With this path, though, I would also want to see similar teaching pie leveling paths added for the classes that currently lack one (everyone but hunters, really).

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I’d rather spend the $12

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But this is really important for newbies.
When we first started, we had total newb innocence on this, and just casually threw in 10, 23, 278 rocks at a time, whatever we mined. We had no idea, but the extra xp helped. Especially my husband who stayed at the base and did all the crafting and building.
He reached 50 without the pie trick, but he also had myself funneling him supplies.

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But the EXP is still there, just in the rocks instead of the stones. A new player is still going to get the EXP from breaking the rocks. In fact, it’s probably a buff to new players as mining rock is one of the easiest things to do in the game. In your specific spot it may have been a nerf, I will concede that, but that is a very narrow use case.

And are we going to nerf all XP gain from crafting or just rock to stones? Also refining them? How about decorative and bricks? And wood?

You really think this is not gonna get messy?

And if you have an alt who doesn’t mine it doesn’t get the XP from breaking the rocks, the mining alt always gets the XP, the dedicated crafter doesn’t get it. It kinda makes sense a crafter char/alt would gain XP from crafting tho, right?


Again, if the perceived problem is with the cubits gain using the method then that’s what needs to be addressed…

Because that’s how this thread started…

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I understand your point, but I think it’s more of a benefit to miners and a gimp to crafters.

I think just giving the pie a base bonus xp would work. “Gives double xp for the next 25k/ 50k/ 100k”

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The only change (not nerf, as the EXP stays in the system), is taking the EXP from rock to stone out and adding it to the mined rock. I am suggesting this because of a few key features that rock-stone specifically has that no other crafted good does, to my knowledge. Those are 1) Ease of gathering, 2) Few->Many crafting recipie (18 rock makes 50 stone), 3) high relative exp value for the craft (100 exp per craft, 200 with a pie up). If there are any other recipes in the game that allow for this, I’d like to look at those to.

If you have a crafting alt, they still get EXP from crafting everything else. If all they do is craft it’s not like you need a ton of skill points anyways, so a dedicated crafting alt shouldn’t be too impacted.

Edit: And I disagree with the OP that the only thing that matters is the cubits. If WS wants to add level boosts to the game, they can do that. I am of the belief that unbounded, easy, tranferable EXP is also bad for the game’s economy and long term health.

Double Edit: So, after doing a bit of napkin math, this might not be the best idea. If we take the EXP from the rock-stone conversion and add it to the rock, that would make each broken rock worth 7.555 EXP. Even if we shave that down to 7 EXP, that might be too high for a basic resource under the current design philosophy. Perhaps there is a more complex idea here related to buffing base resource EXP and changing how the first craft gives XP, but we can leave that for the devs to ponder.

Revised New Proposal: Add a new item to the game called “Rough Rock” that is dropped from rock when it is broken with a forged tool (the specifics of how forged could be reasonably debated, I’m just leaving it broad for now). Rough Rock can be used for the same things Rock currently is used for (would require adding several “new” recipes to the game but they would all be duplicates, as well as 3 slightly different textures for the rough rock types) but anything generated by it doesn’t give EXP. The rough designation wouldn’t carry into the stone made, so rough rock->stone->refined rock would still give EXP for the stone->refined rock portion of the work. This would let WS get rid of the power leveling and cubit generation without nerfing the early game for casual players.

My crafting alt has 3 skillsets, thanks!

Also, all crafts give XP, I will then just refine all those stones for easy XP, or nerf that too? Deco? Brick?

Asked and answered if you read my post. You obviously aren’t interested in good faith discussions, so this will be my last reply on this matter to you. Have a good day.

Sjeesh, why can people make suggestions but somehow don’t like anyone replying to them? Why do you only want to hear “oh! great idea! let’s do that!”?

I don’t get it.

If you don’t want to hear what others think then do not post at all.

and BTW, it wasn’t answered, at all, all you said was that you will have to look at all the other xp crafting stuff as well. And seriously, all this about cubit gain, let’s change the whole game people! Why not, it’s for the better!

shakes head

You also make assumtions that crafting chars/alts do not need much xp, how the heck do they level then? how do they unlock the next crafting skill?

Oh, oh, oh! I know, let’s change that too!

some people…

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Here is my full quote that you obviously didn’t read, bolded parts added for visibility. You can disagree with the idea, or you can point out where I may have made a poor assumtion. Your responses thus far have been to ignore what I type and post hyperbolic responses about me wanting to nerf everything.

By crafting literally anything else in the game. The way this game is set up, a character that you play all the time as a crafter and only a crafter simply doesn’t have enough to do. If your crafter has 3 skill sets, that isn’t a crafter, that is a character that can do everything, including crafting.

shakes head some people just can’t read and then get mad when it’s pointed out.

You forget that those 50 stones can still be used to do other crafts with. Many also refine them for xp, hence why I stated that thus more crafts have to be changed according to your own words which clearly i seem to have read. And after refining them one can craft them to decorative. Or stones to brick. So yes, I made the assumption that you wanted to change all those too…

And next up would be wood I suppose as well. See where my thought process went? Perhaps I went too fast for you a d skipped steps, perhaps it was my wording, it doesn’t matter, a nice human being would have reacted in a nice way and not dismiss me like you did.

So yeah, I’m done. Happy holidays tho!

No, I didn’t, but nothing else that uses them meets the 3 criteria I posted. I don’t think anything else in the game does (trunks would if there were trees that were sufficiently large to be 3x3 harvested for hours at a time, but to my knowledge those don’t exist.)

Let me give a concrete example so we can be on the same page here. I use this method all the time because it is the fastest way to level, hands down. Over the weekend my wife and I made 2 mining trips (if you want to count that as 4 individual trips, that’s fine). The rock that was generated was stored in my work room which contains 168 numbered crafting tables (we use them for storage as well) and 10 refineries are embedded in the ceiling. My gathering alt, which was level 35 at the time, mass rock->stone crafted all those rocks. That was about 15 minutes of clicking and then log out with a pie up. Logging in ~3 hours later gave my alt ~750,000 EXP and put it up to level 42. I then refined all of that stone for another ~160,000 EXP and another level. The net gain there for my character, whose playing time amounted to about 20 minutes of clicking, was over 900,000 EXP. Now, for that amount of work (basically none), if I only got 160,000 EXP, that would be fair to me. That would reign in cubit generation some for monitization issues that @a13o talks about, but I am really more focused on what this does to/for the economy. When it is this easy to level (keep in mine these are higher levels being gained), there is always going to be downward price pressure in the economy because it becomes too easy to do everything yourself. This is an MMO, interaction on some level should be encouraged, no?

As a last piece of advice, argue against the other guy’s stated position, not what you assume his position to be. Merry Christmas to you, too.

There’s trees that are great for 3x3. You must have never been to trior. And a few other places. Can’t remember names right now I’ve been up too long.