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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Okay Foundational Principle #7 should peak the interest of all you crafters out there.

First a question. How many times have you found an MMO that had a  nice crafting system which allowed you to be a pure crafter and make some bucks because you weren't in competition with mob drops only to have the devs decide to destroy your market by letting players get "better" stuff from mobs?

Second question. How would you like a game designed from the start to never let that happen?:)

All serious crafters should read this:


"CU’s crafting system is a bit of a “hash” as it incorporates some familiar elements as well as elements that are wholly original; it is the interplay of these elements, enmeshed in the all-consuming RvR environment of the game that will make it unique. Before moving on to the “nuts and bolts” of the system, let us focus on some of the core principles that I envision for the overall crafting system.

First, our crafting system will be the only reliable way to get armor, weapons and most items (some purely cosmetic and low-level items may be obtained through vendors) for your characters.

There are no “rare drops” from NPCs and even with NPC guards and the like, we think the whole “Oh look, I just killed a nightingale and it dropped a full suite of purple armor” is so last decade.

Secondly, players of CU will be able to create a “crafting-class” character with separate crafting-based ability and skill leveling tracks. These leveling tracks will be similar to the RvR-leveling tracks in the time necessary to “level up” characters so that consequently, players will not simply be able to dump money from their main/alt/guild and quickly level up a crafting character (just as they could not do that with an RvR-focused character).

Thirdly, when you level up your crafting skills you will not have to create large amounts of any good, as each item takes time and effort to create. We also do not envision creating a system where the crafters will need the support of many other crafters to make most items. While we want our crafters to work with their fellow crafters at times (more on this later), crafters must be able to do their job without having to rely on a large number of other people to create an item as requiring too much cooperation would greatly reduce the flow of new items into the system.

Continue reading here:  Foundational Principle #7 – Crafting should be fun, useful and not induce Carpal Tunnel Syndrome writes:
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