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Lets give Funcom a chance with this crafting system here. Lets look at the so-called negatives, and how they might not be negatives. First, the one profession per character, potentially limited to the crafter super-class only. This is going to really limit casual crafting, and make it something that only some people take the time to do. So by nature, they don't have to cater to the casual crafters. Second, the gathering. They've stated its only in three zones. What they haven't stated is where the rare materials are gathered. They have said there's two versions of every item, the basic version, and the elite version. If the rare materials are only one percent drops from the common nodes, I agree, it sucks. If they are, instead, things you have to hunt down all over the world, it adds a lot of depth. Want some copper? Walk out of your guilds city, and mine some. Want some starforged iron? Go hunting! Third, the recipes all being quest-based. Can I just say, that's a HUGE improvement? First, why did recipes ever drop off mobs? What was the point? Random Zombie A just HAPPENS to have the incredibly rare recipe for super boots of amazingness? What the hell. Just what the hell. Fourth, many of the most important recipes in many games have been either rep or quest based. Quests can be long and intricate. Imagine one that needs you to do a series of quests for a nation, to get you friendly with them, then help out a specific village, then AND ONLY then do you get access to Master Crafter Bob, who knows two recipes - but first, you have to go through a long and intricate series of quests for him. That makes a lot more sense than 'go grind mobs until the recipe drops.'
So, all in all, whats so bad? I agree knowing more than one profession would be nice, but as I recall it was a benefit of the crafter super-class (I forget, honestly, and I'm not going to bother to look it up, because its subject to change anyway). So you have to become a crafter if you... love crafting. Wow. Yeah, totally not seeing the flaws here. This system could be very good. In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own. -Thomas Jefferson |
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kadepsyson
Advanced Member
Joined: 5/15/06
The doctors say his chances are 50/50...but there''s only a 10% chance of that. |
1/22/08 12:25:05 PM#2
I think the crafting is neat from the sound of it. Good post by the way. Also, devs have said that there will be resources outside those 3 zones, just spread thin. |
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1/22/08 12:31:07 PM#3
A lot of these concepts already exist in WoW, EQ1, and EQ2. That is not to say they are bad; they are just not new. For me, I much prefer the LotRO approach to crafting and recipes. I won't do the details here, but those that play LotRO and Craft and/or use Mastercrafted items know the deal. The AoC crafting *sounds* good in theory. But, I think you will find the practice severely lacking. |
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1/22/08 12:34:44 PM#4
I do like that acquiring recipes are quest-based as long as they don't become repetitive and the quests themselves become a grind. |
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Originally posted by achesomaAs long as the quests (for the best gear) are hard as hell, and more than a little frustrating, I'll be very happy. What I don't want is for everyone in the entire world to have the same gear. I want people to have to work to get that recipe, because I don't want my craft to be identical to 250 other peoples. In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own. -Thomas Jefferson |
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1/22/08 1:10:12 PM#6
It sounds like the crafting prestige class has been chucked out so anyone can learn the crafting skills, but is it still limited to one profession for character? That kinda sucks. |
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1/22/08 1:14:03 PM#7
Originally posted by Sharajat You are going to be disappointed. No matter how difficult they may want to make the quest, it is only a matter of time before everyone who really wants it, has it. |
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1/22/08 1:14:07 PM#8
crafting from the sounds of Avery's post sounds super simplified, monotonous, and pretty much lack luster. The only cool thing about it is recipes through quests. But other than that, there is nothing in the summary which would even remotely make me beleive there is going to be complexity, either in crafting or the economy.
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1/22/08 1:16:47 PM#9
Originally posted by miagisanGuys, you just have to let this go. Unfortunately there will NEVER be a game that has crafting as good as SWG had EVER again. The game is called Age of Conan, not Age of Crafting, or Crafts Alot Online. Granted some people like to craft more than fight. However, thats not what this game is about. It's centered around it's combat engine and the massive scale pvp that is frequent within the Conan world. |
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1/22/08 1:19:08 PM#10
so your telling me there were no crafters, no traders, no smiths in the age of conan? And the uberest of swords fell out of the stomachs of wolves? Umm....AoC should be craft heavy. There should be professions dedicated to crafting...it is part of Conan lore
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1/22/08 1:24:48 PM#11
and its fine if crafting is not a focal point, but again, devs seem to go the way of loot being the end all of items. Wheres the fun in that? where are those who like to create things going to find their niche? Games in general have become lazy and instantly gratiifying. Where did complexity run off too? or the challenge to produce? Most games produced now a days are so one dimensional.....with other systems like crafting, economy, entertaining, rolep[laying being a distand idea or just an add on. It is really frustrating. I enjoy crafting, managing the economy, creating things, becoming an entrepeneur. Not just killing and pvping. It;s an aspect developers are losing site of.
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Originally posted by miagisan Actually, if you try to read Avery's post (which might be tough, given your post suggests a general reading level of about third grade) they said that the crafted items would be on par with any raid item in terms of PvP, solo, and party end-game. It is only raiding where they may lag behind the dedicated raiding loot. In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own. -Thomas Jefferson |
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1/22/08 6:03:24 PM#13
Yes, he said that crafted items and raiding loot will be around the same lvl while the raiding loot may be best for PvE only and the crafted items can be made with any use in mind. So if you are looking for a PvP sword, you would want to see your crafter.
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1/22/08 6:11:32 PM#14
Originally posted by Sharajatand if your 2nd grade mentality can understand, crafting is not complex, the economy is not complex, in fact i can almost say with certainity that the crafting system is VERY VERY simplistic and non challenging.....so tell your 2nd grade teacher your reading comprehension needs some work. Eve's economy is very complex and vibrant, SWG's old crafting was very complex, requiring experimentation and subcomponents, even PotBS economy is complex and resources are needed via port capture. But that's it...and alot of big developers are missing this from the game...not only AoC but war as well, and as are most new games. They are overlooking the crafting aspects. So next time you think about bashing someone...please read the post made. I was not talking about the quality of items, but the quality of crafting
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1/22/08 8:05:08 PM#15
Originally posted by Sharajat
Heres my bonuses for crafting.
NO FACTION GRINDS! I hate in WoW having to spend hours and hours grinding away just so I can learn that one pattern that everyone wants.
GEM SOCKETS! This makes crafted items unique. Nothing but crafted stuff has sockets. You can socket your own weapon and then sell it pre-made. Or let the player socket their own weapon. This makes crafted gear in demand.
CRAFTED GEAR > DROPPED/RAIDED GEAR FOR PVP! Wow you mean for once in years crafted gear will be meaningful? It won't be 90% crap that is easily blown away by a quested or raided item? Sweet!
YOU CAN GET GEMS AND RARE SUPPLIES VIA PVE OR PVP! Rare resources and gems drop at resource node, from certain mobs and from Resource Nodes in the Boarderlands that your guild can battle over and take over for a time. THE TOP PVP STUFF REQUIRES ADVANCED STATIONS! The best stuff can only be made if your player city has crafting buildings in it. The best PvP you need a Keep with a forge, etc. That rocks, it makes the top end crafters more necessary to the economy, especially in PVP. CRAFTING IS QUICK TO LEARN! Some people gripe 'ah man mastering your tradeskill ONLY takes 'several hours,' (which is subjective btw.) I say, this lets casual players be able to meaningfully craft. Also crafting is fun, having a bazaar in your city with your goods on it to sell is awesome. Having common customers that come back for your goods rocks. I spent 90% of my time in SWG running a store, making CLOTHS! I specialized in the costumes from the movies and made a fortune and had tuns of repeat customers, my 'Jedi Robes' before there were actual 'jedi robes' was my hottest seller lol.) BUT, grinding through the crafting levels SUCKS. It sucked in SWG getting to master, it sucks getting high enough to make anything good in WoW, it sucked HARDCORE in DAoC. Getting to the point where you could make some epic cool armor in DAoC was a lesson on what hell is like lol. So fast crafting is awesome. Especially because the top tier stuff requires some real investment, a city or pvp keep.
GATHERING DOESN'T REQUIRE A SEPARATE PROFESSION! Woot I love this. No 'gathering' professions means I can gather ANYTHING! Unlike in WoW were as a leatherworker, if I need a certain flower, or metal, or enchanted leather, or what ever, I can't get it unless I buy it, for a premium, which is usually STUPID high priced. That sucks! I don't see the complaint here, in SWG, the game with the (pre-NGE) best crafting system in the damn industry, BAR NONE, was the same way. A crafter could make anything they want with their own stuff. No going 'oh man I'm a Tailor, I need a flower for this, steel for that. I could set up my own harvesters and get the stuff MYSELF. You would still buy sometimes, if it were cheep, or really good. The resources market remains one of the most profitable on SWG. But you never have to buy a resource from anyone, because, like AoC, you can get it yourself! AoC will still have a big market on Gems and rare resource drops, etc. :D
Theres more, but I cant think of it offhand lol. Still I think some people are (as typically,) being WAY to negative about the system. I mean crafting has never been a focus of the game, far from it. If it weren't all but required to have crafting in a western MMOG, we probably wouldn't even have one. Instead we have one that, while not perfect or the most dynamic or flexable system, looks damn good considering it's far from the focus of the game. |
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1/22/08 8:11:27 PM#16
They say 3 zones because theres 3 races and 3 major places owned by each race making up the whole map. And in each of those lets say countrys they have 1 general gathering spot. You will only rarely find stuff outside it |
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1/22/08 8:16:25 PM#17
Originally posted by Sharajat If you've watched the video where crafting is discussed, then you know that rare drops are still mostly going to be found in the 3 main harvesting areas. It's a rare drop while harvesting. You're simply not going to go hunting for a rare harvesting drop. There will be drops from monsters that can be incorporated into the crafting process, but very little has been covered on this issue. I think like most people, I was hoping for something really unique with the crafting system, even if the system was fairly simple. What we have here is actually more simplistic than WoW, and certainly takes for less time to master. For me, this is a recipe for disaster in the long run, as people will find that they get bored fast with so few things to do. Sometimes you just don't feel like hitting mobs and want to do something else for awhile. |
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1/22/08 8:24:34 PM#18
Originally posted by Fion I'm a casual player for the most part, but I don't like the idea of mastering my craft in a few game hours. In WoW, I can meaningfully craft and play the market at early levels of the crafting trees if I actually put some effort into learning how the system works. It sounds to me like you just want a quick and easy way to get to the top, which for me, is not nearly as rewarding as something that takes a considerable amount of time. Nor is it likely to keep me playing in the long run. The second part of your post is subjective. There's no information anywhere about people actually having to come to your city or your shop to buy your products. Most likely there will be a global market or broker system independent of your craft. Keep in mind that you can't even be in a city if you aren't in a guild. If you're assumptions are true, then only guilded players could sell items. I don't think that's quite likely. I like on the one hand how you want an ultra-simplistic, easy to learn, easy to master system, then on the other hand, you want people to have to make a long trek out to your bazaar to buy your items. If you watch the video about crafting, you'll note that your own products won't even have your name attached to them at the game's launch. So, so much for people remembering you and returning to you. And why would they anyway? SWG had pretty extreme variety in crafted items. The same just won't be true for AoC, as the fact that it's not an item-centric game has been repeated over and over again. |
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