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First of all I would like to say that as an ex-DAOC player I am very excited about CU. For years after I stopped playing I used to find myself regularly typing 'DAOC 2' into google in the vain hope that one day a game with even a slight semblance of the original would be announced to the world. Thankfully I think my wait is over, but I'd just like to ask your opinions on one issue I had in respect of what's been said about crafting to date. Foundational Principle 7 relates to crafting and Mark revealed the following: "players of CU will be able to create a “crafting-class” character with separate crafting-based ability and skill leveling tracks." And - "Non-crafter classes are limited to the journeyman track while players who choose to play crafters can pursue the master track and then, if they so choose, the artisan track." My question is - 'Why is it preferable to make high-end crafting inaccessible to combat classes?' or, just as importantly - 'Why is it preferable to make high-end combat inaccessible to crafters?' Can we really expect ordinary players to buy the game and think 'I don't want to fight at all. I want to be crafter 100% of the time, and I accept the fact that i'll never be able to swing the axes I make (or at least never swing the axes I make with as much skill as the people who buy my axes)?' On the other side of the coin I understand that fostering a sense of community is also one of the main goals of this game, and I can see how the separation of combat classes and non-combat classes would facilitate the need to work together. I just don't see how simply switching between a main combat character and a crafter character would be the best way to go about this. I also appreciate that CU may make crafting just as fun as RvR - You never know! Thoughts please!
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3/19/13 3:38:56 PM#2
I would think that many people will create more than one character. I'm fine with a fighter being a fighter and a crafter being a crafter. Depending on my mood, I would log in to fight , or I would log in to craft. No more juggling inventory space to make room for both fighting stuff and crafting stuff! Hurray! It's about time a game gave you the option to make a non-combat class and still progress :) |
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3/19/13 3:43:05 PM#3
Originally posted by Ellya A crafting class sounds nice to me, assuming all of the ingredients don't come specifically as combat drops ;) That would be counter-productive. I, personally, find the typical MMO trend of "everyone is a master crafter" to be fairly dumb, and it makes crafting feel pretty worthless and unsustainable. So, segregating them seems like a good idea to me. |
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3/19/13 3:44:20 PM#4
Yeah it goes in pair with FP #4 (Choice matters) and FP#9 (forced socialisation). First, regarding the forced socialisation, i think its pretty understandable that i.e. CSE dont want lets say a warrior to be able to craft everything he'd need to fight. they want us to NEED to rely on each other. and i can easily see some good secondary effects from this (but no use bringing them here now) second, like MJ mentionned, you wouldnt be able, to be efficient in both RvR combat and crafting ((unless you play 16 hours per day i assume). it also be only a matter of character progression, as it might be impossible to have enough "points of progression" to be able to apply them in both lines of progression. that would go with the FP#4 (choice matters). But those are only assumptions as we dont know alot more than the FPs, but putting them all together can give us a good idea for a few things. |
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3/19/13 3:47:06 PM#5
Probably a design decision made to promote true interdepedency and thus realm pride. It is quite evident that Mark doesn't want to make a game full of hybrids that can do everything. He and CSE want players to create meaningful communities based on game mechanics that both facilitate and encourage such.
Of course, I am just some dude on the interwebz, so I will provide a very large grain of salt to anyone who reads this. |
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3/19/13 3:50:37 PM#6
Yeah, as long as you can make multiple characters on the same account, I don't see it being all that different than crating in your typical MMORPG right now. The only difference is that you have to log out and then back in to get your crafting up.
Which begs the question, why would you make a crafting-only class if the only difference is that you have to log out? Why not just have separate crafting levels for the combat players? Why not make it possible for combat characters to entirely level their crafting side without progressing at all in combat?
It doesn't make a whole lot of sense to me, but I don't think it does any damage either. Just log in and log out to craft. SWTOR is the greatest mmo ever! |
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3/19/13 3:51:18 PM#7
I truly believe the answer is, yes. I posted about a month ago regarding potentially stirring ideas that CSE could use in some form or fashion; one of them was the introduction to non-combat "classes" or simply implement it like Runes of Magic did with their character classes. Your character has two different "classes" but may only have one active at a time - in order to change, the player had to visit a class NPC to switch between individual classes. Nonetheless, yes; CU will likely have a very dynamic meta-game that involves RvR and micro-economy features like EVE. Here's the link: http://www.mmorpg.com/discussion2.cfm/post/5586981#5586981 Runes of Magic: Dual Class System http://runesofmagic.gamepedia.com/Dual_Class_System |
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3/19/13 3:53:10 PM#8
Originally posted by BowbowDAoC
SWTOR is the greatest mmo ever! |
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3/19/13 3:54:35 PM#9
Originally posted by colddog04 I think it might be about the identity of your character. Certain characters will be known as crafters, or as fighters. Say.. ColdDog the Swordsmith. People will know that ColdDog is the man to go to for swords. They won't have to wait until he's back from a keep raid. He'll usually be found in his forge., making swords. :) Actually it would be pretty cool if people had to go back to a crafter for repairs. No more clicking on the general vendor. Oh no.. leave your sword with ColdDog for a couple of hours and he'll make it good as new! Hope you have a spare.... :) |
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3/19/13 3:56:25 PM#10
Originally posted by colddog04 to force players to socialise, i think its pretty understandable that i.e. CSE dont want lets say a warrior to be able to craft everything he'd need to fight. they want us to NEED to rely on each other. and i can easily see some good secondary effects from this (but no use bringing them here now) second, maybe you wouldnt be able to be efficient in both RvR combat and crafting ((unless you play 16 hours per day i assume), or maybe simply because you wouldnt be able to get enough progression points to become high level in both (this is an assumption, as we dont know yet how progression will work) |
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3/19/13 3:59:07 PM#11
Originally posted by Ellya I see that. It's just...
If I am on my combat character, then I am not in my forge on my crafting character. I would actually have to just sit on my crafter in order to take orders and whatnot.
Having it on a single character would make it much easier for people to get a hold of you and, I think, add to your noteriety as a crafter perhaps even more than the first scenario. SWTOR is the greatest mmo ever! |
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3/19/13 3:59:51 PM#12
Also, keep in mind that it's VERY probable that crafters will have a role to play in RvR beyond just making stuff. There are so many possibilities with seige weaponry, supply trains, outpost maintainence, creature breeding, etc.... I highly doubt crafters will just be spamming the city chat in Tir Na Nog grinding out levels.
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3/19/13 4:04:41 PM#13
Originally posted by BowbowDAoC I'm not against it as I feel like it will be very similar to how most games have it set up right now (not the details, but that you can craft anything with enough alts). The only difference is that you have to log out. SWTOR is the greatest mmo ever! |
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3/19/13 4:07:38 PM#14
Originally posted by PerfArt That does sound interesting. I remember reading something about RvR missions they could undertake. I guess in the end we just need to know more. SWTOR is the greatest mmo ever! |
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3/19/13 4:10:53 PM#15
Originally posted by colddog04
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3/19/13 4:13:54 PM#16
2 Points I see: 1. I think the dedicated crafters will be able to shine more with this system. 2. The folks who really aren't that interested in crafting in these games won't feel like they have to do so just because they can. Alot of people have very little interest in crafting, and only do it to complete their character's skills(read: min-maxing).
I think alot of typical players who aren't that into tradeskills will simply not bother to create an alt just to craft with, thereby allowing the folks who are really interested in it to feel more useful and appreciated for their skills. Overall, you will have way less folks crafting crap just because they have the goods and everyone has maxed crafting.
That's the way I see it, anyhow. It's really a win-win on both sides, imo. It frees the combat-focused from feeling like they have to do trades, and it gives the crafting-focused a nice niche in the community. |
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3/19/13 4:20:31 PM#17
Good points, Lockero.
My only real concern is attractinh a large enough population of crafters to a primarily-RvR game. I forsee far more combatants than crafters, but then again I have no idea what crafting options there will be. I do hope CSE involves crafters in RvR directly somehow. |
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Thanks for your thoughts. I'd just like to add - In FP 11 Mark says "my goal is to implement a crafting system where the crafters are putting in the same amount of time into crafting as the RvRers are spending in combat..." Now in combat we've heard that swinging a sword will increase associated attributes and skills in a way that makes the player almost passively specialise into being a melee class. Taking that principle a step further, would it not make sense to let the player who spends all his time crafting to naturally progress down that path, rather than making him choose from the very beginning that he is a crafter? Presumably if he spent his time making swords instead of swinging them then he would not be very good at combat anyway. In other words, the best combat players would naturally not be the best crafters, and vice versa. Why take away the freedom to choose? - and if a player does spend 16 hours a day juggling crafting and combat - where's the harm in that? However, I'm also intrigued by the level strategy that could come from a separation of crafters and non-crafters. Would crafters need an escort to a recently won forge, for example? These are the things I can't wait to find out! |
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3/19/13 4:49:43 PM#19
Starsky1: I think escorting/protecting crafters is going to be a fundamental gameplay mechanic. In a player-driven economy within an almost purely RvR game, it's kind of inevitable.
I would also (and i've said this before here) like to see certain crafters be better at operating the seige weaponry they create. Adds a whole new dynamic that could be awesome. |
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3/19/13 10:45:21 PM#20
They also mentioned having skill decay, although they haven't decided how severe it'll be. If they make crafting skills decay over time if not being actively used (like a alt crafter) it'll really allow the full time crafters to stand out as master crafters of their realms.
So making a separate character might make it harder to juggle keeping a combat toon and a crafter toon from both suffering skill decay. Thus making it harder to reach and maintain master crafter. Just a thought. |
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