Dear crafting times

Some things are definitely clustered together in odd ways in this game.

It’s hard to feel like you could have an actual impactful discussion on a topic when it seems that really pointing a finger at obvious, bog-standard game mechanics can be so … triggering.

Having many things that would be considered benefits of leveling managed via (premium currency) blurs the waters even more.

There’s this though:

That. That’s adding value, right?

edit: Using the wrong brackets removed a word from my post.

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I absolutely despise these mechanics I will support a game company up until they implement mechanics such as the one you mentioned. That would destroy this game and only give small initial influx of revenue and we would be back to the small community we have now because the pay to win folks would get bored quick and quit.

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I don’t think it would be helpful to completely remove crafting times or to allow RMT to speed things up.

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Never seen that, but i don’t think we must need to build 50s machine to be able to craft the blocks so i build 2-3 hours the week-end.

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hahaha - made me laugh. Good old times. I remember that discusion on how we build empty structures.

ideally we get some more furniture next year or in 2 years lol; and lets not forget the decorative props made from creature trophies!

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Oh man that whole post is a gold mine on the topic.

:man_shrugging:

I always laugh when the topic comes up again.

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Also if we need that many machines why do we have to deal with the mesh limit. Let us stack these things to the block limit.

cause they overload and crash servers when in large numbers

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Yeah I get that but with the statement made by James build more machines to be more efficient let us build up and down. I don’t understand how up and down is different then left to right in terms of the mesh limit. If I mesh cap a 2x2 and skip 2 plots left and do another 2x2 I have a whole new mesh cap to cap. Why does this not apply to up and down. This contributes to some of the plotting issues you have to spread out instead of build up or down.

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I’m not sure how much you want an actual technical discussion of this. Due to the design of the game engine it’s a big deal.

The mesh limit is not an arbitrary number. Different things could in theory be done but it’s not just like editing an INI and everyone can have double the machines.

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Some of us have 50+ machines of each.

yeah i mean i have been already there, but this just make no sense to me. I had something like 70 extractor to make the essence so i can make marble or w/e it was needed for.

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Not really, that’s how I got to where I was now. My point is I didn’t craft anything but basic stone tools and I still have never crafted a single tool beyond that. I spent my first few thousand coins on blocks to make a little mini mall that failed prospeously. However, the game was quite different in 2018 than it is now so that’s a huge factor

Lol :man_shrugging:

I forgot how much i liked James’ take on some of these mechanics, thanks for bringing them into the topic :grinning:

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Normally things are time gated or resource gated. It’s that way in nearly all MMO games. There are reasons behind timers and gating things. Sometimes it revolves around economy, sometimes around progression and it appears in this case “the designer who originally created the crafting hierarchy enjoyed scheduling their activities in game”.

That’s a new one for me, but I can see where it makes some sense.

I have 4 each that are fully coiled and 8 more each that are partially coiled. That has normally been good for me. If needed I can add more for a special craft (or for refining gleam :stuck_out_tongue_winking_eye:) but 50+ coiled machines just sounds like a lot of work.

Everyone has their level of what they want. If the crafting times were lowered you might not need 50+ machines though.

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My thoughts on crafting times… It doesn’t bother me much. I do think that some things that you craft take a very long time to craft. Maybe revisit some of those and reducing how much time it takes. I usually either craft what I want, or I will simply go buy it depending on how quickly I want it. For new players it’s not as easy for them to get the materials to do the crafting so for that what I would do is a set of different crafting times until they hit a certain level in the game then increase the crafting times to normal crafting times to retain new players.

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I’ve never had more than 2 sets of coiled machines, and honestly i only had 2 sets because i was sharing them with my wife. I enjoy planning out my craft time into my daily activity, I’ll be like ok these are gonna take an hour and a half to craft, start them now then go build x, or go explore the exo, or go gem mining, or gathering, whatever i need next for the next craft or project.

I simply don’t use tons of long to make blocks unless I’m willing to wait a longer time to build them. I use some, they make great accent pieces, but the bulk of my builds use different materials that take much less time. If i wanted to make a concrete jungle I’d expect to need a huge factory to make concrete with… I mean it just seems logical to me…

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What I always find puzzling from topics like this is the number of players that say everything is fine as it is, but at the same time do not understand why we do not have more players. Some seem to feel that merely advertising the game or promoting the game will suddenly grow the player population. Based on the past, there is no evidence that promotions have ever create a permanent growth in player numbers. We get brief bursts of new players then most of them leave.

If players are not staying with the game, maybe some of the game mechanics are the reason even if a group of players think they are “just fine” as is. Maybe the inability of the game to appeal to a wider audience is the real issue. If you want a true MMO then you need the game to appeal to more than a very dedicated but small player base.

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