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The Pub at MMORPG.COM  » Explain to me the appeal of a Crafting Focused MMO

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71 posts found
  Bjelar

Novice Member

Joined: 4/07/12
Posts: 383

7/08/13 2:28:15 PM#21

I think the OP was well written and informative and I think I agree to some extent even though I am a crafter at heart.

 

To me crafting has always been a way for me to be different in MMOs. I don't like raids and dungeon play because they tend to require people to select one predefined "best" build and role and then over learn that role to the point where they can play it blindfolded. The encounters never change. I like crafting systems which makes me pretty unique, in the sense I can make stuff that 99% of the players can't because I spent my time looking for rare resources dropping from rare mobs far away from where the raiders go.

 

Things I don't like:

-Raiders get to craft the best gear. Listen. They've already GOT the best EVERYTHING. Don't give them the best crafting too. Please.

-Everyone can craft everything. This ruins the economy. If player A wants item X, he crafts it himself. No trade.

-It's way to easy to master a craft. Raiders sometimes play 5 hours every day for months in order to get best raid gear. Why should crafting be easier? It should take a lifetime to become a grand master armorsmith.

 

I think crafting done well is a huge pluss to any MMO, but I agree with OP that there probably should be other things to do as well ;)

  Robokapp

Elite Member

Joined: 11/15/09
Posts: 4524

The only luck I had today was to have you as my opponent.

7/08/13 2:34:04 PM#22

i play eve. i am not a pvp'er. i fight when my alliance is at war. other than that, i'm the guy in the belt mining.

 

so you're a pvp'er. you buy my wartoy. you break it, or break someone else's. then you need another. that's where my favorite part begins.

 

i'm calmly and quietly sitting in my belt mining...as my wallet is blinking. those 1000 rocket launchers I put on the market ? every day a dozen or so are being bought.

 

and I am making a fortune without getting my hands dirty. no scamming, no killing, just calmly mining.

 

the OPs question is very well summed up...here.

 

http://www.youtube.com/watch?v=Ms95NKFnhCU

  Rusque

Hard Core Member

Joined: 6/08/10
Posts: 1650

7/08/13 2:38:01 PM#23

Maybe it's time crafting was divorced from it's status as a secondary skill your just do on the side.

Mage, Fighter, Cleric are your class, but you are a soldier/adventurer by profession.

Why not break a game down by profession instead:

Soldier - pick class of soldier type

Crafter - pick class of crafting type

Mentor - pick class of training type

So soldier based players would be able to go out and fight things and protect areas.

Crafters would stay within certain distances of cities or would require soldiers to escort them to special crafting areas or new cities. You could only specialize in just one craft.

Mentors would devote their time to discovering and understanding lore - it would basically be a crafting class for abilities. So a wizard mentor would stay at the wizard's college experimenting with magical spells creating new magics for mage classed soldiers to use.

 

  kilun

Hard Core Member

Joined: 12/25/07
Posts: 678

7/08/13 2:49:22 PM#24

I'll take what I know.  In SWG you had rare armor and weapon sub components that had much better stats than could ever be crafted (at one point there was a 100% protection on some composite gloves on a server)  So looted sub components can make it easily accessible to make sure you want to go find that one in a million loot.

Community.  When the crafters require stuff looted/harvested from monsters to make better items for you, the whole community is excited when the best spawned resource happens.  It is simply fantastic.  If it is done right, a game will have many awesome items for times to come, if it is a fast spawn the despawns in a day or so with low rates, cost went up as supply was down.  SWG had some of the best overall community oriented players.  Not saying other games don't (for instance the holiday event in TSW is being made extremely fun by the community calling out spawns)  But when everything evolves around the community and not just combat it makes a more fun game.

I have yet to play an immersive game since SWG.  No game I feel like I may miss something if I don't log in for a few days, other than the standard daily missions/weekly missions.

The other thing is most games no longer have awesome loot drop of random monsters.  Its all about instanced gratification to where time=better character, not a random awesome world drop.  Said that you can't find that awesome world drop anymore because hell we might enjoy something more than killing the same raid zone for hours on end.

The problem is many games don't do crafting right (Fallen Earth for example) to where everyone can create equally and nothing can be different.  If there is no chance for differences, there is no room for customization and thus a market and thriving community.  I could specialize in certain armors since I went after specific things, while other maybe a more wholesaler making just the biggest and strongest armor that doesn't equate to being the best for all situations, but overall the best.

  VengeSunsoar

Advanced Member

Joined: 3/10/04
Posts: 4717

Be Brief, Be Bright... Be Gone.

7/08/13 2:53:17 PM#25
Originally posted by azzamasin

snip.

You are looking at it wrong.

You state you fail to see the appeal to hunting and exploring in a crafting centered game. 

However this is a crafting focused game, the appeal is not about hunting or exploring in itself. 

The appeal is in crafting in the creation of things, exploring and hunting just give you the means to craft.

If you go into a crafting centric game looking for adventure, you are in the wrong game and will just be dissappointed.

 

Quit worrying about other players in a game and just play.

  WSPro

Apprentice Member

Joined: 7/03/10
Posts: 4

7/08/13 3:00:44 PM#26
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

In a crafting centric game all the classes work together. You love to hunt and explore, a crafter needs all those bones that you are looting and consider trash. He/she pays you handsomely while you are farming for X. X is the variable here because you aren't farming for that 2H mace but instead for a stack of dragon tissues to go into them.

It's all about changing your mindset because the systems aren't that different. Using the above bones and tissues, you have a chance to find a 1 in a million drop. To you it seems like junk but in the hands of the right crafter, it could become the most powerful weapon on the server. I remember in SWG there we're two guys who people feared in PvP because of the geo pistol and scythe blade they used.

It's all about flavor. When you know what you want, it's very exciting to see it drop after running through packs of elites or dragons. It's no different in a sandbox, however, you could farm for days and never get what you want. That is the main difference between the crafting centric games and loot focused games. You know the loot is going to drop and in other games you know where. I understand the randomization off D3 and other ARPGs but I think a few things are lost. But again, it's all about flavor. To loot materials and get a few crafting crits--amazing.

No one can convince you that crafting centric sandboxes are the way to go but they are more exciting, I think. You get the opporunity to make/have made an item that is very unique. You can give it it's own colors and name and change how it functions (damage, attack speed, accuracy, durability). In Diablo it's very possible for hundreds or thousands of players to share the same helm/weapon/chest/other equipment. In SWG it was very possible to have a weapon that no one else could ever get.

EDIT: The main point I wanted to make. In loot based games that is the fun of the games, finding the next best loot or best loot available. Parties are expendable, and sometimes the experiences that go along with them,  because they are a means to an end. In the sandboxes it's apart of the system but it's not the game itself. Sure, you want to acquire better gear but you spend most of your time exploring, grouping and dying to krayt dragons, building camps and making online friends. The incentive to group is larger and the focus is on your interaction with the playerbase and less about gaining your N.Valor stacks. You get to enjoy the world. I loved GW2 but it's still not that true experience you get in a crafting centric sandbox.

The primary appeal of the crafting games is they tend to focus on community and the steps that go along with it. They are often more social and require you to interact to advance. You can still go solo and experience and fun and expansive world but those games feel empty alone.

  mbd1968

Hard Core Member

Joined: 2/21/07
Posts: 1907

7/08/13 3:09:28 PM#27
Originally posted by Rusque

Maybe it's time crafting was divorced from it's status as a secondary skill your just do on the side.

Mage, Fighter, Cleric are your class, but you are a soldier/adventurer by profession.

Why not break a game down by profession instead:

Soldier - pick class of soldier type

Crafter - pick class of crafting type

Mentor - pick class of training type

So soldier based players would be able to go out and fight things and protect areas.

Crafters would stay within certain distances of cities or would require soldiers to escort them to special crafting areas or new cities. You could only specialize in just one craft.

Mentors would devote their time to discovering and understanding lore - it would basically be a crafting class for abilities. So a wizard mentor would stay at the wizard's college experimenting with magical spells creating new magics for mage classed soldiers to use.

 

You mean like in SWG... what goes around...

  Quazal.A

Advanced Member

Joined: 6/10/13
Posts: 416

7/08/13 3:12:46 PM#28

Personally i love the crafting side, from my early playing mmo with WoW getting them rare recipies etc. then i found the GEM

 

EvE - The crafting is most most awesome, I am currently a T2 producer, i run 4 different spreadsheets of my own making(yes im a complete geek)

I love the depth of the crafting, from starting with the considering supply and demand looking at what is profitable today, remember in EvE the market can change in 24hours to such a point what made  a killing yesterday will lose money today, moving my alts from production from Prod A to Prod X because market movers

Invention and all the chance based that goes with this 48.8% base chance is actually 52.1% success  (from last 10,000 inventions ive done)

To then deciding when is best time to buy raw mats, but not just that, to decide if component A is actually cheaper to buy than to build myself (one week it might the next not)

To finally building the end product, but not just that, to plugging the build jobs in to maximize my factories, basically dont want jobs finishing whilst im at work for 8 more hours, so plugging say 10hour build jobs @ 1800 to then replace before work with 12-18hour build jobs (depending where im working)

All of this on 4 toons, takes soo many hours, but i love eve, and i love hte completexity.. this game is what makes it for me and for me its the building / manufacturing thats the cherry on top

This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game :) were of course your welcome to call me names im often found lounging about in EvE online.
Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy

  jonesing22

Apprentice Member

Joined: 9/01/10
Posts: 682

7/08/13 3:13:52 PM#29
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

I've never played a Crafting Centric sandbox where gear is predominantly attained via crafting but I fail to see the appeal in it, and it is a prime concern for me when discussing EQN.  Why would I go out hunting, exploring and grinding mobs when I know theres little value in doing so......This is also a primary reason for me quitting games like GW2 and now Neverwinter.  Both Crafting Centric and Raid/Party Specific styles of MMO are on opposite ends of the spectrum, where both styles either remove the option or require a group.  If this makes any sense let me just explain it like this.  We are not grouped 24/7 in an MMO in fact my time spent in a group is on the order of 5%.  What this means is that 95% of my time is spent by myself solo, when this happens I want to do what I enjoy....things like explore and hunting but when I know my time is spent wasted because I will never acquire anything useful I get bored rather quick.  Does this make sense?  Its hard to describe but I decided to quit Neverwinter because my enjoyment has waned even though I enjoyed the combat and the Foundry but there was something missing and it took me a few days to figure it out.  It all boils down to not being properly rewarded for doing what I enjoy and to me the best way to reward me is through random loot drops.  It's what I enjoyed so much about Asheron's Call, it kept me playing for longer then any MMO because I never knew what I would get.

So you're saying you want the same rewards for soloing as grouping? 

You don't want a social experience when playing a game? Go play a single player RPG.

  Ernzel

Novice Member

Joined: 7/05/13
Posts: 15

7/08/13 3:13:56 PM#30
To each his own.
  azzamasin

Elite Member

Joined: 6/06/12
Posts: 2659

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

 
OP  7/08/13 3:16:17 PM#31
Originally posted by Distopia
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.

I see you never played SWG, just about everything was player created, yet a fully crafting focused character had no way to hunt for things like Krayt scales which were required to make top end equipment. Hence where community oriented design came into play, a combat player gathered these things and sold or traded them to a crafter, giving that combat oriented character plenty of reasons to hunt harder mobs.

On top of that exploring uncovered far more valuable resources. Which a crafter could place equipment that collected said resource.

 Nope I was too engrossed in Asheron's Call at the time.  Again I am a product of my first MMO I guess, like most people, I grew up in the genre on the AC model.  (which is basically a Diablo on steroids model)  I fail to see how hunting and adventuring for craftable materials is fun, to me just like the other side of the spectrum with requiring a raid or a group to acquire items I find them both unfun for a lack of a better word.  I would guess my love of randomly finding gear the by-product of my first MMO.  It's such a shame more games do not follow the AC style approach.  I loved hunting and killing mobs because I had incentive to do so.  (EDIT) the Randomness is also a key part why I like it better.  In a crafting centric game I know exactly what I am going to get once completed which would reduce my will to continue over time because once I am done collecting my need to continue drops.  Whereas in the AC model I am always looking for an upgrade.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!

  Bjelar

Novice Member

Joined: 4/07/12
Posts: 383

7/08/13 3:17:52 PM#32
Originally posted by jonesing22
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

I've never played a Crafting Centric sandbox where gear is predominantly attained via crafting but I fail to see the appeal in it, and it is a prime concern for me when discussing EQN.  Why would I go out hunting, exploring and grinding mobs when I know theres little value in doing so......This is also a primary reason for me quitting games like GW2 and now Neverwinter.  Both Crafting Centric and Raid/Party Specific styles of MMO are on opposite ends of the spectrum, where both styles either remove the option or require a group.  If this makes any sense let me just explain it like this.  We are not grouped 24/7 in an MMO in fact my time spent in a group is on the order of 5%.  What this means is that 95% of my time is spent by myself solo, when this happens I want to do what I enjoy....things like explore and hunting but when I know my time is spent wasted because I will never acquire anything useful I get bored rather quick.  Does this make sense?  Its hard to describe but I decided to quit Neverwinter because my enjoyment has waned even though I enjoyed the combat and the Foundry but there was something missing and it took me a few days to figure it out.  It all boils down to not being properly rewarded for doing what I enjoy and to me the best way to reward me is through random loot drops.  It's what I enjoyed so much about Asheron's Call, it kept me playing for longer then any MMO because I never knew what I would get.

So you're saying you want the same rewards for soloing as grouping? 

You don't want a social experience when playing a game? Go play a single player RPG.

You want a social experience? Go meet some friends at the pub ;)

  azzamasin

Elite Member

Joined: 6/06/12
Posts: 2659

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

 
OP  7/08/13 3:22:59 PM#33
Originally posted by WSPro
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

In a crafting centric game all the classes work together. You love to hunt and explore, a crafter needs all those bones that you are looting and consider trash. He/she pays you handsomely while you are farming for X. X is the variable here because you aren't farming for that 2H mace but instead for a stack of dragon tissues to go into them.

It's all about changing your mindset because the systems aren't that different. Using the above bones and tissues, you have a chance to find a 1 in a million drop. To you it seems like junk but in the hands of the right crafter, it could become the most powerful weapon on the server. I remember in SWG there we're two guys who people feared in PvP because of the geo pistol and scythe blade they used.

It's all about flavor. When you know what you want, it's very exciting to see it drop after running through packs of elites or dragons. It's no different in a sandbox, however, you could farm for days and never get what you want. That is the main difference between the crafting centric games and loot focused games. You know the loot is going to drop and in other games you know where. I understand the randomization off D3 and other ARPGs but I think a few things are lost. But again, it's all about flavor. To loot materials and get a few crafting crits--amazing.

No one can convince you that crafting centric sandboxes are the way to go but they are more exciting, I think. You get the opporunity to make/have made an item that is very unique. You can give it it's own colors and name and change how it functions (damage, attack speed, accuracy, durability). In Diablo it's very possible for hundreds or thousands of players to share the same helm/weapon/chest/other equipment. In SWG it was very possible to have a weapon that no one else could ever get.

EDIT: The main point I wanted to make. In loot based games that is the fun of the games, finding the next best loot or best loot available. Parties are expendable, and sometimes the experiences that go along with them,  because they are a means to an end. In the sandboxes it's apart of the system but it's not the game itself. Sure, you want to acquire better gear but you spend most of your time exploring, grouping and dying to krayt dragons, building camps and making online friends. The incentive to group is larger and the focus is on your interaction with the playerbase and less about gaining your N.Valor stacks. You get to enjoy the world. I loved GW2 but it's still not that true experience you get in a crafting centric sandbox.

The primary appeal of the crafting games is they tend to focus on community and the steps that go along with it. They are often more social and require you to interact to advance. You can still go solo and experience and fun and expansive world but those games feel empty alone.

 Thanks for the reply and the way you posit it gives me a good ideal of what your talking of.  Appreciate the detail of your post.  Although I feel the Asheron's Call model is more to my liking I now see the issue from your point of view.  AC's focus on community was just as important because of the social interaction within the guild setting, the use of an allegiance system and the use of needing a group to complete hard quests.  Loot in AC was a separate issue to the community aspect and I prefer the ability to acquire loot solo if I want but the community required to complete quests.  I suppose they're a differ breed of games and each ahs their own camp.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!

  NL-Rikkert

Apprentice Member

Joined: 8/22/11
Posts: 121

Currently playing:Mount & Blade,Smite,Chivalry MW,LoL

7/08/13 3:38:42 PM#34
Originally posted by gatheris

put as simply as possible

creation versus destruction

 

Spot on mate!

+ Progression through hard work and (mostly) social interaction

(instead of killing the same mob 999x till it drops the epic loot you want)

STOOPID
When someone does something so utterly moronic that it kills your brain cells at the very thought of it.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19248

7/08/13 3:43:05 PM#35
Originally posted by mbd1968

I fail to see the point of running the same dungeon over and over again in the hopes that the pants you need to finish your set finally drop.

 

You fail to see how many players have fun?

If you don't get that combat is fun, and random drop is fun, then may be you should go to another genre. May be minecraft?

  WSPro

Apprentice Member

Joined: 7/03/10
Posts: 4

7/08/13 3:44:35 PM#36
Originally posted by azzamasin
Originally posted by WSPro
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

In a crafting centric game all the classes work together. You love to hunt and explore, a crafter needs all those bones that you are looting and consider trash. He/she pays you handsomely while you are farming for X. X is the variable here because you aren't farming for that 2H mace but instead for a stack of dragon tissues to go into them.

It's all about changing your mindset because the systems aren't that different. Using the above bones and tissues, you have a chance to find a 1 in a million drop. To you it seems like junk but in the hands of the right crafter, it could become the most powerful weapon on the server. I remember in SWG there we're two guys who people feared in PvP because of the geo pistol and scythe blade they used.

It's all about flavor. When you know what you want, it's very exciting to see it drop after running through packs of elites or dragons. It's no different in a sandbox, however, you could farm for days and never get what you want. That is the main difference between the crafting centric games and loot focused games. You know the loot is going to drop and in other games you know where. I understand the randomization off D3 and other ARPGs but I think a few things are lost. But again, it's all about flavor. To loot materials and get a few crafting crits--amazing.

No one can convince you that crafting centric sandboxes are the way to go but they are more exciting, I think. You get the opporunity to make/have made an item that is very unique. You can give it it's own colors and name and change how it functions (damage, attack speed, accuracy, durability). In Diablo it's very possible for hundreds or thousands of players to share the same helm/weapon/chest/other equipment. In SWG it was very possible to have a weapon that no one else could ever get.

EDIT: The main point I wanted to make. In loot based games that is the fun of the games, finding the next best loot or best loot available. Parties are expendable, and sometimes the experiences that go along with them,  because they are a means to an end. In the sandboxes it's apart of the system but it's not the game itself. Sure, you want to acquire better gear but you spend most of your time exploring, grouping and dying to krayt dragons, building camps and making online friends. The incentive to group is larger and the focus is on your interaction with the playerbase and less about gaining your N.Valor stacks. You get to enjoy the world. I loved GW2 but it's still not that true experience you get in a crafting centric sandbox.

The primary appeal of the crafting games is they tend to focus on community and the steps that go along with it. They are often more social and require you to interact to advance. You can still go solo and experience and fun and expansive world but those games feel empty alone.

 Thanks for the reply and the way you posit it gives me a good ideal of what your talking of.  Appreciate the detail of your post.  Although I feel the Asheron's Call model is more to my liking I now see the issue from your point of view.  AC's focus on community was just as important because of the social interaction within the guild setting, the use of an allegiance system and the use of needing a group to complete hard quests.  Loot in AC was a separate issue to the community aspect and I prefer the ability to acquire loot solo if I want but the community required to complete quests.  I suppose they're a differ breed of games and each ahs their own camp.

Awesome! I am glad you found my post helpful because I spent much lunchtime at work typing it out :P

  Myrdynn

Hard Core Member

Joined: 3/25/07
Posts: 1346

7/08/13 3:50:24 PM#37

Azza, I too am from AC so I will try to explain it in an AC centric way.

In AC we would hunt for hours on end, for that low quality max stats gear, that could be tinkered to max.  We would also hunt hours for high quality materials that we could then tinker with.  That Q10 Sunstone, or Granite bag that was saved for tink no 10 was ever so valuable.  Tinkering became the gear game, finding loot was still great, but it could be trash with the failure to apply.  Just imagine in a craft centric game, we gather everything, so instead of finding a max sword with max mods, we now hunt for all of our materials to make the sword as well as enhance it to its maximum possible.

Not saying EQN though will be like this, but a perfect crafting system would be AC's Tinkering system with the added property of weapon creation, it may happen someday, what if in AC you found 10  Q 10 hilts that could be combined by a max level crafter and 10 Q 10 blades that could also be combined, now find something that can remove a major sword buff and apply it in the process, etc.

 

  page975

Apprentice Member

Joined: 6/02/13
Posts: 317

7/08/13 3:53:27 PM#38

In my old vanalla WoW days I made way more by harvesting only than crafting ever could.....I had sooo much gold I could buy anything the game had to offer, 10x over......Crafting never pays !.....Also in most mmos it was hard to find a crafter that could craft stuff for their own level :)

You keep pulling your hair out crafting, and I'll keep making money off you !

  Robokapp

Elite Member

Joined: 11/15/09
Posts: 4524

The only luck I had today was to have you as my opponent.

7/08/13 4:01:35 PM#39

in burning crusade (wow) I had the plans for the Oathkeeper's helm. it was a paladin-tank crafted helm at equivalent strength with tier 4.

 

no exageration, over two thirds of the alliance beginner pallytanks in my realm who had that helm had "Made by Robokapp" written in green at the bottom of the item's display info. (crafted items have the name of crafter listed for anyone who inspects to see).

 

most of them I've never met, they knew I ha the item, they'd mail me the mats and gold, I'd mail them back the helm. their friend-of-a-guildie told them I have it, everyone told them I'm trustworthy to mail mats to and I don't scam...and so the deals went on. pretty much until the end of tier 5 when badge gear caught up enough to overpower this very distinctive lime-green helm.

 

imagine walking around town nd every time you see a green helm, there's a great chance at one point it was in your backpack. and now the guy's begining raiding with it. And also imagine how rich that made me.

 

 

  Distopia

Drifter

Joined: 11/22/05
Posts: 15322

"what a boring life, HATING everything" -Gorilla Biscuits

7/08/13 4:03:46 PM#40
Originally posted by azzamasin
Originally posted by Distopia
Originally posted by azzamasin

When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.

I see you never played SWG, just about everything was player created, yet a fully crafting focused character had no way to hunt for things like Krayt scales which were required to make top end equipment. Hence where community oriented design came into play, a combat player gathered these things and sold or traded them to a crafter, giving that combat oriented character plenty of reasons to hunt harder mobs.

On top of that exploring uncovered far more valuable resources. Which a crafter could place equipment that collected said resource.

 Nope I was too engrossed in Asheron's Call at the time.  Again I am a product of my first MMO I guess, like most people, I grew up in the genre on the AC model.  (which is basically a Diablo on steroids model)  I fail to see how hunting and adventuring for craftable materials is fun, to me just like the other side of the spectrum with requiring a raid or a group to acquire items I find them both unfun for a lack of a better word.  I would guess my love of randomly finding gear the by-product of my first MMO.  It's such a shame more games do not follow the AC style approach.  I loved hunting and killing mobs because I had incentive to do so.  (EDIT) the Randomness is also a key part why I like it better.  In a crafting centric game I know exactly what I am going to get once completed which would reduce my will to continue over time because once I am done collecting my need to continue drops.  Whereas in the AC model I am always looking for an upgrade.

I was constantly looking for upgrades in SWG as well, there was always the fun in respecing , which would require new skill tapes and weapons (upgrades) which would also need to be crafted (and components found through trade or exploring). As I mentioned in another reply in your thread, there was still the thrill of finding rare items (weapons), the crafting aspect simply added another layer of synergy between players.

For every minute you are angry , you lose 60 seconds of happiness."-Emerson

It is a sign of a defeated man, to attack at ones character in the face of logic and reason- Me

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