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AmazingAvery
Age of Conan Advocate
Joined: 1/16/07
The only time you run out of chances is when you stop taking them. |
Ok so this FIRST part below - I posted before Xmas already, but we have some updates and in reflection it is posted again (with the new info) I suggest anyone thinking of coming back to AoC or anyone already familar with the crafting in AoC to have a read through!
About Gem Crafting:
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Quote: Only resource drops off monsters. Resource drops off nodes are untouched by the change, since tweaking drops off nodes was never problematic. However, they may be tweaked separately here and there as we get more live data back, since it was a mechanic we introduced very recently (Patch 1.03). Quote:
In reply to a poster called Coffey asking questions:
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So we started going through the underlying drop organization with a fine tooth comb. By drop organization I mean the implementation of which mob drops which resource at what rate, and how we track everything. When we compiled a big-picture view that encompassed every resource and all the different ways it could appear on any given mob's loot table (much easier to do after streamlining alchemy), we realized the current organization was very much prone to obscuring information that we, as designers, need to know when modifying resource drops. This in turn caused behavior in game to differ from the intended design. So drop rates needed to be fixed (tradeskills depend on alchemy drops occuring at certain rates), as well as how we organized our information. This was a must. You can't build a house on a shaky foundation. Conan was not conceived to be a game about picking flowers. Yet we launched with alchemy which uses flowers that players must somehow obtain. We also have gathering zones which are also the building zones, and the same maps are used for the border kingdoms. They're simply not laid out for PvE as the primary consideration. Yet PvE is how you gather alchemy resources. Back in 1.03 we revamped all the camps in those zones to accommodate alchemy resource gathering. But the PvE can never be like the cannibal caves, since the cannibal caves exist for a single reason, while the resource and building playfields have to consider many, many factors. We're looking at specific ways to make gathering alchemy resources in the R&B playfields more compelling, but the first step of course is to fix all the drop-rates, and the underlying drop organization, so we have a valid data point. Quote: I would disagree that nothing was fixed. We found a lot of players were frustrated that they were doing level-appropriate content and couldn't get the resources they wanted for their green alchemy quests. Also, there were many cases where there would be a very limited number of camps in the game of the appropriate mob type and level to drop a white resource that shouldn't have been rare. The obvious solution is to add more camps, which we did in the R&B playfields for patch 1.03, but there wasn't enough zones in the game to accomodate new camps to give appropriate coverage for every resource drop at the old level ranges. We felt a better solution was a combined approach -- add new camps, and loosen the drop range. Quote:
Some examples from patch 1.03 would be: Giving skinning and weaving feats a purpose, introducing new kinds of armor and weaponsmithing recipes. And tying the various tradeskills together in interesting and compelling ways, such as the alloys and gathering recipes from patch 1.03, and the new gem solvent in 1.04. These are the sorts of fundamentals we need in place in order to really tie in crafting to the full game experience, any allow for meaningful player choices and an overall fun experience as a crafter within Age of Conan. Just as a note I would consider meaningful player choice and a fun game experience as the key big-picture target areas moving forward. Coffey, on a completely unrelated note I read a post where you were talked about changing the existing system for tradeskills v. building on top of it. I'm really of two minds on this one.
It's certainly not for 1.04, which is already on test-live. I can't give any details as to the whens of the item rebalance (and the gem changes which depend on the rebalance being in place), but it is currently a major priority and focus for the relevant teams. I don't expect the priority to shift until it's complete, but that level of direction is far above the scope of crafting.
So there we have a pretty good idea of the direction Crafting will be headed over the next couple months. Player Housing is something that only has marginally been talked about. It never was an aim for the game or a "missing feature" the dev's has taken plenty of feedback in this area from open discussions on the test server forums. I will update as and when more info on that side of things comes through.
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AmazingAvery
Age of Conan Advocate
Joined: 1/16/07
The only time you run out of chances is when you stop taking them. |
Ahh I missed off: again from IIaliya the Crafting Dev: PvP Resources -------------------------------------------------------------------------------- Hello! I wanted to briefly take the time to expand a little bit on what was mentioned in the preview update notes for 1.04 about PvP resources. Here's what was said in the notes: * Resource items will now have a chance of dropping in PvP. These will be PvP Resource items (a new mechanic introduced in Update 1.04). More info to follow... PvP Resources Overview: PvP resources originate from resource nodes in the Border Kingdoms, Cimmerian End. There are 12 PvP resources being released with update 1.04. These resources are used to create new building materials for all tiers of Battlekeeps. The recipes to craft the new materials, learnable by architects, drop from chests also found in Border Kingdoms, Cimmerian End. The resources themselves, and the materials, may drop in PvP. This also means a player carrying these items has a chance to lose them to another player. This is a first step down the road to making PvP more meaningful in larger world conflict terms. As these PvP resources are also used to repair damaged Battlekeeps, we fully expect and encourage world conflicts to spill over to the Border Kingdoms, since preventing an enemy guild from repairing or upgrading their Battlekeep is a perfectly valid tactic to prepare for taking it down. This is a change from the current system, where the standard city building resources gathered in adventure zones and resource & building playfields, are used to construct Battlekeeps. Consequence System: As a reminder, the consequence system is disabled for the Border Kingdoms. This will prevent all players from safely harvesting from the new nodes without risk of PvP. Note this feature does not make any changes to how PvP XP is obtained. The PvP resources, and building materials, may drop from PvP anywhere in the game. However, outside the Border Kingdoms they will only drop from players that give PvP XP. Additionally, murders have twice the chance to drop these items. Future Plans: Moving forward, we are exploring additional ways to tie in PvP resources to other areas of crafting and the game economy, sometime after the initial launch of this system. As the PvP resources, and the recipes to make the building materials all originate in Border Kingdoms, Cimmerian End, the other Border Kingdoms - Aquilonian End, and Border to Kush - will likely see other PvP mechanics later down the line.
Very interesting!
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1/04/09 3:38:31 AM#3
I think its BS that they are just making small changes to the crafting system based on things they will do way down the line, why not just remove crafting all together until they can release a complete system that works, whats up with all this piece meal crap... The core crafting system is not changing... plus the the risk vs reward for getting recipes and the rare materials required to make them is crap compared to how easy it is to quest to get comparable gear. Their system is completely out of whack and from what I read they have no plans to change it. Crafting is going to still be boring and the recipes you get still cost to much to make, so forget trying to run a crafting business, well unless you like spending 4-5 hours harvesting materials to make a item that you can only get maybe 75 silver for.
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1/04/09 4:02:58 AM#4
Originally posted by monoth Name an MMO where crafting isn't boring besides FFXI? And these changes, along with the changes to the games itemization, are going to be huge and will make crafting a more profitable biz. The city armors/weapons are already better than what can be found questing, and the system will make that even more evident. Edit: Of course, if you are in a guild that does raids more than 2x a week it may be "easier" to farm the armor, but most players aren't in these types of guild and the culture armor is already t.5.
Currently playing Rift |
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1/04/09 4:14:44 AM#5
Originally posted by xpiher Name an MMO where crafting isn't boring besides FFXI? And these changes, along with the changes to the games itemization, are going to be huge and will make crafting a more profitable biz. The city armors/weapons are already better than what can be found questing, and the system will make that even more evident. Edit: Of course, if you are in a guild that does raids more than 2x a week it may be "easier" to farm the armor, but most players aren't in these types of guild and the culture armor is already t.5.
Well it is all about the reward. If you crafted item look and is uper enough, it makes the whole thing just so much more rewarding. The changes up here are definitely huge and will restruckture the economy quite a bit when it comes to crafted items and trade resources. |
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1/04/09 4:34:28 AM#6
Originally posted by monoth
They are never going to remove the whole crafting system and start from scratch because that would be like admitting failure. But yea, crafting is totally useless in AoC. it's just one of those Funcom design consepts that I just don't understand. Everyone can see crafting sucks the first second they try it. Why didn't Funcom change crafting years ago when it was just an idea in paper? |
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1/04/09 4:42:15 AM#7
Originally posted by finnishguy
They are never going to remove the whole crafting system and start from scratch because that would be like admitting failure. But yea, crafting is totally useless in AoC. it's just one of those Funcom design consepts that I just don't understand. Everyone can see crafting sucks the first second they try it. Why didn't Funcom change crafting years ago when it was just an idea in paper?
crafting at its core is no different than WoW's crafting at its core. The difference between the two is the amont of things a person can craft and the value of the item. The only thing that AoC currently needs to change now is the value of the crafted item, which is being implemented in the next couple of patches (after mergers and the patch on the test server)
Currently playing Rift |
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1/04/09 4:53:39 AM#8
Nice changes are coming, can't say I'm looking forward to it, because of the slow development of the game I quit. I'd be very thrilled by these changes if I were still playing, as an alchemist I really wanted this 1.04, damn. However, as long as you are able to craft a sword out of thin air the crafting system will always be a joke. In WoW you at least have to be beside an anvil or a forge. |
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1/04/09 5:08:13 AM#9
Originally posted by Krewel
FFXI must have a joke crafting system too then?
Currently playing Rift |
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1/04/09 8:42:02 AM#10
AmazingAvery, Really nice stuff there! Good that they are improving the game more and more, really nice. ------------------------------
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1/04/09 8:54:43 AM#11
Originally posted by DaveTT
nice sarcasm there |
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AmazingAvery
Age of Conan Advocate
Joined: 1/16/07
The only time you run out of chances is when you stop taking them. |
Originally posted by monoth
If you had read the above there are big plans to change it there. It is obvious you didn't read it or take it in properly. If I spent 4-5 hrs harvesting I will earn at least 5 gold. I know been there many times. Have you ever harvested that much? Do you know what city materials go for? You can make a killing out there from some things. Did you read about the changes to Alchemy? you know how much dosh you can make from that? shit loads now. This update: * Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.
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1/04/09 1:04:00 PM#13
Originally posted by xpiher Name an MMO where crafting isn't boring besides FFXI? And these changes, along with the changes to the games itemization, are going to be huge and will make crafting a more profitable biz. The city armors/weapons are already better than what can be found questing, and the system will make that even more evident. Edit: Of course, if you are in a guild that does raids more than 2x a week it may be "easier" to farm the armor, but most players aren't in these types of guild and the culture armor is already t.5.
SWG had a better crafting system, hell even Vanguard had a better crafting system... And people have already shown in the AOC forums that the city/cultural recipes slight increase of stats of 0.1 don't do crap in battle... In some cases they give you better stats in certain area but worse stats in other areas, so it ends up being a wash compared to world drops... The reason crafting will never matter is because Funcom has designed this game around loot, there not going to screw up the incentive to do dungeons multiple times by giving you better crafted or equal crafted items, if they did then they would actually have to give us more content as nobody would run dungeons multiple times anymore. Whenever you have a MMO without decay, crafting will never matter. BTW, Culture Armor is not T5 armor, its set between T0 and T1 gear but its closer to T0 gear then it is to T1 raid gear. |
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1/04/09 1:07:07 PM#14
Originally posted by DaveTT
If by 'improving' you mean they are charging people to play the game while they finish *initial development*, then yeah. G A M I N G . O N L I N E . S I N C E |1995| |
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Sixfeetunder
Novice Member
Joined: 2/19/07
----------------------Game: EQ 1&2 - SWG - WoW - DnL - DDO - Vanguard - AoC - WAR -Aion - Rift |
1/04/09 1:10:33 PM#15
Originally posted by monoth
SWG had a better crafting system, hell even Vanguard had a better crafting system... And people have already shown in the AOC forums that the city/cultural recipes slight increase of stats of 0.1 don't do crap in battle... In some cases they give you better stats in certain area but worse stats in other areas, so it ends up being a wash compared to world drops... The reason crafting will never matter is because Funcom has designed this game around loot, there not going to screw up the incentive to do dungeons multiple times by giving you better crafted or equal crafted items, if they did then they would actually have to give us more content as nobody would run dungeons multiple times anymore. Whenever you have a MMO without decay, crafting will never matter. BTW, Culture Armor is not T5 armor, its set between T0 and T1 gear but its closer to T0 gear then it is to T1 raid gear.
True...For good crafting need decay .... but need anti--decay too...same SWG pre-cu |
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1/04/09 1:11:55 PM#16
Originally posted by AmazingAvery
If you had read the above there are big plans to change it there. It is obvious you didn't read it or take it in properly. If I spent 4-5 hrs harvesting I will earn at least 5 gold. I know been there many times. Have you ever harvested that much? Do you know what city materials go for? You can make a killing out there from some things. Did you read about the changes to Alchemy? you know how much dosh you can make from that? shit loads now. This update: * Players can now desocket/delete gems in their items by opening the info view of the item and using the shift-rightclick menu on a gem. Desocketing will require a potion crafted by an alchemist. The recipe for this item drops in Xibaluku.
Then why bother crafting if you can make all your money from harvesting alone? My point is there is no reason to craft and that is what Funcom needs to change. I'm not the only one who thinks this, the polls people have done have shown that 80%+ people think crafting sucks and the updates you posted do not show that Funcom is changing anything substantial in crafting. My point is, unless they make crafting gear more unique or have better stats then loot gear, there is no incentive to craft, so even if someone can make a potion to remove gems, nobody is going to buy it unless people switch to crafted gear instead of loot gear, this is something Funcom will not want because the whole game is based around loot gear as the carrot to keep people redoing Dungeons.
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1/04/09 1:17:17 PM#17
Originally posted by Sixfeetunder
SWG pre-cu problem was the decay rate was set way to high and SOE never changed it... Personally I could care less if my Atzel Armor chest piece decayed after a couple months of use... I've done that dungeon so much I already have 10 of them.... For some reason when it comes to decay people are complete wusses, oh no my favorite sword that I've looted over 100x's might decay..... I would have no problem with Raid Gear lasting forever because its so hard to get and it can't be crafted, but everything else should have decay on it.
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1/04/09 5:32:32 PM#18
BTW, people aren't paying for the game while they finish initial development, the game is done and has been since all the bugs have been fixed. The only reason that FC is overhalling their itemization and stats system is because players can't stand games that deviant from the norm.
Currently playing Rift |
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1/04/09 6:21:26 PM#19
I don't know what game FFXI is, I am comparing WoW and AoC here. The fact of the matter is that in AoC you simply get a set of recipes (recently they added that bosses drop them too), get mats for this recipe and voila!, you click on the recipe and you get any item out of thin air. No anvil is needed, no forge, no crafting building, you can make a whole culture armor set in the middle of a swamp. That, my friends, is what I call non-immersive crafting. Oh, it only took them 5 months to figure out that vendor potions are cheaper than crafted ones |
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AmazingAvery
Age of Conan Advocate
Joined: 1/16/07
The only time you run out of chances is when you stop taking them. |
Originally posted by xpiher
So true. The thing I think is key is that they should deviant back to the norm to much now. Again which is why when some look at the crafting development they can't see full out changes and don't quite grasp why. The basics are there, it is a case of tweak here and there first off, then introduction of better controlling elements such as the new gems when they come through. Everything leads me to believe it is well thought out plan, integration and polish on the new content is what counts. Got the plan and now they have to back it up in the right way. Current introductions introducing changes originally coming from Patch 3 are on the right road in my opinion. Really looking forward to whats coming, and blast that crafting dev for his intriguing and short snippets ;)
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