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Fishbaitz
Apprentice Member
Joined: 5/27/10
Skepticals, the glasses that automatically make you a skeptic! |
I was responding to a post on another forum on crafting, telling him my thoughts on the matter. He was for having a myriad of crafting profession and gathering professions, like mining, gathering, smithing, fletching, cooking, ect; with many levels or tiers in each category. He supported this with it meant a good economy and lots of content. I was inclined to disagree. My thoughts on the matter is that crafting should be limited to the actual crafting professions with less or smaller levels in them. And gathering would be largely simplified as well by giving more from each resource node. I supported this with the claim that his style of crafting isn't fun and is overly grindy, and that you don't need gathering professions to support crafting professions in order to have a good economy. I also stated that crafting like that is not a lot of content. We both claimed that the majority of the MMO community was behind us, but I got curiose and wanted to find out what other people thought about it all. So, do you like blueprint or exploratory crafting? Gathering and Crafting or Crafting alone? Multi-combination materials or straight materials? Many tiered materials or few generic ones? I want to know your thoughts and any examples of crafting systems found in games that you like or dislike. I want to know what the MMO community wants.
*I would poll, but it doesn't give the option for multi answer sooo... no* |
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6/30/10 1:37:48 AM#2
I think very little amount of people actually enjoy crafting and the majority does it just for gear, definitely explains the huge grind the mats are. So yes i quite agree with the fact that gathering should give a lot more resources. Actually the reason i've never enjoyed crafting is because it just seems broken, most people gather some mats as they level or get them at cap but its usually just buy mats when your a high lvl and make the low lvl items in sheer amounts until you can make something you need. A chore, not fun. Some might say "low lvl gear is suppose to help you" well then why is it that my quests always give me better gear and that i actually spend a fortune on one piece of equipment that will be useless to me in a few lvls?. Crafting at its core is broken for me, or maybe i just don't get it. |
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6/30/10 1:41:53 AM#3
Well, I am all for a few professions (like smith, alchemists, tailor and such). 6-8 is good, maybe one that trains animals and a herbalist that can collect rare herbs and make salves) . But I also would like one class that basically is a crafter/merchant who can take all of those and are leveled up in a different way, like getting xp for crafting and earning money instead of killing things. that class should also get a store instead of a house. As for the crafting in itself I want the player to be able to design their own item with effects and looks, the better crafter the more choices. And no system that forces you to make a 100 tin daggers or something else useless that no one wants to buy. And i don't want an auction house, it is better to shop at player stores and market stands. Someone that can point you in the direction of a crafter that has the item in stock is fine however. |
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6/30/10 1:56:20 AM#4
Crafting directly contradicts one of the main reasons for playing your character, which is gear acquisition. I've never played an MMO where crafting was anything more than a boring time sink. If the economy needs more (or less) gear, then the simplest solution is to make mobs drop more (or less) gear. |
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6/30/10 2:00:48 AM#5
IMO it doesn't matter what you can craft or how many items you can craft, a successful player driven economy springs forth from the best quality items in game only being available through crafters. If you want to kill an online economy start including said quality items in loot tables. Crafters need to have purpose and customers need to depend on them. Some sort of "consumption" system should be in place. I know decay is a touchy subject, but surely there are other options to create a repeat customer situation. If an item does not cycle out of the game somehow, items will saturate and remove the "dependancy" needed for a successful economy. Ingredient quality allows crafters to search for the best ingredients and separate themselves from their competition by trying to offer the best quality items and removes the "every named item is the same" boredom. It makes the crafters try harder and their customers to actually SHOP for items instead of just buying the item from the first vendor they find. It also reduces the "he has x item, so it will do y damage" situation. Not knowing how powerful or good that weapon or armor is that your opponent has makes half the fun in combat. Specialization (training a narrow craft to become better at it) and personalization (Crafted By: tags) are not necessary but nice touches. Anything else (including crazy amounts of items available to craft) are just fluff. Crafters simply need to be needed. _____________________________ |
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6/30/10 2:12:00 AM#6
I love the crafting in Atlantica Online. You gave you the option to craft everything. But the drawback is learning a craft is grindy. To craft say an basic axe it takes 1000 workload. And the only way to gain workload is by killing monster or afk-crafting which takes time. And to learn the next higher grade axe, you need to craft 100 basic axe. The basic idea is you can learn everycraft. But learning a craft takes alot of times. Unlike for example wow where you can only learn 2 basic craft, and you can maxout your skill in a few hours as long as you have all the material. |
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Fishbaitz
Apprentice Member
Joined: 5/27/10
Skepticals, the glasses that automatically make you a skeptic! |
I just find it funny that we have polar opposites posting after one another. One claiming gear progression should all be from drops, and another advocating item decay in order for crafters to be needed in the long term. (neosapience and Delzo) |
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6/30/10 2:19:47 AM#8
Originally posted by laokoko Yeh i found that system quite interesting and crafting was actually quite useful in that game with a good economy from all the mats dropped from not only high lvl monsters but even low ones. It wasn't very deep and hard to understand but it worked. |
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6/30/10 2:22:23 AM#9
Originally posted by Fishbaitz That's called balance. If you can easily get geared through monster drop, there's no point of crafting. But if you can easily craft everything, there's no point of fighting monster. What usually happens is if you learn sword crafting, you have the ability to craft a powerful swords, but the drawback is it either really expensive to make, or it's bound so it's not sellable. |
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6/30/10 2:24:26 AM#10
Originally posted by Fishbaitz Trust me item decay is very strong, a great example of this is fallen earth. Now the main feature of that game is its crafting but the AH their is very rarely used and thier is very little need of crafters their. Why? Because you usually have enough mats to make your own gear or theirs usually a guildie who will make it for you if he doesnt give you his old gear before. The problem is, the people at the cap only needed to make their gear once and their set, no more need of crafters after that. |
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whisperwynd
Hard Core Member
Joined: 2/22/06
Think for yourselves and let others enjoy the priviledge to do so as well. |
6/30/10 2:34:34 AM#11
I find it amusing when debates have ppl stating that 'MOST' of the mmo community agrees/disagrees with the opinion being stated. For crafting, while I don't think it is necessary for the 'world economy', it does give a sense of immersion to a world needing your expertise on making game stuff. I would like to see more complex-driven professions that the player can evolve in his/her own way. Gives variety to the game. If the game is weapon/armor heavy with quests, then do away with making that type and concentrate on other things for smithing, like accessories (horse shoes for extra speed, or tools to help other professions). Weave the professions together that only those crafting can provide what is needed for others to improve theirs. As some have said, atm it is a bit grindy for rather useless crap, but in RL most crafting goes this way since you can only get better by repetition. |
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Fishbaitz
Apprentice Member
Joined: 5/27/10
Skepticals, the glasses that automatically make you a skeptic! |
Originally posted by whisperwynd I usually think that way to, so I got thinking after making that claim, and decided to post here on that topic to see what people really think, not what I think they think. Hooray for using the word 'think' too much! As these are games, they are made to be fun, why would I want to live one of the boring parts of life in something I am playing for enjoyment and entertainment.? |
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6/30/10 4:45:49 AM#13
Originally posted by Loke666 But I also would like one class that basically is a crafter/merchant who can take all of those and are leveled up in a different way, like getting xp for crafting and earning money instead of killing things. that class should also get a store instead of a house. I like this thinking. It is out of the ordinary same old. For most crafting is nothing else than a bar filling from the left to the right and a message about whether you succeeded or not. Can it get any more boring? I mean this is basically the principle of a lottery so why dont they at least present it by "tHe crAZy WhEel Of CRaFTIng!" with funny jingles and flying confetti?
Seriously crafting needs an overhaul as a whole. Make blueprints for weapons or armor drop from mobs. The crafter class then comes with different attributes and skills. For example the ability to read the foreign blueprint. Depending on how good his ability is he accurately reads the different parts of the recipe. He may then decide if he wants to go on with an maybe inaccurate reading and see what he gets or first improve on his reading skills.
Because the errors he makes while reading could lead to new improved designs. Just like in evolution, hehe. The actual blueprint would be divided into different parts each of which responsible for different attributes of the weapon/armor. You can insert materials of different qualities into these parts hence improving this part of the craft or not.
Inserting materials are realised by mastering certain fun minigames further de- or increasing quality. The crafter class' attributes could help in mastering these games or a general "assemble" talent. A "reassemble" talent could rule over how often you could try again.
Of course, the outcome has to be worth the hassle. If you are building a whole class about crafting you have to fill it with sense. Id like to see such new things. |
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6/30/10 7:33:21 AM#14
Originally posted by Geordy Excellent out of the box thinking. I don't dislike any of your ideas. _____________________________ |
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6/30/10 8:18:34 AM#15
I like crafting, there, i said it. What i like in crafting though is complexity, a simple use 2 of this to get that everytime doesnt keep me interested, though its better than token turn in "crafting". I like crafting to have lots of variables and lots of inputs that affect the end product, i like what i craft to have my characters name on it "crafted by xxx" so people will know what i can do and if they like it, come back for repeat business. Why do i like crafting? It gives me something else to do when i dont feel like fighting or questing or whatever. Actually, i like crafting more than fighting and questing a lot of the time :) I dont HAVE to group up to do it, i can craft solo, i can craft with a like minded group of people too. Its another option that fleshes out a world and gives people something to do. But, to me there is nothing worse than pointless crafting, builders and crafters like to build and craft things to be used, by themselves and by others, in my opinion. Crafting helps to produce a community, which is what mmorpg's are about. F2P/P2P excellent thread. |
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6/30/10 8:25:17 AM#16
My favorite crafting experience was EQ2. It wasn't too bad on the grindiness of the whole gathering and crafting process. Plus you had events that you had to react to in the crafting process that made it more interesting. So you had to have involvement in the process versus just gather a set quantity and pushing a button to get your item. |
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6/30/10 8:28:21 AM#17
Personaly I think gathering and crafting is a complete waste of time that could be removed from games with no negative impact on the fun to be had. Gathering and crafting are only useful for making money and getting items, but I could just as well adventure and get the same things, except adventuring is much more fun. I even played games like Vanguard but the crafting still wasn't very good. And really if I am buying items I do not care who made it or even if it was crafted or just found. I say drop skills and levels and make crafting into a customization tool (visually that is). You could let players collect different design blueprints to do different types of customization and then let them customize their generic looking items they find while adventuring. All men think they're fascinating. In my case, it's justified |
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6/30/10 8:42:38 AM#18
my personal experience with crafting was when i played daoc. i hated the cratt bar aspect of the grind, and it was a grind in the early years but improved from a time sink perspective in the here and now. overtime i had a lgm ctafter in all aspects except weaponcrafter. what i enjoyed after the grind to lgm was the "THINKING" aspect needed to be a successful crafter. i enjoyed talking with people on what they wanted there "template" to be, use my skills as a spellcrafter to imbue skills into all my crafted pieces , then proc the armor with awesome effects with my alchemist abilities. i would craft set pieces for all levels(especially for the battlegrounds and craft the ultimate level 50 template pieces. i never had money issues(made 99% and masterpiece items usually for cost), although i would always get a nice "tip" from people who appreciated the time and effort . i had a money making machine in my necromancer who then could trinket the material. i still miss that aspect of daoc. who knows i might return some day. live long and prosper if urgent do it yourself |
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6/30/10 8:46:53 AM#19
Originally posted by laokoko That's why mobs should drop crafting materials instead of gear. I'd like the idea that all the best weapons and armors were produced by crafters but at the same time the mats for making them were expensive and hard to come by. Not every player should be a crafter, so having a grinding factor suits fine to me. Besides, if you're a smart crafter you make other players to grind the mats for you. |
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6/30/10 8:47:32 AM#20
I dont get why some people want to lessen their game worlds, if all you want is action, why are you playing rpg's when there are fps's or rts's. Is it that some are hardcore raiders, and do not want to see their role in a given game lessened by crafted items being better than drops. They might not be top of the in game profession heap anymore, people might not oo and ahh over how many times they've run a given instance or set of instances in order to be "geared up", they might have to grind to get gold in a non raiding way?. Though with cash shop item creep thats going to become less relevant as time passes. Anyway, there are already a lot of games for non crafting people where crafting can be ignored entirely, now why not let crafters have some games with vibrant crafting, its an area sadly lacking in most games out there at the moment. I play two and have heard about but not played two others, and one that was revamped into a non crafter game. There may be more, but they arent sold as crafting freindly if there are. F2P/P2P excellent thread. |
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