Yonder: The Cloud Catcher Chronicles

Yonder: The Cloud Catcher Chronicles

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One (1) Lini Jul 19, 2017 @ 10:36am
Crafting is ridiculously inconvenient VS buying?
Maybe it's easier on other aspects, I haven't unlocked all guild quests yet, but so far I've tried to go really hard at the building guild. I figured that I can kill two birds with one stone by getting some crafting cost progress and fix those stone bridges at the same time and, well...

Crafting the components is ridiculously tedious.
I haven't looked at all the things yet, but for the stone arches and pillars one needs 12 keystones if I remember right, each keystone requires 3 cobblestone, and each cobblestone takes 4 stone. meaning 144 stone just for the cobble needed for the keystones, and I'm pretty sure it takes more than that for other aspects, like the builder's kits.

But the real bottleneck is those uncraftable components, like the mortar. I have yet to find a more reliable source than the merchant in the mountain village but he only seems to stock a dozen at a time and each of them costs 20 currency. And there seems to be similar bottleneck components for the other crafting categories too.

I really do want to go the crafting route instead of just buying things, because it feels like the proper way to go about it. But it's hard to ignore that I could easily just fish for a little bit or something and buy the crafted items instead with much less time and effort spent.

And it would be really nice if the game specified a bit which items I can get by foraging/raising animals/growing plants or craft myself and which things are merchant only. I guess there will be a wiki eventually but that's not helping much now.

I hope it doesn't sound like I'm trying to bash the game, it's quite lovely. It's just that the crafting VS buying seems very unbalanced as things are right now.
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Showing 1-11 of 11 comments
Dogishappy Jul 19, 2017 @ 12:39pm 
Buying items valued at 200-700V at 98% off and selling them at full price is super OP at the moment. I have already broken the economy entirely and my current bottleneck, like you experienced, is with uncraftable components. The sales could be use a re-balance and recipes for items typically only purchasable need to be added. Most of these uncraftable items are plentiful, but oil and mortar are very limited.

I find it hillarious that i can exchange 50V worth of items for a single Bib&Bob or i can buy it from the vendor 2 steps away for less than 1/5th that price.
Last edited by Dogishappy; Jul 19, 2017 @ 12:40pm
cayreet Jul 19, 2017 @ 1:37pm 
Buying is easier and cheaper, indeed. If you have something good to trade (I used gruffle milk for ages), you can easily get your components by buying them and it's less tedious than making them. Stone arches and pillars and mortar can be bought in the construction guild village and in the tinker village.
indy-anna Jul 19, 2017 @ 1:48pm 
Here's some links for crafting materials. He also has a lot of guides for the game.

http://www.gamersheroes.com/game-guides/yonder-cloud-catcher-chronicles-find-materials/
One (1) Lini Jul 19, 2017 @ 4:52pm 
Thanks for the list, it'll be a good help to get those trade-only materials.

Still, I kinda hope that one of the devs would take note of this topic and reply, I do think the cost of crafting compared to just purchasing needs some serious looking at.
Axiom Jul 19, 2017 @ 4:59pm 
The one thing I can agree on is how frustrating it is to wait for merchants to restock on non craftable things, like mortar. I would've fixed those damn bridges long ago if it wasn't for this limitation. The way to fix this, I think, is to make merchants sell more of the trade-only materials at once (50 at the very least).
Last edited by Axiom; Jul 19, 2017 @ 4:59pm
indy-anna Jul 19, 2017 @ 5:16pm 
Originally posted by Neptunella:
The one thing I can agree on is how frustrating it is to wait for merchants to restock on non craftable things, like mortar. I would've fixed those damn bridges long ago if it wasn't for this limitation. The way to fix this, I think, is to make merchants sell more of the trade-only materials at once (50 at the very least).

It'd be nice if we could craft mortar, oil, and water. Common ingredients that we need a lot of.
Crafting is my only complain for now, because of all these materials that I need to barter for it. To feel obligated to interact with these NPCs while there is not fast way to reach them, it make me a bit bored, and I end up doing other things.
But the real problem is all these accumulated quests to build stone bridges and empty farms, taunting me to do something about it.

I still can't think in a good suggestion to solve this issue without making the game too easy, what will result on people complaining about it.
Pehaps some traveling merchant that spawn at the farms? Or hire custom merchants of each guild to stay on specific farms? Bigger inventory? Later flying vechile/mount?

EDIT:
Pehaps taking some fat out of the recipes? There are a lot of items that get reused for each step to make a new item. Just look at the requirements for the stone bridges, for example. XD
Last edited by 𝕊𝕙𝕒𝕚𝕕𝕠𝕟; Jul 19, 2017 @ 5:43pm
Axiom Jul 19, 2017 @ 5:22pm 
Originally posted by indy-anna:
Originally posted by Neptunella:
The one thing I can agree on is how frustrating it is to wait for merchants to restock on non craftable things, like mortar. I would've fixed those damn bridges long ago if it wasn't for this limitation. The way to fix this, I think, is to make merchants sell more of the trade-only materials at once (50 at the very least).

It'd be nice if we could craft mortar, oil, and water. Common ingredients that we need a lot of.
Yeah, water is especially ridiculous, considering there are lakes and rivers everywhere. It would make much more sense to have some sort of bucket and use it to get water yourself instead of buying it (and to keep the balance you could instead exchange for and/or craft vials to store that water).
Last edited by Axiom; Jul 19, 2017 @ 5:25pm
jistyles  [developer] Jul 19, 2017 @ 5:25pm 
Originally posted by THE FRIKKIN TARRASQUE:
Thanks for the list, it'll be a good help to get those trade-only materials.

Still, I kinda hope that one of the devs would take note of this topic and reply, I do think the cost of crafting compared to just purchasing needs some serious looking at.

We've taken note and prepared some balance changes already that'll roll out in the next beta branch (90% sure they'll be in that one at least). It'll be great to get your feedback when that comes out - keep an eye out for it :)
cayreet Jul 20, 2017 @ 6:47am 
I found getting the stone bridges much easier when I stuck to buying pillars, arches, and the odd keystone (makes crafting pillars much easier). There are two sources for arches (Arbre Ridge and Cinderton) and they stack one arch, one pillar, and one keystone each day.
Melkor Jul 20, 2017 @ 7:36am 
Crafting does need a rebalance, the number of times I've gone to craft something/fix a bridge to find out I'm short one plank but have 150 wood gets old quick. I'm still enjoying the game, don't get me wrong, but having something that is necessary in so much of the crafting be buy only is a little frustrating. Even if planks, oil(?), mortar, water and bits and bobs were only craftable late game and took some time to get up and running it would be better. Without any fast travel I spend way too much time running back and forth then waiting for inventories to reload and given the Sage Stones are a bit out of the way they're less useful than I'd hoped.

Overall it's my only hang up with the game, I wanted to get some farms up and running to check out that aspect of the game but was constantly running short or didn't have the resources to fix a bridge to shorten a trip back to the farm and found myself doing circuits of the merchants to get them and got bored.

I've enjoyed the rest of the game which is probably why this stuck out to me, not because it's in any way, shape or form a bad game.
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