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MMORPG.com Discussion Forums

Darkfall: Unholy Wars

Darkfall: Unholy Wars 

General Discussion  » Attention Crafters/Gatherers: This is a surprisingly good game for us.

4 Pages 1 2 3 4 » Search
61 posts found
  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 3:16:55 PM#1

Contrary to popular belief, this is not a PvP only game, I would actually suggest that this is mostly an economic game with PvP as the primary money sink.  Some things to know:

1.  There is no NPC armor/weapons.  There are no gear drops that are better than player-created gear.  When a player dies, they potentially lose all their gear and need to replace it.  Consistent demand and stable prices!

2.  There are no gear repairs.  When a weapon or piece of armor goes to zero durability, it's done.  Again, consistent demand and stable prices

3.  There is crafting of both weapons/armor/potions/etc., but also mounts, boats, and building materials.

4.  You can obtain most of the raw materials in the safe zones, and the rest from the markets.  You actually do not have to take one step out of the safe zones (which are surprisingly large) to have a full crafting/gathering experience.

This is really an ideal game for people preferring crafting/gathering as their primary activity in-game, and you will have a pretty important effect on the outcomes of the game (a guild with great, dedicated crafters has a big advantage over guilds that don't).

Everything goes better with beef.

  Snakex

Apprentice Member

Joined: 7/10/08
Posts: 249

Unfortunately, killing is just one of those things that gets easier the more you do it.

7/13/13 3:25:18 PM#2
The introduction of the Market has increased gameplay for everyone.
  DarthRaiden

Advanced Member

Joined: 11/20/05
Posts: 4540

i make art,
till someone dies.

Forum Terrorist

7/13/13 3:38:33 PM#3

Can you please describe the gathering and crafting process ?

 

Can you please describe crafting items for example  the variation and specialization in crafting ranges to any other player's crafts  in game ?

 

How is the raw material more special if a crafter collects / gather it from any other player ?  Can you descrivbe the difference ?

 

 

-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 3:39:28 PM#4
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

Everything goes better with beef.

  DarthRaiden

Advanced Member

Joined: 11/20/05
Posts: 4540

i make art,
till someone dies.

Forum Terrorist

7/13/13 3:42:36 PM#5
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

 

So its just functional..the least thing to expect from crafting or a market system ...

Dont think this is enough to get any serious crafter to try this game just for crafting..there are excioting games out there which have more meaning for crafters.

AV in general openly treats crafting like they treat sandbox, with ignorance and Tasos ven sometimes gets angry if asked a crafting question.

Tasos openly stated that crafting isnt a exciting activity and all should look on other aspects of the game when he got asked a crafting specific question in last MMORPG's live chat event. he doesn't have a high opinion on crafter type of gamers and the game shws it.

-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

  waynejr2

Hard Core Member

Joined: 4/12/11
Posts: 3712

RIP City of Heroes!

7/13/13 3:46:28 PM#6
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

You wrote good in the thread title, now you are saying certainly functional.  So in your mind does: good = certainly functionable?

  Dihoru

Elite Member

Joined: 1/11/06
Posts: 2666

7/13/13 3:49:32 PM#7
Originally posted by waynejr2
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

You wrote good in the thread title, now you are saying certainly functional.  So in your mind does: good = certainly functionable?

Give credit though... functionable is better than "basic".

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 3:52:39 PM#8
Originally posted by DarthRaiden

Can you please describe the gathering and crafting process ?

Sure.  The gathering involves obtaining the relevant gathering tool from the NPC vendor, and you then essentially "mine" resource nodes (metal, stone, timber, herb/cotton).  You get the major base materials (iron ore, stone, timber, and cotton) along with small amounts of more specialized material.  Additionally, you can gather leather from PvE (this can be obtained via safezone PvE).  

From there, you go to any city and craft items from those materials (using the smithy, workbench, lab, or oven), or sell the raw materials to the market or an NPC vendor.  

Can you please describe crafting items for example  the variation and specialization in crafting ranges to any other player's crafts  in game ?

The only major differentiator vs., say, a lower level guy crafting the same item is in the durability of the product your creating, and your failure rate in creating the item.  Higher durability items typically sell for more money in the market, and lower fail rates increase your net margin.  

Also, the higher level products to craft generally don't open up until you have more experience crafting in the item category.

As far as the range of products, you can make weapons, armor, potions, bags, mounts, boats, building materials (ex., strongboxes, doors, building modules, etc.), bombs, cannons, siege hammers, and tools.  I can't think of a utilizable product in the game that isn't player crafted.

 

 

 

 

Everything goes better with beef.

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 3:55:00 PM#9
Originally posted by waynejr2
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

You wrote good in the thread title, now you are saying certainly functional.  So in your mind does: good = certainly functionable?

That was in reference to the market.  The UI is a little clunky, but it works fine.

Everything goes better with beef.

  Dihoru

Elite Member

Joined: 1/11/06
Posts: 2666

7/13/13 3:55:33 PM#10
Originally posted by MmmBeefy
Originally posted by DarthRaiden

Can you please describe the gathering and crafting process ?

Sure.  The gathering involves obtaining the relevant gathering tool from the NPC vendor, and you then essentially "mine" resource nodes (metal, stone, timber, herb/cotton).  You get the major base materials (iron ore, stone, timber, and cotton) along with small amounts of more specialized material.  Additionally, you can gather leather from PvE (this can be obtained via safezone PvE).  

From there, you go to any city and craft items from those materials (using the smithy, workbench, lab, or oven), or sell the raw materials to the market or an NPC vendor.  

Can you please describe crafting items for example  the variation and specialization in crafting ranges to any other player's crafts  in game ?

The only major differentiator vs., say, a lower level guy crafting the same item is in the durability of the product your creating, and your failure rate in creating the item.  Higher durability items typically sell for more money in the market, and lower fail rates increase your net margin.  

Also, the higher level products to craft generally don't open up until you have more experience crafting in the item category.

As far as the range of products, you can make weapons, armor, potions, bags, mounts, boats, building materials (ex., strongboxes, doors, building modules, etc.), bombs, cannons, siege hammers, and tools.  I can't think of a utilizable product in the game that isn't player crafted.

 

 

 

 

What about the process itself? Do you queue up things like in WoW or is it more involved than that?

  waynejr2

Hard Core Member

Joined: 4/12/11
Posts: 3712

RIP City of Heroes!

7/13/13 3:59:33 PM#11
Originally posted by Dihoru
Originally posted by waynejr2
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

You wrote good in the thread title, now you are saying certainly functional.  So in your mind does: good = certainly functionable?

Give credit though... functionable is better than "basic".

How?  If it isn't functional it is broken and thus...

 

  Bjelar

Novice Member

Joined: 4/07/12
Posts: 383

7/13/13 3:59:56 PM#12

Sniff-sniff  this thread smells like bait.

 

A PvPer, trying to lure crafters to his game for ganking purposes? I'll stay away.

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 4:01:26 PM#13
Originally posted by DarthRaiden
Originally posted by MmmBeefy
Yes, it's not a perfect mechanism, but certainly functional.  One aspect I do like is the "buy orders"/reverse auction mechanism, where people set the quantity and price of a product they are willing to buy, and you can fill that order then anytime.  It isn't completely unique, but it's a relatively rare aspect that adds value for me.  

 

So its just functional..the least thing to expect from crafting or a market system ...

Dont think this is enough to get any serious crafter to try this game just for crafting..there are excioting games out there which have more meaning for crafters.

AV in general openly treats crafting like they treat sandbox, with ignorance and Tasos ven sometimes gets angry if asked a crafting question.

Tasos openly stated that crafting isnt a exciting activity and all should look on other aspects of the game when he got asked a crafting specific question in last MMORPG's live chat event. he doesn't have a high opinion on crafter type of gamers and the game shws it.

I tend to separate my game experience from dev comments/other out-of-game stuff, because on the flipside, a dev can sound awesome, and yet the game experience is surprisingly bad.  My experience with Darkfall UH has been very positive, and I'm primarily a "crafting type"/economic side of the house type of player.  The crafting here isn't designed for somebody that loves to make super rare "uber" items, it's designed for somebody that wants their crafting/gathering to materially affect the meta-game, and that is unquestionably the case in this game.  

Everything goes better with beef.

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 4:03:53 PM#14
Originally posted by Bjelar

Sniff-sniff  this thread smells like bait.

 

A PvPer, trying to lure crafters to his game for ganking purposes? I'll stay away.

A fair thing to question.  I'll point you back to where I said you could reasonably have a full crafting experience entirely within the safezone. 

Everything goes better with beef.

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 4:13:52 PM#15
Originally posted by Dihoru
 

What about the process itself? Do you queue up things like in WoW or is it more involved than that?

Yes, if you're crafting, say, 100 sets of arrows, you can define that you want to make 100 sets, and as long as you have the mats for it, you can hit start and go get a drink or eats.  Same with mining resource nodes, you can walk up to a node, hit a button, and you'll just automatically keep mining until the node is done.  You can tab over to check your email or whatever.  

You actually get experience points (called prowess points) for gathering and crafting, and you can use those points to, for example, increase your characters intelligence, or increase their 2h axe skill, or even increase their gathering skill (increases the speed at which you gather resources).  

The crafting skills are unique in that they increase based on how many times you craft an item within a category (ex., weaponsmithing), and the higher skills allow  you to make higher durability items, and decreases your fail rate.  Higher durability is important, because no item can be repaired, so there is a premium/demand for your stuff if you have high crafting skill.  

Everything goes better with beef.

  MmmBeefy

Novice Member

Joined: 6/21/05
Posts: 10

 
OP  7/13/13 4:16:31 PM#16

"You actually get experience points (called prowess points) for gathering and crafting, and you can use those points to, for example, increase your characters intelligence, or increase their 2h axe skill, or even increase their gathering skill (increases the speed at which you gather resources)."

I would say this part is particularly important, because this ensures your not exclusively pigeonholed into "being a crafter", ie., the guy with super high strength that's awesome with a 2h axe can also be a great crafter.  A lot of crafter types prefer the healer role in combat situations, you can be a terrific healer and also make great gear.

Everything goes better with beef.

  Aragon100

Hard Core Member

Joined: 2/06/08
Posts: 2200

7/13/13 10:06:00 PM#17
Originally posted by MmmBeefy
Originally posted by Bjelar

Sniff-sniff  this thread smells like bait.

 

A PvPer, trying to lure crafters to his game for ganking purposes? I'll stay away.

A fair thing to question.  I'll point you back to where I said you could reasonably have a full crafting experience entirely within the safezone. 

So to craft you can get all materials inside the safe zone? 

Cause if not then you cant have a full crafting experience entirely within the safezone.

It's hard to craft without gather rescources first you know.

Crafting is not good in DFUW since everybody will be more or less a gatherer/crafter in the long run, there will not be true dedicated crafters that get their well deserved respect for all their hardwork.

Gathering in DFUW is as exiting as watching paint dry. Very time consuming.

Only reason to gather and craft in DFUW is to get prowess points for PvP skills.

  benseine

Novice Member

Joined: 5/12/10
Posts: 243

7/13/13 10:35:02 PM#18
This game is interesting for crafters because: -You earn skillpoints you can freely spent so you can make a pvp char by chopping wood. -Guild city workshops produce gear with higher durability, so it is worth builing those cities up. -Big money sink cause of ffa pvp with full loot plus item decay with no repair.
  Aragon100

Hard Core Member

Joined: 2/06/08
Posts: 2200

7/14/13 3:57:04 AM#19
Originally posted by benseine
This game is interesting for crafters because: -You earn skillpoints you can freely spent so you can make a pvp char by chopping wood. -Guild city workshops produce gear with higher durability, so it is worth builing those cities up. -Big money sink cause of ffa pvp with full loot plus item decay with no repair.

Everyone will in the end be crafters since it give by far most prowess points. Prowess points used in PvP.

The ones with +150 K prowess points is the ones that been boosted rescources for crafting by their guild.

So there will in the end be no dedicated crafters and a game without dedicated crafters isnt a good crafting game.

It will be just like DF1 where everyone mastered everything.

Calling that a good crafting game is beyond me. 

  page975

Apprentice Member

Joined: 6/02/13
Posts: 317

7/14/13 4:57:19 AM#20

The above poster is right, I knew this when I first found out their will be an auction weeks ago.

- Everyone has to do everything anyway to gain prowess.....Harvesting and Crafting !

- Everyone should be self suffent to replace stuff.

- People need prowess BAD, no amount of money or dealing with the auction will help you gain prowess.

- As far money goes, what do you need if for ?....crafting only !.....So everyone will be a crafter.

 

Every new player has to Craft......Im still kind of new, only playing a month.  I looked over the auction and at least for me I can't see myself buying anything BECAUSE I NEED TO BUILD PROWESS MYSELF.

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A few examples :

I'm a Skirmisher, I need wood, leather and gold evenly. 

-  If I buy the leather it will make me short on gold

- I have to craft at least 100 studded leather armors to increase my skill. I can't sell my studded leather armor because a thousand other Skirmisher's are crafting the same thing 100 times.....Same with my crafted Bows.

- My class does not really need much iron. Sure I could afk harvest iron to sell at the auction, but I'm taking away from the time I should be cutting wood or skinning leather for myself.

- Very high level players may have a large amount of stuff to sell, but I feel bad for the lower end players buying it, they are screwing themselfs out of prowess.....Add to the fact, high level players already have lots of gold, they really don't need money.

 

People need prowess BAD, no amount of money will help you gain prowess

 

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