I don't exactly remember when, where or how I acquired the recipe to make the fishing rod Flora's holding in the shot above. My best guess is it was one of the basics included with the Simple Workbench but it could just as easily have been a reward from one of the countless Insight, r Agility or Combat challenges.
Sometimes, when you succeed at one of those, you get a new recipe. I might have gotten my fishing rod that way. I know I had it for a long time before I bothered to make it, which I ony did because there's a quest that requires fish oil you cvan only get from specific type of fish you have to catch for yourself.
Other than recipes, what you get from doing those challenges are Essences. Essences are the fuel that keeps Nightingale's engine ticking over. I'm not sure it's ever explained what they're the essence of but the human survivors trying to make something of their new lives in the Fae Realms have adopted them as a kind of universal currency, so you can never really have enough. A small amount of Essence also converts into enough Essence Dust to fund all your repairs for weeks.
OK, I suppose technically you could have enough Essences, eventually. There's a finite number of things to buy with them, for a start and you can certainly have enough of the lower-level ones quite easily as you outgrow the items they can get you.
Recipe vendors are mostly found in specific Realms. Realms come in tiers and vendors in each tier use the local variety of Essence as coin. Naturally, as you progress through the Realms, becoming ever more powerful as you go, the weaker Essences of the lower tiers and the items they buy lose their significance. Still, I imagine completionists, who must make up a large proportion of players, if not the majority, will want to grab all the sets, no matter how useless they've become.
Essences are also neded to upgrade your gear, a process that, in Nightingale, has a massive effect on your viabilty as an adventurer. I'm used to more incremental progression systems, where it's hard to tell which of two items is better without one of those inbuilt comparison functions to make it clear but there's no need for anything like that in Nightingale, where upgrading an item can almost double its primary stats.
That, of course, means Nightingale is also one of those games where you don't need new gear because you can just keep improving the gear you already have. I don't generally like that approach to progression, mostly because I find it boring. It's extremely practical, sure, but practicality has never been high on my list of criteria for enjoying a video game.
My main objection is to the aesthetics, though, not so much the gameplay. It's not that I want to go back to the turn of the millennium, where getting an upgrade to your leg slot item meant finding out which monster dropped something better for that slot, then finding and killing it, if you even could, so you could steal that monster's pants, strip them from it's cooling corpse and put them on, still warm. Or, more likely, get the alternate drop and have to kill the damn mob several more times before it dropped its pants.
In addition to upgrades, Nightingale does also have a number of different gear sets that represent some kind of progression system in themselves, so you won't be stuck wearing the exact same thing forever. Instead you will be changing your gear approximately once per tier and then upgrading it, multiple times, which is better than nothing but nowhere near as good as a fully-functioning appearance system.
Nightingale doesn't have such a system yet, which is fair enough in Early Access, I guess, although personally, if I were head of a games studio, a fully-functioning appearance system would be a top priority all the way back in alpha. What's worse is that there isn't even a mention of any such system in the recently published Not-a-Roadmap covering the next two stages of development.
The upgrade system, like the Essences it uses, also comes in tiers. So far there are only three and the naming convention used suggests there aren't going to be many, if any, more. There are four qualities: Common, Uncommon, Rare and Epic which come in four corresponding colors: Grey, Green, Blue and Pink. Stop me if you 've hear this one before.
I suppose there's Legendary and maybe Mythical still to come in the standard RPG progression hierarchy, which would allow for enough vertical progression to support at least a couple of expansions. That should see them safely through the next few years.
For now, though, we have those basic four. In theory you could upgrade your Common items to Epic, I think. You can definitely take Common up to Rare. I can't be absolutely sure what happens after that because I don't yet have the Epic Upgrade Bench or whatever it's called.I have the one that uses T2 Essences to upgrade Uncommon to Rare. The Epic one, it won't surprise anyone to learn, I'm sure, uses T3 Essences, which come, as you'd expect, from T3 Realms.
The catch is that the vendors who sell the recipes for the Epic crafting stations and the items they produce only take T3 Essences, which means you have to do challenges in T3 Realms to get them. And those vendors want huge quantities of Essences for most of the recipes they sell. A few recipes go for the knockdown price of 100 Essences but the going rate for most is 1300 a pop.
That would be extremely awkward if it weren't for the current state of what passes for an endgame in Nightingale, which at present allows for some appropriately epic Essence farming opportunities.
When you complete the first chapter of the main storyline and gain access to The Watch, you get a short questline to unlock The Vaults, a trio of repeatable dungeons backed by some very iffy lore. When you zone into any one of the three Vault instances (One for each biome.) you find you're no longer playing solo. Suddenly and without any real warning, the game has turned into an MMO.
I have no idea if there's any formal match-making algorithm operating behind the scenes. It certainly didn't feel like it the few times I went in. I just spawned in at the start with a dungeon run already in well progress. I don't even know how many other players were in there with me. More kept spawning and running past me so I fdidn't waste any time trying to figure it out - I just followed them.
From the Gear Score next to each character name I could see I was teamed with some people much better equipped than me but also others about the same and one or two quite a bit worse. When I say "teamed", I mean it in the loosest possible sense. There's no organised group or party, just a bunch of people soloing together, much like public events in any post-Warhammer MMORPG.
There's no shared loot system for drops, either, Anyone can hoover up anything that lands on the ground. That sounds problematic but then again, there's no credit system for completion either. As soon as any challenge completes, everyone in the dungeon can open the Essence chest and take a full share.
There are regular loot chests, too, and I think they all have hypothecated items for everyone that opens them but there it's harder to be sure, especially since no-one ever speaks. My evidence for the supposition is If I was taking anyone else's stuff out of the chests, they never complained about it and there was always something in every chest I opened, even if other players got to it before I did.
In content, the Vaults are like a collection of the usual Realm challenges bundled together with a Boss at the end. There's some half-assed narrative justification for this in that the Fae supposedly used them for some nebulous sort of training and the Boss is actually always the same eternal etentity, inadvertently brought to the Realms by Qatermain himself, who keeps incarnating in varying forms. Killing him repeatedly is the only way to keep him from overrunning the Watch.
I was not convinced by any of this but then neither are al lthe people who explain it so I think there's meant to be some ambiguity. Most games don't even bother putting any kind of narrative fig-leaf on this sort of thing so credit to Inflexion for at least trying.
At the moment, as a critical mass of players reaches the endgame and tries to grind the tens of thousands of essences needed for the upgrade recipes, the public Vaults are constantly busy. You can zone in and find one in progress immediately. Since you get all the rewards just for being there, it makes no difference if you arrive just as everyone else leaves. You get the same rewards as if you'd been there from the start.
Well, so long as you can find all the glowing bubbles you need to click, anyway. A full run nets about 300 Essences but I could never find all of them - the whole damn place is a maze.
My fastest run netted me a couple of hundred Essences for the time it took me to run through an empty instance from the entrance to the zone-out. My highest total was maybe fifty more for a whole lot of fighting along the way. If you can face doing back-to-back runs for an hour or two, you could make several thousand Essences but even that would only buy you two or three recipes. You're going to be at it a for a while.
It's not going to be to everyone's taste, not least because it's a major change of direction from what you'll have been doing for the last 30-50 hours. If you don't like the sudden switch from solo or co-op to open grouping, there's always the option to just carry on as you were. As I mentioned, you can set up your own, private Vault but there's a whole set of open-world T3 solo Realms you can craft and farm. All you have to do is make the cards. There's even a quest to get you started.
I made one last night and had a run around to see how hard it would be. It was perfectably doable with my Rare gear but I'd be lucky to get a tenth as many Essences for ten times the effort. I'd recommend the solo/co-op Realms for exploration and for gathering mats but clearly grinding in the Vaults is the way to go if you want to farm Essences, at least until the current levelling bubble deflates and the torrent of nearly-free Essences dries up.
Other than for the fun of it and to satisfy the inevitable wish to have all the best stuff, there may not be much point in grinding for those recipes anyway. HAvign a full set of Epic gear would certainly make everything a lot easier but the main reason you'd want to be doing that content would be to get the gear in the first place. Once you have it, I'm not exactly sure what the point would be in carrying on.
For that, we'll probably need to wait until some higher-tier content is added to the game. That could take a while. It's not even in the medium-term development plan.
Reaching the Watch does feel like an ending to me. Not the end of the whole story, for sure, but the end of the first chapter, definitely. The driving urge I had to push forwards has all but dissipated now. I feel more inclined to go back to pottering around, exploring the variations on the three biomes, building up my base and generally leaning into the sandboxier elements of the game, which have very much taken a back seat for me until now.
Or maybe I'll just go fishing.
I wonder if you can upgrade that rod...
I have not played the game, and this is only for the fun, without any bad feeling whatsoever :
ReplyDeleteI am predicting that you will stop playing the game in less than two weeks. Based on your previous experience, after you finish a major milestone, you dabble a little bit before stopping. The free Essence will keep you occupied 1 week, and 1 week of exploring before stopping in the middle of a project.
I am even worse than you here, so no judgment from me ;-)
I wouldn't even take that bet! I'm pretty sure that's exactly what will happen, especially if anything new and interesting comes along. Honestly, I feel I've more than had my money's worth out of Nightingale already anyway, so anything from now on is just a bonus.
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