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Dye Crafting the Grind of a Century

Discussion in 'Feedback' started by Spartan Leeroy, Oct 6, 2020.

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  1. Spartan Leeroy

    Spartan Leeroy New Member
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    Dye Crafting is harder than DFO Enchanting. I know that's a bold statement and this is coming from a guy that farmed up a keep. I'd like to share some thoughts I had to hopefully ease up this grind. I think these would be easy to implement because I am basing it off of things already in the game.

    Space out the levels from 25/50/75/100 to something more like Dragon Armor in Armorsmithing Mastery. Something like Apple Green & Bark Brown at lvl 1 / Ethereal Cyan at lvl 10 / Grave Grey at lvl 20 and so on.

    Have daily tasks for gathering all required dye crafting mats. Most golems that drop rare mats already have such a task. It helps to get a bonus of the mat you are going out of the way to farm.
    • Any Mob that drops pigments should have a daily task to kill X amount and include pigments in the reward
    • Fishing so many herring should have a reward for some fish oil (Trawling also could use some kind of daily)
    • Gathering 50 sun leaf / wisp lichen / hopta root / dusk creeper mold should give an additional 10 or so
    • Spider daily is already a thing and should include spider glue
    • The same should apply to Crogs and Gorras for extra slime/spit
    That's what I've got for now, other than increasing the drop rates or skills gained per each craft. It's all easy stuff to get but it takes forever to gather in bulk. I find myself farming for a week at this point to get up 1 level.

    Let me know what you think or if you have any other ideas to approach this. All in favor of Dye crafting reform say Aye.

     
  2. Jack_Bauer

    Jack_Bauer Stormgraive
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    I feel like you might be doing it wrong if it’s taking that long but I still agree with what you are saying
     
  3. Billy Lee

    Billy Lee Loremaster
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    Interesting ideas. My initial concern is that the bonus items are appealing yet could greatly reduce the grind and make the higher tier dyes more accessible, which can also reduce the cool factor of being able to craft them. Dye items currently don't have any additional faucets (aside from dye solution but that is a vendor item). The task book has a ton of tasks in it, I feel it would be prudent to avoid adding too many more tasks until it has better organization. Having tasks for every monster and activity can be tempting but it can also be overdone imo.

    Sometimes I think of things like adding Dye Containers to trade routes that have a random assortment of dyes or materials. Seems cool enough but it can also detract from the incentive to farm various monsters. Right now, a player could choose to farm centaurs because they like that pigment or they find it profitable to sell, but this is weakened by adding faucets. When you consider how many players might run trade routes, you can quickly see how the centaurs could lose relevance more and more over time. I think it is important for as many monsters as possible to have a niche in the modern era of the game because they no longer serve as stepping stones over a very long character stat grind. That said, I fully understand that a large percentage of players will not be interested in farming many different monsters, for a variety of valid reasons, but each monster should have a purpose. Very curious what others have to say. Again, interesting thread.
     
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  4. Spartan Leeroy

    Spartan Leeroy New Member
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    I'd like to think there could be some middle ground between every player having crafting mastery vs how it currently seems for some skills that an entire clan needs to funnel their resources into one crafter to achieve mastery. A solo player should be able to get to mastery if they go after it for long enough.

    I am finding it almost easier to level ship building than dye crafting. Mostly because there are other ways to get ship mods than just going out and farming the raw mats. The same could be said for Armor and Weapons with rares coming out of mines, maps, chests, golems etc.

    I do like to go out and farm the different mobs and I wouldn't want to take away from that. I also think throwing in a bit of a bonus for farming a large amount like 100 or so would only benefit the players that are going the extra mile. I'm personally out here farming 50 spiders a day and I'll get an average of 10-15 spider glue. That's going to take around a week to get to 100 for 1 level of dye gain.

    If I keep going on this is going to come off as a QQ post. All I can say is I am a player that has mastered most of the crafting in the game and this one has been one of the slowest for me. In my opinion it needs a bit of a boost.
     
    #4 Spartan Leeroy, Oct 6, 2020
    Last edited: Oct 6, 2020
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  5. Billy Lee

    Billy Lee Loremaster
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    That's a fair and balanced opinion, I respect it. I am generally in favor of things like tasks, quests, maps, etc but it is a delicate balance. From the beginning, we wanted to keep dye materials exclusive to their sources to ensure long term relevance. That said, temptations were always strong to add dye materials to various loot reward systems.

    Dye material rewards from tasks are possible but I'm not sure about it. Gathering needs more exclusivity in my opinion. Currently, there is a need for players to harvest hopta roots, which added value to herb gathering. I would be worried about adding hopta roots as task rewards because it could lead to herb gathering indirectly losing value. I realize you're suggesting a small amount but it really can add up. It is a give and take effect, these materials coming from task rewards can be fun but it would have an impact on the monsters and gathering types that the materials originate from. This is not as big of a concern with things that have a more broad focus but the focus of dye materials is very narrow.

    Having said all this, there could be a middle ground but my current thought is that it would be risky. If such tasks were added or modified they would need to be very slim on these types of rewards and it could be perceived as underwhelming.
     
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  6. Jack_Bauer

    Jack_Bauer Stormgraive
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    you shouldn’t need 100 glue for one level? What are you doing to level your dye crafting? You need to craft the highest tier dye you can and put that on a full dura dwarf crafted full plate helm. Only 1 dye not 2 dye per piece. Then use the schematics and then research. You can very much level your skill to 100 with no help from anyone and without buying anything from the market as that’s what I did and it only took a couple weeks to do. Really the best thing to do is have someone that’s already maxed craft the level 100 dyes for you if you supply mats and then you will get crazy gains and it will save you some time and effort.
     
  7. Spartan Leeroy

    Spartan Leeroy New Member
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    I'll have to give that a try. I have been turning the pigments into dyes and at around lvl 60 it has been taking 100 pigments to get up 1 lvl. I am a fan of the old school way of going out and farming to level up, it just seems like a bit much to do it this way. I guess it would still require going out and getting the mats but it seems dependent on other higher level crafters to get the schematics made.
     
  8. Jack_Bauer

    Jack_Bauer Stormgraive
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    I have 100 so I can do it for you if you want to do it that way. It can be done yourself just takes longer.
     
  9. MikeJT

    MikeJT Black Knight
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    It's literally a fluff skill.
     
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  10. Jack_Bauer

    Jack_Bauer Stormgraive
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    I’ve had it maxed since it came out and I think I’ve dyed one or two sets of armor. All dyes Look like trash on everything other than infernal. Do yourself a favor and skip this grind.
     
  11. Orworth

    Orworth Goblin Warrior
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    Looks good on alfar full plate