I plan on playing solo. Coming from Final Fantasy 14 and being an omni-crafter I look forward to the detailed crafting in this game. I also appreciate the Valheim style building and survival aspects. Given that the entire game is essentially building/crafting/gathering (rather than a quest driven combat mmo), taking a long time to master everything is not a bad thing. Gives you something to do. Otherwise you reach end game in a month and stop playing as there's nothing left to do. Sure they threw in a PVP zone, but whatever. I'm not going to do that.
Nope. It's more like Bring wood to a kiln and make charcoal -> Bring charcoal to a furnace with ore and make iron ingots -> Bring iron ingots to a blacksmith to make components. Bring hides to tannery to make leather -> Bring leather to leatherworker to make components Finally, bring components to Armorsmith, Weaponsmith, what-have-you to combine them and craft items. The whole process could easily involve 3-4 players. Crafting in Pax Dei is absolutely not the same, or even close to the same as "every mmo in the last 30 years". 90% of mainstream MMOs have been "Gather mats yourself. Buy (usually just 1) component from an NPC. Craft item directly yourself." Garbage. We haven't seen a half-way decent crafting system in a mainstream MMO since SWG. The combat oriented folks made sure to kill crafting all-together for the entire genre starting with the commercial success of WoW. In fact, they're trying to do that now to Pax Dei.
@@pvprangergod4024 Oh man, gotta work on that reading comprehension, chief. Nothing that I said excluded Runescape from the discussion. Runescape might be part of the 10% that I left open, but Runescape released OVER 20 YEARS AGO. And all you did was prove my point.
When you know part of the team behind this game, CCP EVE ONLINE, it quickly becomes clear why the crafting system is designed this way, with recipes and success rates that allow for the creation of unique items. The market and trading system will reach the scale of EVE Online's market. Why? Because resources, markets, and trading provoke military conflicts to control regions with valuable resources. We see the first layer put in place by this team of veteran developers. Once the player-driven market is established on an industrial scale, conflicts will erupt. In the latest interview with the project director of PAX DEI, he talked about the rapid implementation of knighthood, baronies, religion, and the control of regions and provinces. We got a glimpse of what is to come. This game, and especially the team behind it, will enter a special category-a medieval EVE Online with long and slow progression, politics, wars, trading, and a market controlled entirely by players. Im on it .. Thx for the vidéo .
@@user-kg8id Well, because Mr. hasn't taken the time to read or listen to the devs' interviews, we're going to quickly inform you. We'll even discuss here a mechanic that will be implemented in 1 or 2 years, but according to the interviews and the experience of those who have been managing this game like Eve Online for over 20 years, players have been paying their subscriptions, just like me and my entire guild with multiple accounts for 14 years. A subscription in no way prevents a raid, a territorial conquest, or the loss of your base. As explained, guilds can conquer zones, build and claim territory, and of course lose it, subscription or not. Subscription has never prevented complete loss, as it happened on Eve Online, requiring a fresh start from scratch, and it will be the same on Pax Dei. But do your research a bit, read the interviews. Do you know the developers behind this game? Or are you one of those who said in 2005 that Eve Online would be dead in 1 year? Where are we now in 2024, with 40 thousand players Just today when i log in and 22 years of existence? Have a good evening.
My Alpha 2 experience has me really looking forward to Pax Dei's EA launch. Jumping between stints of exploring/gathering and crafting when I get back home will keep me motivated to skill up as much as I can while not burning out doing either activity. I really don't want to join a clan and be some random strangers employee though. I'll be playing solo and trading with my neighbours or any nearby villages that pop up. (as soon as trading is a thing) =)
I love being a dedicated crafter. Use to create furniture in Star Wars Galaxies. And in Mortal Online 2 I focused on crafting weapons for people. How does grouping work in this game? Is it managed by the game (i.e. share taxes/wealth/ownership of stuff) or is it just via word of mouth/trust? How deep does it go? Can you share homes/buildings/towns? Can two or more people supply materials for the same structure and build it at the same time? Also with PVP, is there any reason for pvp? Can clans take over each other's land and villages/fortresses? I could see myself playing this game as a pure crafter while others do the dirty work of pvp, etc....but only if there's gameplay elements that allow me to become a well known crafter and get wealthy as a result. In Star Wars Galaxies I could add my business tag to all my items, so people knew who to ask when they wanted something. Pax Dei has been on my wishlist for a while now and I wouldn't mind getting involved in a more mature MMO again.
All of these things can be done now, or are planned for future updates. The economy update is the next major update, followed by the kingdom update for wars and the like. This game will be crazy!
Exactly. Thin Valheim buildng/survival with the crafting of Final Fantasy 14. With a PVP zone thrown in. There are some NPCs to fight to get mats, but no quests, no storyline. Total sandbox bulding/crafting/gathering.
This is a return to what a true MMORPG is. It has interdependence and social interaction between players built in to it's design. Games like WoW, FF14, Guild Wars 2, etc. are basically singleplayer RPGs with some optional co-op experiences tacked on. They're only "Massively Multiplayer" in the most technical sense due to poor design. You should try this type of game before you starting deciding what you think it is. Because it's not a survival game.
The BIGGEST problem with this type of crafting system is that once you can make the item the stats for the item are always the same. So this means any other person who can make the same item will make exactly the same item with the same stats, there is NO uniqueness or variation to the items thus once there are many people making the same item on the server the value of that item will continue to diminish. Items NEED to be unique or have Unique stats that you get from either you skill and a special ingredient when making it or the stats are procedurally generated based on a number of factors. This system is already broken before it even launches
Don't forget the game is still in development, EA for the next year plus. Item variety could be on their laundry list of things to add to the game and if not we can certainly request that feature be considered.
It's in the game, people just never got there, it takes a very long time, a very very very long time. Special enemies drop "enhancements" that no one on the server was able to craft with. 99% of people didn't even get into jewel crafting. It is extremely slow, even cooking. It took me a week of solid gaming to make my first simple dish, and the list was huge.
@FunFactFreaks there's a very good chance we won't see much of it even during ea. Even if you get a recipe from a boss, plus the mats. One still needs to level up, and gather enough rare resources to start crafting said equipment, and u have to craft it in order to level up, there's also a very good chance you will fail the crafting foe the first few times. I can't stress how hard it actually is to even get to the point of even being able to look at the recipe.
Since i joined the game, i have seen 1 other player in 70+ hours, so yeah i have to be the craft-all if i want anything. Hoping to see people log on after this patch so i can really see what this game is about.
Wouldn't know, can't get an invite to test. Pax would rather have UA-camrs test for an hour or so than actual interested players testing for hundreds of hours.
I was in the Alpha 2 testing that lasted for a week. Well over 100k people. I think it also stress tested the servers. The UA-cam weekend thing is just a quick preview before early access launches. Two totally separate things.
People are going to cry and cry until it's changed, that's what happens every time they give crafting a reason to exist and to be specialized. Archeage is a good example of this people didn't understand this gives a guild a reason to have multiple types/cuommunity to pull together, verymuch like OG MMOs. You go kill a bunch of stuff and bring me the mats and Ill make you stronger so our guod domoniates, not a anyone can do it faceroll to zerg that happens now.
what do you mean? i checked their website and they say an initial purchase, then monthly. they don't say how much yet, but i doubt it would be anything above $15. what has you concerned?
I plan on playing solo. Coming from Final Fantasy 14 and being an omni-crafter I look forward to the detailed crafting in this game. I also appreciate the Valheim style building and survival aspects. Given that the entire game is essentially building/crafting/gathering (rather than a quest driven combat mmo), taking a long time to master everything is not a bad thing. Gives you something to do. Otherwise you reach end game in a month and stop playing as there's nothing left to do. Sure they threw in a PVP zone, but whatever. I'm not going to do that.
Crafting is almost the same like in every mmo in last 30 years. Bring mats and click 'craft'
it is the exact same lol
A little different, you need to wait hours/days/weeks for some stuff to smelt etc
Nope. It's more like Bring wood to a kiln and make charcoal -> Bring charcoal to a furnace with ore and make iron ingots -> Bring iron ingots to a blacksmith to make components.
Bring hides to tannery to make leather -> Bring leather to leatherworker to make components
Finally, bring components to Armorsmith, Weaponsmith, what-have-you to combine them and craft items.
The whole process could easily involve 3-4 players.
Crafting in Pax Dei is absolutely not the same, or even close to the same as "every mmo in the last 30 years". 90% of mainstream MMOs have been "Gather mats yourself. Buy (usually just 1) component from an NPC. Craft item directly yourself." Garbage.
We haven't seen a half-way decent crafting system in a mainstream MMO since SWG. The combat oriented folks made sure to kill crafting all-together for the entire genre starting with the commercial success of WoW. In fact, they're trying to do that now to Pax Dei.
@@paxuspaine lmao literally the same crafting as runescape from 20+ years ago but okay buddy
@@pvprangergod4024 Oh man, gotta work on that reading comprehension, chief.
Nothing that I said excluded Runescape from the discussion. Runescape might be part of the 10% that I left open, but Runescape released OVER 20 YEARS AGO.
And all you did was prove my point.
Do you have a crafting progression video and how to get started? if not, you should :)
When you know part of the team behind this game, CCP EVE ONLINE, it quickly becomes clear why the crafting system is designed this way, with recipes and success rates that allow for the creation of unique items. The market and trading system will reach the scale of EVE Online's market. Why? Because resources, markets, and trading provoke military conflicts to control regions with valuable resources. We see the first layer put in place by this team of veteran developers.
Once the player-driven market is established on an industrial scale, conflicts will erupt. In the latest interview with the project director of PAX DEI, he talked about the rapid implementation of knighthood, baronies, religion, and the control of regions and provinces. We got a glimpse of what is to come. This game, and especially the team behind it, will enter a special category-a medieval EVE Online with long and slow progression, politics, wars, trading, and a market controlled entirely by players. Im on it .. Thx for the vidéo .
@@user-kg8id Well, because Mr. hasn't taken the time to read or listen to the devs' interviews, we're going to quickly inform you. We'll even discuss here a mechanic that will be implemented in 1 or 2 years, but according to the interviews and the experience of those who have been managing this game like Eve Online for over 20 years, players have been paying their subscriptions, just like me and my entire guild with multiple accounts for 14 years. A subscription in no way prevents a raid, a territorial conquest, or the loss of your base. As explained, guilds can conquer zones, build and claim territory, and of course lose it, subscription or not. Subscription has never prevented complete loss, as it happened on Eve Online, requiring a fresh start from scratch, and it will be the same on Pax Dei. But do your research a bit, read the interviews. Do you know the developers behind this game? Or are you one of those who said in 2005 that Eve Online would be dead in 1 year? Where are we now in 2024, with 40 thousand players Just today when i log in and 22 years of existence? Have a good evening.
@@user-kg8id good thing ther coming up with a way to where you dont lose you stuff if you unsub for a while like a pack up system
My Alpha 2 experience has me really looking forward to Pax Dei's EA launch. Jumping between stints of exploring/gathering and crafting when I get back home will keep me motivated to skill up as much as I can while not burning out doing either activity. I really don't want to join a clan and be some random strangers employee though. I'll be playing solo and trading with my neighbours or any nearby villages that pop up. (as soon as trading is a thing) =)
Demone is killing it with the content!
I love being a dedicated crafter. Use to create furniture in Star Wars Galaxies. And in Mortal Online 2 I focused on crafting weapons for people.
How does grouping work in this game? Is it managed by the game (i.e. share taxes/wealth/ownership of stuff) or is it just via word of mouth/trust? How deep does it go? Can you share homes/buildings/towns? Can two or more people supply materials for the same structure and build it at the same time?
Also with PVP, is there any reason for pvp? Can clans take over each other's land and villages/fortresses?
I could see myself playing this game as a pure crafter while others do the dirty work of pvp, etc....but only if there's gameplay elements that allow me to become a well known crafter and get wealthy as a result. In Star Wars Galaxies I could add my business tag to all my items, so people knew who to ask when they wanted something.
Pax Dei has been on my wishlist for a while now and I wouldn't mind getting involved in a more mature MMO again.
All of these things can be done now, or are planned for future updates. The economy update is the next major update, followed by the kingdom update for wars and the like. This game will be crazy!
@@DemoneKim Thanks! The game looks really promising. I'm hoping the devs can get some big updates done right away to keep the game popular enough.
I would like to know about the altar mechanics in the future, also im looking for a guide on winemaking
It looks like it will be MOE but in medievil setting, and all the "wondefullness" that game brought us. Oh, minus the lawsiut of course.
feels more like a survival game than a full on combat MMO.
Exactly. Thin Valheim buildng/survival with the crafting of Final Fantasy 14. With a PVP zone thrown in. There are some NPCs to fight to get mats, but no quests, no storyline. Total sandbox bulding/crafting/gathering.
This is a return to what a true MMORPG is. It has interdependence and social interaction between players built in to it's design. Games like WoW, FF14, Guild Wars 2, etc. are basically singleplayer RPGs with some optional co-op experiences tacked on. They're only "Massively Multiplayer" in the most technical sense due to poor design.
You should try this type of game before you starting deciding what you think it is. Because it's not a survival game.
The BIGGEST problem with this type of crafting system is that once you can make the item the stats for the item are always the same. So this means any other person who can make the same item will make exactly the same item with the same stats, there is NO uniqueness or variation to the items thus once there are many people making the same item on the server the value of that item will continue to diminish. Items NEED to be unique or have Unique stats that you get from either you skill and a special ingredient when making it or the stats are procedurally generated based on a number of factors. This system is already broken before it even launches
Don't forget the game is still in development, EA for the next year plus. Item variety could be on their laundry list of things to add to the game and if not we can certainly request that feature be considered.
It's in the game, people just never got there, it takes a very long time, a very very very long time. Special enemies drop "enhancements" that no one on the server was able to craft with. 99% of people didn't even get into jewel crafting. It is extremely slow, even cooking. It took me a week of solid gaming to make my first simple dish, and the list was huge.
@@nikolainikiforov3883 Well that is god to know. However I have seen no mention of it to-date .. be interested to see how it has been implemented
@FunFactFreaks there's a very good chance we won't see much of it even during ea. Even if you get a recipe from a boss, plus the mats. One still needs to level up, and gather enough rare resources to start crafting said equipment, and u have to craft it in order to level up, there's also a very good chance you will fail the crafting foe the first few times. I can't stress how hard it actually is to even get to the point of even being able to look at the recipe.
I was hoping for this. This is awesome!!! so you need to gather and craft. Because it seems like gathering unlocks more stuff.
Thanks DK
Since i joined the game, i have seen 1 other player in 70+ hours, so yeah i have to be the craft-all if i want anything. Hoping to see people log on after this patch so i can really see what this game is about.
Excited for this one!!! Cheers bro ✌️
killing it, D! Keep it up!
Mixed reviews on Steam...most say this game is really not ready for release
That’s why it’s in early access, so they can get it ready for release in a year
This game is insanely good
Please tell me this game has a wiki in the works lol
Been looking forward to it then the news dropped that it will go subscription maybe, so I will wait i think
But do they have magic?
Very limited magic. Game is going more for crafting and building then combat, magic and such. Not my cup of tea personally but to each their own
It is limited atm but I can bet you'll never see a more true fireball then what they offer its awesome.Im sure it will expand as the game grows.
@@fawkurface46 thanks
Magic is tied to items you make that allow you to do stuff rather than you learning spells like a wizard.
Wouldn't know, can't get an invite to test. Pax would rather have UA-camrs test for an hour or so than actual interested players testing for hundreds of hours.
Bruh alpha had over 100k people. The event was purely a red carpet to advertise the game.
I was in the Alpha 2 testing that lasted for a week. Well over 100k people. I think it also stress tested the servers. The UA-cam weekend thing is just a quick preview before early access launches. Two totally separate things.
for me the cafting system is nothing than a fu.....Grind from hell. No funn and no reward.
People are going to cry and cry until it's changed, that's what happens every time they give crafting a reason to exist and to be specialized. Archeage is a good example of this people didn't understand this gives a guild a reason to have multiple types/cuommunity to pull together, verymuch like OG MMOs. You go kill a bunch of stuff and bring me the mats and Ill make you stronger so our guod domoniates, not a anyone can do it faceroll to zerg that happens now.
It’s not a survival game. No cold, hunger etc. it’s a sandbox mmo
garbage crafting, just takes way too long to do anything. nothing actually interesting. like saying that woodcutting is insane.
this is like new world 2.0 with shitty combat and it's going to be pay sub to play game.
But why is he dumping this dog shit game?
check SCUM game at crafting and make a comparison between this game and others..DayZ, Rust...
look closely on your monthly bill to play this game...read all the small print
yeah, that's what is bothering me
what do you mean? i checked their website and they say an initial purchase, then monthly. they don't say how much yet, but i doubt it would be anything above $15. what has you concerned?