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The MMO Pax Dei will overhaul the crafting experience system.

The mmo pax dei will overhaul the crafting experience system 2

MMO Pax Dei Overhauls Crafting Experience System

The developers of the MMORPG Pax Dei have prepared a major update to the experience system for crafting activities. The changes, which will take effect with the release of Verse 5.1.2, will affect key professions: Blacksmithing, Armorsmithing, Leatherworking, Tailoring, and Weaponcrafting.

The essence of the reform is that the amount of experience (XP) gained will now directly depend on the actual cost of the recipe — taking into account all required materials, including intermediate components like coal, oil, or linings. The logic is simple: the more expensive and complex the item is to craft, the more substantial the XP reward. Thus, significant resource investments should bring tangible progress in leveling.

At the same time, the developers have made important clarifications. In most professions, intermediate components will yield less experience than before, while the final items assembled from these parts will become significantly more profitable. As a result, the total experience for a full crafting chain will almost always be higher than the previous level.

The approach to Blacksmithing deserves special attention — it has become an exception to the general rule. Since progress in this profession is largely built on the production of intermediate components, they will still provide substantial experience. This decision preserves the familiar leveling pace and emphasizes the value of crafting parts on par with assembling finished items.

A special formula with weighted material values is used to calculate experience. For example, Tailoring components convert into experience most efficiently specifically for the Tailoring profession, but when used in other professions (e.g., Armorsmithing), their contribution to XP is proportionally lower. This mechanism allows for balancing leveling without radically reworking recipes, preserving the uniqueness of each profession.

Among the key changes for players is the disappearance of the incentive to mass-produce cheap items (like gloves or shoes) for quick leveling. Now, complex items are rewarded noticeably more generously. Furthermore, quality items (green and blue) provide more experience than gray ones, reflecting their actual cost and the risks involved in crafting.

The developers have also adjusted recipe levels to make progression smoother. Specifically, the gap between the common, uncommon, and rare versions of the same recipe has been reduced. At high levels (Tier 4), rare variants have become more accessible, simplifying the acquisition of quality gear.

It is important to note several significant caveats.

  1. Firstly, the changes will not be applied retroactively — experience for already completed crafts will remain unchanged.
  2. Secondly, repairing items does not grant XP, as it is considered maintenance, not a leveling method.
  3. Thirdly, the system for recycling crafted items is not yet ready for launch, although its introduction is planned for the future.

In addition, the developers acknowledged the relevance of player requests for convenient features: quantity selectors when crafting, mass production of mastered recipes, "Take All" and "Create All" buttons, as well as the ability to cancel actions. While these improvements will not be included in update 5.1.2, they are on the team's roadmap.

Overall, the overhaul of the experience system aims to make leveling more fair and predictable, encourage the creation of complex and quality items, and eliminate situations where players are forced to choose "optimal" recipes solely for maximum XP. The developers are counting on community feedback and promise to closely monitor the reaction to the innovations.