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Larry2298 5/10/08 5:40:33 PM
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Advanced Member
Joined: 1/27/05 |
I found out crafting in most games sux because the crafting is always the last to get update or never. And quest or drop items always better than crafted items. It is pointless to spend long time to be able to craft useless armors or weapons. Any game has better crafting? |
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BuzWeaver 5/10/08 7:02:25 PM
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Apprentice Member
Joined: 1/27/07 |
EQII came close to a very compelling crafting system. I've never crafted in SWG, however I hear it was even better than EQII (opinions may vary). Depending on who you talk to crafting can be an enjoyable system or a carpal tunnel grind fest (time sink). With the newgen players they don't seem to like the complexity you'd find in say the original EQ or in EQII so I wouldn't expect you'll see anything as involved as those two games anymore. |
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HYPERI0N 5/10/08 7:51:11 PM
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Hard Core Member
Joined: 1/26/08 |
Bear in mind this is just a opinion but EvE has a pretty good crafting system partly because it was one of the main features when the game was originally made and released 5 years ago. |
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| "Conservatives are afraid of the media, that is why they believe it to be biased against them. Liberals embrace the media because they are not ignorant of true facts." |
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grimboj 5/10/08 7:59:40 PM
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Novice Member
Joined: 7/19/04
Game hopping since 2003. |
Originally posted by HYPERI0N Yah I'm forced to admit that eves crafting rocks. It combines achieved skill with the ability to submit jobs and go afk. SWG had exactly the same idea with factories. |
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GreenChaos 5/10/08 8:01:07 PM
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Novice Member
Joined: 10/21/06 |
I like PotBS crafting. You have warehouses and resource on different islands, and to make stuff you have to ship things for one island to another, sometimes going through a pvp area. |
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HYPERI0N 5/10/08 8:31:32 PM
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Hard Core Member
Joined: 1/26/08 |
Originally posted by grimboj Yea and you can even do stuff like hire miners from outside of your Guild to do your mining for you now which can be a big help if your regular miners cant turn up for some reason. |
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| "Conservatives are afraid of the media, that is why they believe it to be biased against them. Liberals embrace the media because they are not ignorant of true facts." |
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paulscott 5/10/08 9:04:38 PM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
crafting isn't just the actual making of the items, crafting includes logistics, and maximizing ROI. |
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| A mathematician wakes up at night, and comes to the startling discovery that his room is on fire. He runs to his desk, and starts calculating, using many sheets of paper. Eventually, he writes "QED" and exclaims, "there is a solution!" Relieved, he goes back to sleep. |
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Herodes 5/10/08 10:03:05 PM
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Hard Core Member
Joined: 8/12/03 |
No one wants it. EQ2 when released had by far... by so fukking far the most complexe and community oriented crafting system. Not EVE, not Horizons, not Vanguard reached it. |
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katriell 5/10/08 10:26:56 PM
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Novice Member
Joined: 1/23/06
Boredom is in the temperament of the beholder. |
Ryzom has the best crafting, IMO. It depends more on the player's skill and knowledge in experimenting to achieve the best combinations of various materials, ergo the best item stats, than on level. There are several categories of materials, and within each of those are several types, and for each type there are five grades: Basic, Fine, Choice, Excellent, and Supreme. Supreme materials' stats usually look good, but in practice they aren't always the best choice. Materials react to each other, resulting in unpredicted combination effects, so to bring out the best aspects of one material you may have to use other materials of types and grades you wouldn't have expected. The ecosystem a material is harvested from, along with its grade, determines its colour; the amount and grades of the materials of a particular colour you use determine whether the resultant item will be that colour, or the colour of other materials you're using. Materials also have a numeric "quality" from 1 to 250, but this only affects what numeric quality an item using them will be, which determines the maximum values of its stats and its equipping requirements. For each craftable item there are three or four versions of the crafting plan: basic, "Medium Quality," and "High Quality," and some have an extra with a special visual effect. For example, a basic Matis two-handed sword is called Slathe, and it's brownish. A medium-quality one is called Modi-Slathe and is beige with patterned greenish highlights. A high-quality one is called Kara-Slathe and is silver. The special one is called Living Slathe and drips green poison. Despite the reference to quality in the names of these crafting plans, they don't directly affect the stats of items produced via them - that's still up to the player. They do however require progressively more materials, so with the high-quality and special plans the player has more room to toy with combinations of materials. Ryzom's crafting is independent of combat in this way: Your combat levels have no effect on your crafting levels, so a crafter never needs to fight. On the other hand, a player can choose to do only combat, but they have to rely on items made by crafters because mobs only drop craftable materials, in general, and those very few that don't either drop specialised equipment of one particular type, keeping 99% of crafting unaffected, or their drops must be assembled by a crafter. NPC-sold items are total junk, and expensive at that. Quests only reward fame with tribes, races, and/or factions. Materials dropped by named creatures and bosses tend to be desirable, and drops from lesser creatures can also be useful, so even if a crafter doesn't fight, they may need to procure such materials from players who do. This creates a reciprocal dependence between crafters and fighters. Though Ryzom's unlimited skill system allows players the freedom to do anything and everything, including being both master crafter and master fighter, crafting must be levelled through use just like any other skill. Therefore not everyone pursues it. Of those who do, fewer have obtained all the crafting plans and reached the level-250 max that lets them craft the highest numerical quality (to meet the needs of players with high-level skills) in multiple craft skill branches. Of those who've done that, even fewer have the player skill to become truly notable for creating not only great items, but items with whatever particular strengths the buyer requests. The harvesting system, though on a separate skill tree, goes hand-in-hand with the crafting system and delivers its own complexities. Scattered around the world are "nodes" of material sources; the vast majority of these are hidden and must be brought to light by prospecting... To explain what I'm about to say, I point out that Ryzom lets you customise your actions and spells with a system of "stanzas." You buy various action components from trainers with Skill Points garnered from gaining levels in corresponding skill trees, as well as action credits. Then you right-click on your hotkey bar and select Create New Action. Now you're faced with a window where you choose a basic template for your action, i.e. healing spell, melee attack, crafting, material extraction, prospecting, etc. After making that choice, you add actions to change the methods and effects, then add credits to pay off the total value of the actions by expending HP, MP (called "Sap" in Ryzom), stamina, or focus (a pool used only by harvesting and crafting). Or, in the case of spells, increasing casting time and/or diminishing spell range. ...Anyway, you can customise your prospecting to fit different situations or achieve different effects. Harvesting in the desert? Add a stanza that provides a bonus to your success rate in the desert. Want to see the names of the materials in a source before you go over to that source and start digging at it? Add the "Knowledge 1" stanza. Want to find Supreme materials but don't know exactly where to look? Add "Supreme Only" and "500m Tracking" to turn your prospecting into tracking | |