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Camelot Unchained

Camelot Unchained 

General Discussion  » Lets hear from our builders and crafters.

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45 posts found
  Ellya

Novice Member

Joined: 3/03/13
Posts: 99

3/08/13 2:05:43 PM#21

In most games, a crafted item bears the crafters name, but it's only visible in the stats pop-up box. What I'd like to see is visible signs of the crafters identity. I mean trademarks!

Imagine, a sword with the trademark lion of a particular crafter etched into the blade. Or a chest piece with a trademark lions head on the front.

Surely, if they can make cloaks with guild emblems on, they can do the same with crafter marks on weapons and  armour?

Designer gear! :)

 

  Lawtoween

Novice Member

Joined: 3/05/13
Posts: 104

3/08/13 2:16:19 PM#22
Originally posted by PerfArt
Idea, to contribute: I am not sure if this has been proposed, but what about certain crafters (say, of siege weapons) being better at operating siege weaponry. Bonus damage and defense against destruction, even "siege styles" or abilities they could use actively when operating said weaponry. Get em out there with us and make us protect them!

Great ideas PerfArt!  

Why not make craft classes be the ones that set snares and damage traps for RvR. 

They would certainly do field repairs on seige and regular equipment. 

Maybe they are the only ones who get pack animals as pets (to haul mats and seige weapons across the frontier). 

They could be the classes that provide speed buffs if included in the game. 

Let's get them involved in RvR.

  Speely

Novice Member

Joined: 2/16/13
Posts: 864

3/08/13 2:17:32 PM#23
I'm with it!

http://www.mmorpg.com/blogs/PerfArt

  Lawtoween

Novice Member

Joined: 3/05/13
Posts: 104

3/08/13 2:19:37 PM#24
Originally posted by Ellya

In most games, a crafted item bears the crafters name, but it's only visible in the stats pop-up box. What I'd like to see is visible signs of the crafters identity. I mean trademarks!

Imagine, a sword with the trademark lion of a particular crafter etched into the blade. Or a chest piece with a trademark lions head on the front.

Surely, if they can make cloaks with guild emblems on, they can do the same with crafter marks on weapons and  armour?

Designer gear! :)

 

Bring on the Brand Wars!

But seriously, I think the crafter would have to reach Artisan level (and maybe deep into that) before this could be allowed or there would be no way to have enough different recognizable marks in the game to put on the items.

  Raventree

Novice Member

Joined: 5/12/10
Posts: 457

It is a double pleasure to gank the ganker.
-Raven Treeavelli

3/08/13 2:24:27 PM#25
In most MMOs you level your crafting up as you level, but most of the things you can make are still worthless.  I would like to see crafting make good items for leveling characters, not just max-level characters who can get better stuff by raiding anyway.  I would also like to see buildings and seige equipment that have to be player crafted (i.e. use crafted materials).  Throw in a system like DAoC where it takes a lot of time and tedium to get there and you have some crafters who are in very high demand.  I was never a fan of it being agonizing to level a craft, just to be able to make things that are useful and valuable.

Currently playing:
Rift
Played:
SWToR, Aion,EQ, Dark Age of Camelot
World of Warcraft, AoC

  grimjakk

Novice Member

Joined: 1/01/06
Posts: 195

3/08/13 7:52:41 PM#26
Originally posted by Dane_Wilding
Originally posted by grimjakk
Originally posted by fanglo
Originally posted by Dane_Wilding
Originally posted by grimjakk

Player built workshops with tools/stations that allow for experimentation on recipes - this is where your spellcrafting comes in.  (Hireling apprentices to craft to my recipe while offline is probably too much, but I can dream, right?)

Player build shops that could be manned by your character while offline.

In one of the dev blogs he says:

"Depending on our stretch goals, I would also like to see a system where high-level crafters can hire NPC assistants who could create items for the use of their sovereign’s and earn special crafter-based rewards for doing so as well as have a fully mobile component for this part of the game."

I also remember him saying guilds and players will be able to own shops to sell goods though I can't remember where...

"... crafters should be able to sell their wares in a bazaar-like setting and/or through their stores...."

Foundation Principle #7

It's also mentioned in bits and pieces in various other posts.

 

That's excellent. ;) 

But I can already tell that every feature MJ comes up with, I'm gonna have two questions about:

  1. Can I loot it?
and
 
      2.  Does it BURN?!?
 
 

Burning your own shop might be a little counter productive. Though I am almost positive that once an enemy captures a region, the surounding shops and player build homes will be destructable.

 

Actually, I could see situations where you might want to do just that... if the enemy is looking to move in long-term, it might be a good idea to light up that major resource structure and force the enemy to have to rebuild it from scratch. 

For example.  Just sayin'.

(Now, where DID I put those matches...?)

  sweetdigs

Advanced Member

Joined: 11/11/03
Posts: 199

3/08/13 9:01:11 PM#27

I was a dedicated crafter in Star Wars Galaxies, likely the best crafting style game other than Eve, which is a much different type of economic simulator.  I'd like something that takes the best from both worlds.

SWG-style city building, or at least the buildings that you could build in PA cities.  Clan halls and various other city-benefiting structures.  Player-owned housing, with the ability to display wares either on a vendor or on racks that players can peruse and see the stats of before buying.

I want to see a lot of randomization and skill going into the making of weapons/armor.  Possibly requiring the use of wizard type classes to imbue things to create magical properties in weapons and the use of specially harvested or gathered items that can only be collected by adventuring types deep in dungeons or in other dangerous areas of the world. 

Would love to see "capturable" mines, groves and other areas of the world that generate resources for you over time that you can collect, which gives some incentive for RvR/adventurer types to work with the crafters.  The crafters then can build better gear for the adventuring types.  Should be a very strong synergy between adventuring/crafting, not only for purposes of RvR and city building, but in everything.  Give us "pride" among our guild and among our realm.  Give us extremely rare items to shoot for.  Make skill matter in what you make. 

I love SWG's system where you had resources with different properties that resulted in different quality gear.  Maybe don't go to that extent, but something similar with crude, rough, average, quality, high quality, pristine, immaculate or something of that nature going from poor to a very high quality resource.  Have several different "plug ins" where you need to put resources into the item.  For example - if you want to craft an axe.. you need a haft and a blade.  If you put an immaculate stone the axe blade and an average wood shaft, you'd end up with an axe with the best damage for a stone-bladed axe but with only an average swing speed (not a light axe with the average wood shaft).  Alternatively, you could plug in an immaculate wood handle (likely requiring multiple resources of the immaculate level) and an average stone into the axe blade and end up with an attack speed bonus but only average damage.  Then you could harvest mithril or something and plug that into both the axe handle and axe blade, and make a pure mithril axe that does incredibly high damage.. 

Just some ideas.. obviously not going to spend a ton of time thinking through all of this because it's not what I do for a living, but I think the key is making crafters an integral part of not just outfitting players, but being part of the RvR, city building, home building, general gear, etc.  Give adventurers a NEED for crafters beyond just running to them to get gear.  Make them want the best crafters for their guild/clan.

Conversely, make crafters need to be part of the community, whether it's by having to setup their own shop for selling their wares and just being part of a city, or having to work with adventurers and caster types to be able to create the truly best items available.

Possible go one step further and make recipes not so common.  Perhaps even make certain extremely rare recipes where only x amount are allowed to be introduced into the world, and once that happens, that recipe vanishes and another recipe is randomly created to take its place.  This way you have some uniqueness among characters.  Allow characters to train other players on the recipes they've learned so that a recipe won't necessarily vanish even if all the original folks that got a recipe quit the game.  But hey, even if a recipe leaves a game, no biggie, there will be more randomly created.

  Stiler

Novice Member

Joined: 10/19/05
Posts: 599

3/09/13 12:08:53 AM#28

For me, one of the biggest things about both crafting and building is Customization. Not just stat wise, but also visually.

HAving crafters the ability to develop armorur and weapons and be able to influence how they look and things and develop their own style would be amazing.

ON top of this, if gear was able to be modified stat wise depending on both materials and the crafterswant/need, for example making armour less strong, but weigh less (for a class that might benefit more from the speed) or making it weigh more but have higher protection for a class that would benefit from it more.

 

  Tierless

Apprentice Member

Joined: 7/01/08
Posts: 2117

joie de vivre

 
OP  3/12/13 5:11:13 PM#29

I'm excited to see if the crafters take on more of a hands on "builders" role where we may see them close to combat areas building up structures rather than crafting miles behind lines then handing off the object to someone to go place on the map somewhere.

mmorpg.com/blogs/Xobdnas

  sweetdigs

Advanced Member

Joined: 11/11/03
Posts: 199

3/12/13 7:50:08 PM#30
Originally posted by Xobdnas

I'm excited to see if the crafters take on more of a hands on "builders" role where we may see them close to combat areas building up structures rather than crafting miles behind lines then handing off the object to someone to go place on the map somewhere.

Agreed Xob.  Maybe crafters even having the ability to construct siege engines on the field of battle that are then used to assist in the capture of a keep or castle.  Need catapults to knock down some walls?  Bring some crafters/builders.  Need a battering ram?  Need a trebuchet?  Same and same.

  Speely

Novice Member

Joined: 2/16/13
Posts: 864

3/13/13 2:14:44 PM#31
Lofty crafter idea #2147 (but it's AWESOME)

Since there is little/no pve planned for CU, and MJ's FP #11 promotes player-experience-created stories, how cool would it be if crafters simulate some elements of this?

MJ stated that he was considering some form of "crafter 8man" and/or guild mechanic. Also, we know that players can build housing.

Well, what if a group of stonemasons, creature breeders, weaponsmiths, armorers, runecrafters, etc could combine their efforts to create dungeons? They could have an overall visual theme, various iterations of which could be available to higher and higher level crafters, and be modified by a simple level editor for layout. You could populate your dungeons with creatures based on the aptitude of your breeders, give these creatures loot created by your gear crafters, and charge adventurers a fee to enter, first come, first serve. Once the dungeon is created, one group can buy entrance and try to loot it. If they fail, they lose everything, including their entrance fee.Next! If they succeed, they will walk away with gear that is A) crafter made and b) perhaps imbued with special visual effects.

This gives those who miss pve but like a crafter-driven economy a way to enjoy that kind of content.

Totally unrealistic I know. Just thinking in text :)

http://www.mmorpg.com/blogs/PerfArt

  sweetdigs

Advanced Member

Joined: 11/11/03
Posts: 199

3/13/13 2:31:43 PM#32

Thought it might be fun for folks to brainstorm some ideas for structures to be built.. I'm sure that MJ and his team already have thought these out and have some great ideas, but never hurts to brainstorm and see if we can come up with even one new idea that could be utilized in-game.  So, with that,, some simple crafter construction ideas that would work with MJ's 11th FP.

1.   Towers of magic - either strengthen the spells of casters in a certain area around the tower or diminish the power of casters in a certain area.  Maybe you're able to attune it to just your race's magic, but it might be more balancing if it affected ALL casters in the area, so, for example, say your enemies tend to have more mages in a battle than you - fire up the tower to diminish spell power in the area.  This would add a lot of tactics to the gameworld and also add value to scouting/stealth parties that could provide advance notice about the composition of an incoming army so that you can best setup your defenses.

2.   Defensive structures - such as archer towers that fire on their own, or fireball towers that emit fireballs at enemies that come into a certain range. 

3.   Would love to see various types of crafters - so for example, the towers of magic and fireball-spitting defensive structures would require magic-attuned crafters that have to specialize in those areas.  Such crafters could work with armorsmiths and weaponsmiths to enhance those weapons with magical properties (or produce magical components or something that the armor/weaponsmith could add into their own construction process to try and create a magical weapon or armor).  I like the idea of keeping magical items rare, though.

4.   Resource plots - if you see a grove of trees, you can build a lumbermill on it.  You can also build a storage house next door and the lumbermill will then automatically collect resources over time and put them in the storage house for you to collect every so often.  Also, over time, the forest would deplete and eventually vanish and you would need to move locations.  Perhaps that same area would eventually regrow the trees, too.  Then there's the next level - opposing forces could raid the storehouse and steal the stored goods.  And the next level - you can purchase locks or hire NPCs to defend the area - and then the enemy would need thieves to break into the locks and/or need to kill off the NPCs before they could loot it.

  Speely

Novice Member

Joined: 2/16/13
Posts: 864

3/13/13 2:36:19 PM#33
Great ideas, sweetdigs! I love the idea of building dedicated structures for specific effects. I am sure CSE already has some in mind.

This postulation and theorycrafting is so fun :)

http://www.mmorpg.com/blogs/PerfArt

  Tierless

Apprentice Member

Joined: 7/01/08
Posts: 2117

joie de vivre

 
OP  3/13/13 2:50:53 PM#34


Originally posted by sweetdigs
Thought it might be fun for folks to brainstorm some ideas for structures to be built.. I'm sure that MJ and his team already have thought these out and have some great ideas, but never hurts to brainstorm and see if we can come up with even one new idea that could be utilized in-game.  So, with that,, some simple crafter construction ideas that would work with MJ's 11th FP.

1.   Towers of magic - either strengthen the spells of casters in a certain area around the tower or diminish the power of casters in a certain area.  Maybe you're able to attune it to just your race's magic, but it might be more balancing if it affected ALL casters in the area, so, for example, say your enemies tend to have more mages in a battle than you - fire up the tower to diminish spell power in the area.  This would add a lot of tactics to the gameworld and also add value to scouting/stealth parties that could provide advance notice about the composition of an incoming army so that you can best setup your defenses.

2.   Defensive structures - such as archer towers that fire on their own, or fireball towers that emit fireballs at enemies that come into a certain range. 

3.   Would love to see various types of crafters - so for example, the towers of magic and fireball-spitting defensive structures would require magic-attuned crafters that have to specialize in those areas.  Such crafters could work with armorsmiths and weaponsmiths to enhance those weapons with magical properties (or produce magical components or something that the armor/weaponsmith could add into their own construction process to try and create a magical weapon or armor).  I like the idea of keeping magical items rare, though.

4.   Resource plots - if you see a grove of trees, you can build a lumbermill on it.  You can also build a storage house next door and the lumbermill will then automatically collect resources over time and put them in the storage house for you to collect every so often.  Also, over time, the forest would deplete and eventually vanish and you would need to move locations.  Perhaps that same area would eventually regrow the trees, too.  Then there's the next level - opposing forces could raid the storehouse and steal the stored goods.  And the next level - you can purchase locks or hire NPCs to defend the area - and then the enemy would need thieves to break into the locks and/or need to kill off the NPCs before they could loot it.


Some interesting ideas here.

mmorpg.com/blogs/Xobdnas

  Ellya

Novice Member

Joined: 3/03/13
Posts: 99

3/13/13 7:04:14 PM#35

I'd like to build an inn and a little tea shop for the weary army to rest and relax in.

Perhaps a monastery, so that our fighting monks can get REALLY good with those staves.

Or maybe a library, so that the magic users can research sources of arcane magic, or the builders and crafters can come and look for lost recipes and techniques.

  Outis

Novice Member

Joined: 9/07/07
Posts: 101

3/13/13 10:53:08 PM#36
Originally posted by PerfArt
Lofty crafter idea #2147 (but it's AWESOME)

Since there is little/no pve planned for CU, and MJ's FP #11 promotes player-experience-created stories, how cool would it be if crafters simulate some elements of this?

MJ stated that he was considering some form of "crafter 8man" and/or guild mechanic. Also, we know that players can build housing.

Well, what if a group of stonemasons, creature breeders, weaponsmiths, armorers, runecrafters, etc could combine their efforts to create dungeons? They could have an overall visual theme, various iterations of which could be available to higher and higher level crafters, and be modified by a simple level editor for layout. You could populate your dungeons with creatures based on the aptitude of your breeders, give these creatures loot created by your gear crafters, and charge adventurers a fee to enter, first come, first serve. Once the dungeon is created, one group can buy entrance and try to loot it. If they fail, they lose everything, including their entrance fee.Next! If they succeed, they will walk away with gear that is A) crafter made and b) perhaps imbued with special visual effects.

This gives those who miss pve but like a crafter-driven economy a way to enjoy that kind of content.

Totally unrealistic I know. Just thinking in text :)

Even though this might be too much on the PvE aspect for CU. I LOVE THIS IDEA!!!!! I think this would make a GREAT addition to any MMO if it could be implemented correctly.

  Teh_Axi

Novice Member

Joined: 9/21/08
Posts: 405

3/14/13 8:35:02 AM#37

Might not be on topic but I feel the need to vent.

I hate crafting.

I hope they make it so hard and time consuming that theres no reason for me to ever bother rubbing two pieces of copper together. I don't care how "fun" or "involving" or "deep" you make it, I don't want to do it, not ever.

  Speely

Novice Member

Joined: 2/16/13
Posts: 864

3/14/13 8:56:12 AM#38
@Teh Axi

No worries, mate! There will be dedicated crafting classes, so all you have to do is bring em money and (maybe) beat people up to protect them.

Everyone wins!

http://www.mmorpg.com/blogs/PerfArt

  Storm_Fireblade

Novice Member

Joined: 2/11/13
Posts: 156

3/14/13 1:54:58 PM#39

Well, when it comes to my initial thoughts on crafting, I made a post on that a while ago:

"So, lets talk crafting. Not only is it going to be one of three core-features in Camelot Unchained, it is one of the most important systems for me too. I´ve played several games in the last 14 years. Unfortunately I missed out to get in touch with the crafting in Ultima Online as well as Star Wars Galaxies, which at least from what I´ve heard and read were pretty nice systems. But that didn´t prevent me from getting my fair share of experiences with different craftingstyles. Unfortunately no game did ever come close to what I would wish for myself - DAoC coming the closest.

First of all I think becoming a crafter should be a commitment. Most games offer crafting as some sort of side job everyone can take up. In my opinion thats the first mistake. Crafter should be a class itself - at least if we are talking classbased games like Camelot Unchained will be. I can choose to become a healer, tank, melee-dmg....or crafter. It should be a valid option like every other and not being valued less. Lineage II did at least try to go in the right direction here. Choosing a crafter doesn´t necessary mean you can´t have meaningful abilities for RvR too.

The next thing is how to progress. Although Mark already told us, we won´t be making 10.000 swords no one needs, we know little about how its going to be then. Personally I would choose a path I haven´t seen anywhere yet - a realistic one. Why am I able to build hundreds of items in no time in the first place? Items, f.x. a sword should take a real effort to make. You should have to make several keyitems and go through different productionstages all rewarding you with some form for classprogression. With such a system every item really would count. People would have to order something, if I haven´t any of it in stock etc. In my opinion there is no problem in forcing players to craft like 1-2 hours to make one sword, as long as you are rewarded along the way and not only for the last click.

To minimize the output of crafters would not only make it more realistic, no it would also increase the respect for those players and minimize the chance of any form for inflation. At the same time people would value their items more and the interaction with crafters and non-crafters would be increased too.

While including different productionstages you make it possible to include two other things I would count towards important and desirable --> Quality and Interaction. First, it shouldn´t just be a simple click and made. Somehow you have to offer crafters more playfun, while doing their job. Vanguard tried it and, although the game itself didn´t became a success, did at least a good job in making something up to improve. Second, it should matter what kind of materials you use during each productionstage. Using better ressources and maybe even doing a better job during the interactive-part has to increase the quality of the item.

This would lead to the seperation of good and passioned crafters from the rest. Just like a good pvp´ler, a good healer or anybody else is able to stand out from similar classplayers. It should matter, whether or not I´m good in crafting, If I´m trying to be the best, if I´m using higher materials....at the end I want to be rewarded for my efforts and getting the possibility to really be known as the guy everyone comes to, because they know where they get the highest quality. It has always been so fruststrating to see everyone make the same items and be capable of the same things as soon as they have the same "skill-level". There should be a playskill-component too.

Furthermore customisation is a must have. As a crafter I want to label my items and maybe even from scratch define their colour etc, so everytime I deliver an item people can see my signature.

Well, thats how I see it and I hope Camelot Unchainend will offer something very similar, since Mark - avoiding the hype - still is mentioning how important crafting is going to be, that crafting pride is something they are looking for and that we are going to see something, he hasn´t seen himself in any game up to now.

I could go into more specifics, but I guess its enough to start a discussion for now"

Camelot Unchained Fanpage
https://simply-gaming.com/camelot/

  Storm_Fireblade

Novice Member

Joined: 2/11/13
Posts: 156

3/14/13 1:59:19 PM#40

I have to admit, I like the interdependency people suggest here a lot. In my personal opinion, thats a no-brainer. Players focusing on either crafting or rvr should be forced to interact with each other and I really hope, we will see some community efforts on every server because of that.

Although I crave for a game with a crafter-class and everything from interactive gameplay to customizing my items from scratch...I still want to be a part of the world and not only some dumb monkey in the back buildung stuff for everyone else to have fun.

So rvrler should have to seize important mines, keeps, fight off the other factions etc etc to allow the crafters on the other hand to harvest ressources there or learn new recipies or...

Interdependency is really key here in my humble opinion.

Camelot Unchained Fanpage
https://simply-gaming.com/camelot/

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