OP6 Oct 2026, 15:23
I’d like to suggest a change to how crafting XP works.
Currently, the most efficient way to gain XP seems to be F1-crafting tens of thousands of items. Since you can queue huge amounts of items and essentially leave your character AFK, players can gain a significant amount of XP without actually playing the game. This creates a situation where the meta becomes:
Find the item - F1-craft thousands of them - AFK - collect free XP.
I don't think crafting XP itself is a bad idea. The problem is that the amount of XP gained is based too heavily on the number of items crafted, which makes mass-producing items much more rewarding than actually engaging with the server's content.
Possible solution:
Instead of giving a flat XP amount per crafted item, XP could be based more on the value of the item being crafted.
For example:
Add diminishing XP returns when repeatedly crafting the same item
Another option would be to give more XP through actual gameplay activities such as:
*Monuments
*Events
*Farming
*Mining
*Deep Sea
*Cobalt Assault
The goal wouldn't necessarily be to remove crafting XP, but to make active gameplay the primary way of earning XP. Crafting could still give a small amount of XP, but mass-crafting items while AFK should provide little to no meaningful progression, since the player isn't actually engaging with the game.
Right now, if the optimal XP strategy is to AFK-craft thousands of items, it feels like the progression system is unintentionally encouraging players not to play the game.
I think adjusting the XP system so that active gameplay is heavily rewarded while AFK mass-crafting provides little to no XP would make progression feel much more meaningful, while still keeping crafting XP useful for players who are actually crafting smaller batches of items as part of normal gameplay.



