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I just don't understand why repair is gated so deep behind masonry... I mean I built the damn things I should be able to repair them. It just doesn't make sense and like many things in this game, they seem to be made difficult and abstract for no reason other than being a pita.
It's like an entire mid-level of the game is a mixed up mess. High enough progress to want things you can't make without skills that make no sense to be connected or skills with 0-29.99 being useless. Which then you're gated behind getting the prerequisits to 60 for no reason other than to get the skill you want to 30. It's all a big mess.
Why do we get prospect copper first when copper is literally useless? Then we can't even find iron until digging is 60 to let mining hit 30... Jesus... I was lucky enough to stumble onto some iron.
Wow this turned into a rant. Thanks for the response. I'll do that.
Building maintain should be connected to construction like how forestry is connected to farming.
And unblocked the repare skill as soon as possible to do repare kits.
I can't make a mallet until 30+ forging because I need a carpenters toolkit. Same problem as before. All the stuff you need is behind deeper skills for no reason.
https://lifeisfeudal.gamepedia.com/Mallet
It just is part of the problem being gated behind later skills for no reason.
I'm getting way to cynical and ranty. I'm playing on a default experience/crafting server. What the MMO will be set to. And this is ridiculously frustrating.
In the MMO, you are supposed to focus on one profession only, that's why its learning speed is appropriate. But in YO, if you want to learn several skills because you are alone or in a very small team, you should raise both the skill cap and learning speed. Or the game will not be fun, IMHO.
Like I said for building the mallet. I needed 60 hunting, 30 Animal lore, 30 carpentry. 60 Artisan, 60 digging, 30 mining(to find iron if not lucky to stumble onto some) 60 mat prep, 60 smelting, 30 forging.
420 skill points required. Just to make the basic Mallet because of how weird the gating of skills/items is in this game. And that doesn't even include the points of the skills I want to focus on.
In YO, either you are in a team, or, if you want to play solo, you must have an higher skill cap. In the MMO, I guess you can play solo, like a lonely hunter for example, but you will depend heavily on other people to provide you with needed items, so at the end it's the same : you need other people, since you can't raise the skill cap.
It puts way too much reliance on other people being on at all times. Maybe this wont be such an issue in the MMO with hopefully larger populations. But even so without an auction house type system with constant access to basic materials like other games with a similiar system. You could log on for a couple hours to do your thing and just be met with nothing to do because "X" important material gatherer/crafter of your group went away for the weekend. Now your entire group is shutdown for the weekend.
Then again maybe they just want to sell a lot of character slots for the MMO. Gathering alt, crafting alt, building alt etc etc...
I'm addressing the issue with BASIC materials and skills being deep into skill lines for no good reason. Repair should be connected to construction, makes no sense you can build things but not repair them etc etc...