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The Pub at MMORPG.COM  » Why is crafting always the same?

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52 posts found
  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19503

6/26/12 11:18:33 AM#41
Originally posted by uohaloran

Because crafting isn't considered important to developers when all the playerbase does is whine about wanting a new raid or a new dungeon.

Nothing wrong if combat gameplay is what player wants.

Personally, i play MMOs for dungeon adventures, not crafting.

  SEANMCAD

Spotlight Poster

Joined: 3/22/09
Posts: 5174

6/26/12 11:56:43 AM#42
Originally posted by Vutar

In every MMO i've played tradeskills create gear or enchance gear with stats. This often leads to crafting being useless as the best items are found in raids/quests. I wonder why crafting continues down this path with every MMO. Why not make it so that crafting creates completely cosmetic items only. Make normal armor from quests/raid and such give stats but look drab. Then have crafters create the skins for everything, weapons, armor, etc.  This would eliminate the need to balance crafting stats wise with other forms of gear acquisition but leave in place the value of crafting. Looks matter to the majority of people and so crafting of weapon/armor skins would be in demand.

I could see a lot of possibility with a system like this.

no no no no no

I enjoy the process of crafting but if there isnt any benifit to it then I am likely to not do it.

what is up with all these ideas that have zero impact to actual game play. I am not going to craft so you can have cool looking threads...f8ck that noise.

Correlation does not imply causation

  Grixxitt

Novice Member

Joined: 5/18/12
Posts: 556

6/26/12 12:28:10 PM#43

Crafting is only unnecessary if gear lasts forever and is unlootable.

 

Also, question of "Why is crafting always the same?" is kind of silly.

EVERYTHING is always the same because various game devs have been remaking the same exact MMO for the last 10+ years.

The above is my personal opinion. Anyone displaying a view contrary to my opinion is obviously WRONG and should STHU. (neener neener)

-The MMO Forum Community

  olepi

Advanced Member

Joined: 1/15/07
Posts: 984

6/26/12 12:41:37 PM#44

I always like to craft in MMO's, and am disappointed in recent releases. To me, the best crafting system is part of a world where the best items come from crafters ONLY.

Take Ryzom crafting: no drops are weapons or armor, they are all mats needed to make weapons and armor. You can buy mats, and even weapons and armor, from vendors, but those are alway inferior.

Every single decent item, is made by crafters, from mats that have to be collected by harvesting.

Another interesting example is Pirates of the Burning Sea. Every single item is crafted by somebody.

------------
RIP City of Heroes. One of my favorite MMO's.

  froakakhan

Novice Member

Joined: 11/29/10
Posts: 4

6/26/12 12:49:03 PM#45

a little before launch, EQ2 was looking to have the best crafting system i have seen to date.  the only thing that would have put it over the top was to merge it with SWGs resource quality mechanics.  it was a reactive system, there were events that would pop up and you had to counter them with crafting abilities somewhat like a mini game.   a few professions that delt with dangerous stuff (fire/chemical) could actually die if you muffed up a critical one. 

also you actually relied on other crafters to be able to craft equipment.  alchemists made tempers for metalworkers and ink for scribes, metalworkers made nails for carpenters, tailors made padding for armor etc etc.  it would take about 12 combines total including sub components to make a piece of armor and it actually took some skill to create the best quality items.  at launch you actually saw people in the crafting areas communicating, working together, and selling minor components. 

of course the player base was up in arms about this.  how dare they make it somewhat challenging and have you rely on/interact with other people in an online social game with a player driven economy.  the entire system was nerfed into oblivion and now in its place is the most borring grindfest system.

this to me sums up the single greatest problem with any modern MMO.  the lack of relying on other people.  the level of community, friends, guilds that OG games had (no i dont consider wow OG) kept me playing.  the friends that i made in EQ1 i would give a lung for if it came to that.  cant even come close to saying the same for any game i've played since.  heck i cant even remember most of the people in my guilds in recent games.

  SEANMCAD

Spotlight Poster

Joined: 3/22/09
Posts: 5174

6/26/12 12:54:36 PM#46
Originally posted by froakakhan

a little before launch, EQ2 was looking to have the best crafting system i have seen to date.  the only thing that would have put it over the top was to merge it with SWGs resource quality mechanics.  it was a reactive system, there were events that would pop up and you had to counter them with crafting abilities somewhat like a mini game.   a few professions that delt with dangerous stuff (fire/chemical) could actually die if you muffed up a critical one. 

also you actually relied on other crafters to be able to craft equipment.  alchemists made tempers for metalworkers and ink for scribes, metalworkers made nails for carpenters, tailors made padding for armor etc etc.  it would take about 12 combines total including sub components to make a piece of armor and it actually took some skill to create the best quality items.  at launch you actually saw people in the crafting areas communicating, working together, and selling minor components. 

of course the player base was up in arms about this.  how dare they make it somewhat challenging and have you rely on/interact with other people in an online social game with a player driven economy.  the entire system was nerfed into oblivion and now in its place is the most borring grindfest system.

this to me sums up the single greatest problem with any modern MMO.  the lack of relying on other people.  the level of community, friends, guilds that OG games had (no i dont consider wow OG) kept me playing.  the friends that i made in EQ1 i would give a lung for if it came to that.  cant even come close to saying the same for any game i've played since.  heck i cant even remember most of the people in my guilds in recent games.

a lot of truth here.

So for example if crafting for better items where not there everything would be fine. People would adventure out in the field with the equiptment the game had and progress as they would progress. As soon as you add 'ok well this feature allows you to have better gear then you would otherwise' then people consider it a requirement to have it and complain if they cant get it fairly easily.

its a shame really

Correlation does not imply causation

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1816

"I shall take your position into consideration"

6/26/12 1:00:17 PM#47

I agree that there has not been much innovation in crafting for some time.

On the other hand, I do not like the idea that crafting would produce only cosmetic upgrades.

Currently playing: L2 Chronicle 4

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

6/26/12 1:21:52 PM#48
Originally posted by maplestone

I don't do raids and enjoy crafting (usually), so it's not wasted for me - it's usually my endgame.

It seems a different flavor of answer for "what to do with myself now".

In the end, that's all players really need from a mature game--as many and broad a variety of answers to that question as possible.  Sandbox, themepark, different answers to the same basic problems.

Not surprisingly, gamers tend to wear out one answer over time, and set off seeking another.  Or many others.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  SEANMCAD

Spotlight Poster

Joined: 3/22/09
Posts: 5174

6/26/12 1:27:55 PM#49
Originally posted by Icewhite
Originally posted by maplestone

I don't do raids and enjoy crafting (usually), so it's not wasted for me - it's usually my endgame.

It seems a different flavor of answer for "what to do with myself now".

In the end, that's all players really need from a mature game--as many and broad a variety of answers to that question as possible.  Sandbox, themepark, different answers to the same basic problems.

Not surprisingly, gamers tend to wear out one answer over time, and set off seeking another.  Or many others.

this is similar to the housing conversation. I like crafting, but if my crafted items do not have a greater context in the rest of the game I am not going to craft because there is no point in it.

Just like housing, there is a difference between a sword with stats and a vanity pet with no stats and I know people know this, they just arent concious of it.

Correlation does not imply causation

  Silvermink

Novice Member

Joined: 6/07/07
Posts: 289

6/26/12 8:38:54 PM#50

EQ2's crafting was changed as much for the imbalances as the difficulty. Just about every other craft depended on Alchemy. This forced everyone to either roll alts or buy from the way overpriced AH. I liked the previous system, but when 1 craft can make fortunes making piddly subcombines something's wrong.

  Cuathon

Advanced Member

Joined: 10/24/04
Posts: 2254

Draw Something is now an MMO. God has forsaken us.

6/27/12 3:52:13 PM#51

When I used to post  a lot here about how to design a cool MMO I had some pretty complex crafting that people really liked and which had a lot of SWG inspiration. However the chance of a big studio making such an MMO is 0.

  Ailingforale

Novice Member

Joined: 1/07/11
Posts: 88

6/27/12 5:49:42 PM#52

Maybe if the community was more concered about crafting.  The problem is that they haven't done crafting well enough in a few years that they then get to much crap from ploping on goofy crafting systems into gamse.  

If we are going to see a great crafting experience in a games, it's probably going to come as a suprise from a AAA game or from an indie game dev that people who know will point out and eveyone else will just say, "I've heard about that game, but I'm to busy playing x,y, & z".

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