Weekly Knowledge Points

hello, i’m one of those players that likes to go wide instead of tall – as in, i enjoy having and regularly playing a lot of alts, with varied professions.

a pain point for me in TWW has been trying to keep up with weekly knowledge points, primarily crafting ones. at the start of the week, i feel like i am more or less wasting a ton of time by looking for randomly-spawning chests/piles that sometimes disappear as soon as i get to them, and seem to have a very, very low drop rate of the weekly knowledge items (chitin needle, the crucible, etc). (commenters below – i am aware of wax piles, i have not found any kp in 10 this week)

what i’d ask is maybe increasing the drop rate on these crafting knowledge items a bit, and/or make them available through more activities – an activity like crafting. :stuck_out_tongue: even if it’s tied specifically to reagents (ie., crafting reagents or sparking ingenuity has a chance to yield your weekly knowledge item, maybe even catch-up items).

but, you know, maybe there’s a chance you get them in caches from world activities. or you could get them in addition to world quest rewards.

it’s a small thing, but i write this after flying around for two hours on just one character trying to find this item. obviously i don’t HAVE to do this (the same way i don’t HAVE to play a game), but i thought i’d comment because this has basically become a menu interaction. i don’t even look at the game i am playing, i am looking only at the minimap until i see a container pop up, then i am looking for a good way to land, then i am back to looking at the minimap. it’s unfortunate; i feel like a system such as this should encourage gameplay and interactivity, not menu interactions (crafting menu notwithstanding i guess lol but crafting does at least make me feel like im accomplsishing something).

idk! i don’t want to be complainy, i’ve been loving tww, but these hours and hours of flying around aimlessly has just not really been a good time at all. and when i haven’t done it, it’s really stung knowing i could have those knowledge points to boost my craft. i think that, as is, this system is just a little disrespectful of players’ time – especially those of us who enjoy playing our alts (and not just usin them as concentration bots – no offense! it’s just a fundamentally different way of using alts).

ps. please buff mulch it’s very underwhelming atm

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The wax deposits also contains them. There! Doubled your sources!

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are you serious - KP for crafting are extremely easy and I say this as someone with Master of All. You do the weekly quest for work orders and usually you can find 3 cheap ones. And then you look through dirt piles which takes 30 minutes and you do that for the weekly wax quest anyway. Plus other work orders throughout the week usually give you 5 or so more

You are doing it wrong if you are looking for chests - just do dirt piles and they are all over (although Tuesday probably less so).

10 dirt piles and not one KP. that is why i am doing chests

congrats on master of all, too, but that doesnt have much of anything to do with weekly treasure KP upkeep on across many alts. i know the other KP are easy and didnt even bring those up (because yes theyre easy). this is specifically about the treasure-based ones

all im asking is for some way to get a little more out of my limited playtime because the rng has not been good to me

I do professions on every character (10) every week including knowledge points. I have 2 herb, 4 miners and 3 skinners as well and I pick up dirt piles on them too. I have only seen a handful of those chests since the start of the expansion - I feel sorry for you if you were trying to get KP from them.

And yes you will have RNG on the piles but I just did my blacksmith and it only took 5 piles to get both items.

i literally just hit 99/100 titan fragments and got my 2nd KP

if you feel that rng is just fine and it’s ok to go 99 clicks before getting 2 KP, whatever, but i don’t think that’s a good system.

I never have to go that long. If I don’t get the 2nd one within 15 minutes I usually come back and do it another day. I don’t think I ever go more than 30 minutes looking for them. However, I do the wax quest the same time so it is more time efficient.

i mean, ok, great, but at the end of the day it’s still rng and i cannot fathom why anyone would argue against a failsafe that respects players’ time

ie. multiple ways to earn the item, or, if you feel it’s fine to marry the KP item to the wax pile activity, even something like “if you go 10 piles without finding one or both of your KP items, you get 1 of the kp items on the wax pile turn-in”

like it’s really not a big deal lol it’s upkeep

I’ve never gotten KP from dirt piles. Interesting. Didn’t knkw that was a source.

Because their ‘failsafe’ mechanisms are almost always worse than RNG. I will take RNG over a guaranteed grind any day. Plus I am really having a hard time believing you because I have been doing those for almost 2 months now on for every profession and I never experience a problem. If it took me over an hour to do I would just go and get a treatise to make up for that point.

specifically i would propose –

  1. retain treasure-based KP acquisition – maybe consider boosting the drop rate a bit because this isnt exactly thrilling gameplay as a primary activity, but it is nice as a secondary one (ie youre doing an activity nearby, see a treasure, click it, get a kp – nice)

  2. add a failsafe, such as marrying the treasure KP items to other weekly activities – for instance, the wax piles keep coming up; when you turn in your ten wax piles, have the questgiver reward 1 missing KP item

  3. ignenuity can proc the generation of a kp item. this could be married to specific types of items if that’s too broad/too easy, to make it a bit narrower. my rationale here is that gatherers accrue value/items as they roam and hunt kp, but crafters do not accrue value by roaming – so let crafters hunt weekly kp items by crafting (yes – i know patron orders grant catchup kp but that is another thing entirely)

  4. lemme just buy them with resonance crystals or whatever idc, or just craft them straight-up at some expensive material rate? potential drops at the end of dungeons? idk if they actaully drop from delve bounties

imo it would just be nice if these werent so narrow as far as activity goes

In Hallowfall during the Dark Phase there is usually an area of that has a bunch of Concentrated Shadows…those drop KP as well and because there are so many in an area I usually don’t have issues getting all 4 KPs within the same dark phase.

rng backed up by a failsafe isn’t worse than rng, it’s still rng, except it has a failsafe

and yes ive been doing them a lot as well. sometimes it’s fast, sometimes it takes forever like today. you know – rng

why are you arguing against a suggestion that just respects players’ time ? like literally what is lost

because so many of player suggestions end up with the game being worse. You are the one not respecting your time - just don’t do it for the week if it takes too long and you will get more catchups in the patron orders next week which are guaranteed.

let me get this straight – a progression system has one component that doesn’t respect players’ time because its rng is, let’s say, “spiky.” sometimes it’s quick, sometimes it isn’t. but, players are encouraged to progress in that system despite that. and this component is fairly passive – you sort of just get an item when you open a box; not really an engaging thing. players tend to marry this activity to other activities, because it is so passive.

i propose implementing a failsafe directly into that system – specifically, that the chance to get the drop goes up the longer you do the activity without getting the drop. there could be other means, too, but let’s just focus on that one. you do your 10 piles and, dang, you have 0/2 of your weekly kp items. so you turn in the quest, and you get 1. hey, not bad. now you just need 1. maybe you still have to dig through treasures for it, maybe you can get it another way, but at least you got that 1 item.

you feel that this failsafe is, for an unspecified reason, making the game worse.

your proposal, then, is that if a player is having trouble with kp items, that the system for their collection shouldn’t be improved, but that players simply should not engage with it… and should instead rely on its failsafe (patron orders). they should, as you do, come back another day – nevermind that this has 0 bearing on your chances of getting the item, and pushes you closer to not getting it before reset.

even if we don’t look at the noticeable issue of that outcome further disrespecting players’ time by likely pushing more kp into their backlog (which, who knows, could be upwards of 40 or 50 missing points depending on how much time they get to play), why not just, you know, improve the system in the first place? what is gained by just letting something unfriendly roll downhill and compound?

like, you’re saying a failsafe in the activity itself is bad, and then suggesting that people just use the failsafe on the backend – the catchup mechanic. why push players into catching up when the activity could be accessible enough to avoid having them catching up in the first place?

we should probably just agree to disagree here. i don’t think that a system that respects time makes the game worse, and i don’t think that anything i’ve proposed is any sort of grind or overreach or carebear sort of thing, just something that notes the kp item hunt for what it is and makes it less of a slog if you’re having bad luck. idk

There’s a catch-up mechanism in place if you don’t get your weekly cap of them.

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This game is currently bug on bug on bug week after week. You want to add to it because of some compulsion you have to need to get one KP a week even when you appear not to enjoy the process. There is nothing wrong with the current system that lets you skip weeks and catch up through guaranteed patron orders.

In fact their catchup system is far far more time efficient than keeping current but you refuse to use it. Instead you want to add more to the mess of coding complexity they have going in this game.

You are correct we will never agree.

it’s actually so efficient that it is getting a massive overhaul because it is so player-unfriendly at this time

ty for your input very helpful and aware

What overhaul?

the patron orders are very inaccessible atm because they can give extremely costly orders/orders the player does not know, and the rewards are not scaled correctly. this is further complicated by the inability to craft out of the warband bank (of which folks like myself are heavily dependent bc we are juggling mats between alts).

so basically it is getting a big redesign to make it more player friendly, with patrons giving reasonable orders, only giving orders using recipes the player knows/can fill, giving a bit better rewards, and being craftable out of the warband bank.

there may be more changes but those are the ones i know about. the warband thing alone probably adds hours of back and forth to my gameplay and i really look forward to not having to open notepad/google sheets anymore lol so i am very very appreciative of these changes