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Today Ms decided to give us part 1 of 2 step by step play of the crafting system with Tim. Hi there, We've got more crafting details for you this week! As you know, the crafting system in Earthrise is fairly extensive set of mechanics that we have been developing for the last several years, and all examples and explanations provided along the development course have tried to reveal small tidbits of information to keep our fan-base updated (but at the same time providing information about other things besides just crafting). However, we do understand that the fragmented nature of crafting information can cause just a bit of confusion among some of our fans. This week we've worked out a (not very) short example to cover the whole process of crafting an item from the viewpoint of a common player in Earthrise - from gaining the resources to its final manufacturing. It's awfully long, but we wanted to include lots of rich details for you, our devoted fans to discuss. We'll be returning next week with the rest of it, but hope you enjoy part one! (Keep in mind however that the following example is provided only to illustrate the crafting process in further detail. Names of resources, ingredients and final items and values of any kind are likely to be changed as we continue testing, tweaking, and gathering feedback during our closed beta. With any system we present here, or elsewhere, it is also possible that some things may have changed or evolved from initial comments on our crafting system and will continue to evolve, and as presented, this is where the system currently stands in development.) THE PLAN Assault Rifle Mk3 requires that Tim has learned the Portable Ranged Weapons skill at rank 3. Every standard issue Assault Rifle Mk3 is made of two modules - Rifle Frame RF-2000 and Small Pulse Generator. To manufacture them, Tim must learn the skills associated with each module. Rifle Frame RF-2000 requires Compound Ranged Engineering skill at rank 2, and Small Pulse Generator requires Pulse Weapons skill at rank 3. Because each of the modules is made of raw resources, if Tim were to gather those resources from parts collected by killed enemies, he would need Recycling Skills - Alloy Metallurgy for recycling metallic resources and Synthetic Transformation for recycling synthetic resources. Tim plans to add Designs to the Technology, and he must have access to the following Technologies used to create Design Blueprints - Organic Skin Piercing (for dealing more damage to mutants, requiring Combat Prototyping skill at rank 3) and Necroskeletal Paralysis (for slowing down Burzuns and similar mutants, requiring Mutant Tactical Analysis skill at rank 2). In total, Tim must learn up to 7 skills to be able to create the Assault Rifle Mk3 all on his own with the two desired Designs. In Earthrise, knowing all the skills required to make an item from scratch is a serious investment of money and time. Often players will seek out to specialize in a specific niche of the whole manufacturing process - making the best Small Pulse Generators on the market, for example. In a real setting, Tim would have to seek out other crafters or use the global market to outsource or purchase directly the ingredients he needs rather than spend time to learn how to do them on his own. But Tim is our guinea pig, so he will do all the work on his own! Assault Rifle Mk3 is made of Rifle Frame RF-2000 and Small Pulse Generator, and Organic Skin Piercing and Necroskeletal Paralysis designs. Rifle Frame RF-2000 is made of 25 units of Refined Metal, 5 units of Conductive Material. Small Pulse Generator is made of 12 units of Conductive Material and 8 units of Voltaic Load. Summed together, the basic module requirements are 25 Refined Metal, 17 Conductive Material and 8 Voltaic Load. That's quite a list! Engineering of Thick Hide Piercing and Necroskeletal Paralysis designs requires a different sort of ingredients that Tim will have to experiment on. Thick Hide Piercing requires 70 Thick Hide (collected from thick-skinned mutants throughout Enterra's mutant infested grounds), and Necroskeletal Paralysis requires 400 Burzun DNA (extracted from Burzun item drops, collected from all Burzun-named mutants). Tim plans to gather some of these resources by killing opponents and recycling parts gathered from their remains, while others will come from protecting certain mines on the island of Enterra from mutant threat. Tim locates group of rebellious robots that he destroys gathering their metallic limbs and mainframe wiring for recycling. He also visits a Voltaic Mine that is attached by constant waves of mutants aggravated by the mine's activities. For his support in securing human control over the mine, he receives tokens traded for Voltaic Load. While fighting for securing the Mine's operations is a risky business, it spared him the grind of collecting Voltaic Load. Finally, Tim visits the dangerous Burzun breeding grounds. Killing off Burzun monsters, Tim collects required amounts of Thick Hides (as Burzun's are thick-skinned mutants) and Burzun Rotting Meat and Burzun Legs. He will later on extract Burzun DNA from the latter body parts. |
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So, what you guys think of it so far? |
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I think you went into way too much detail before you explained the general idea.
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Originally posted by PhelimReagh The general idea is all over, check the sticky or Joker's thread about QotW's. We don't know what skills there are or even how many. A player can theoretically learn all skills. The games is very PvP oriented. Some very basic stuff is available in areas where you're guarded by npc's, but the guards get fewer and further between as you move away from settlements. Advanced resources only come from player owned mines in the contested areas. |
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I did not type this up just so you guys know. This is directly a copy and paste of the QOTW, which is linked before the actual post. Part 2 should be in next week. and I will post that QOTW also here. |
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Originally posted by Joker2240
My honest opinion?It looks to be more of a design to be a time sink rather than creative.Yes i want in depth crafting and i want creativity in it's design,so i do not want to mick any developer for trying. I have to decide weather they are honestly trying for an in depth design or a time sink. Here is what i see,many pieces of the same item needed,why not have using the rank system 5xlowest quality 4xnext highest and 1xthe highest quality.Why do i need to search for 25 pieces of say metal?Is there only one size of metal that drops in the game?It gives an unrealistic feel. I guess i should be more specific in what i like from crafting.I want rarity in finding items,not always the best drop from the best mobs,just rarity.I think there can be heavy modifications ,example using the MK-33 gun....enhanced DISTANCE/size of bullets/Type of bullets/adding a scope/rate of fire/material[degradation factor].I feel parts can/should be found out hidden in the game ,or sometimes dropped from enemies.Example you use a grenade to kill an enemy,you have no chance of salvaging anything.You fill his suit full of armor piercing bullets,again no chance to salvage that suit/vest that drops.If you use some kind of agent orange,you melt everything,again no chance to salvage anything. Ok now that you have the basics,you need to learn the skills to be able to make these modifications.I believe in learning skills by utilizing mechanical actions with a sort of hotbar full of options for that operations,sort of like Eq2's crafting.The difference being you make proper decisions you gain skill,you make wrong ones your skill drops. So say you need to operate a PRESS to make the mold for your MK-33,you need a hotbar full of skills related to operating a press.Then a graphic interface would start where by you actually operate a press and have to make decisions in the crafting process,this is called INTERACTION.You need to make glass ,a different set of hotbar mechanics,need to use a lathe,more mechanics...ect ect. I think i have explained enough,to get the idea across for an in depth crating process.I do not think players find it creative or fun to have to get 25 pieces of metal 20 pieces of some other material.I also think the learning of skills should be interactive not just some spread sheet design.Follow those simple rules and crafting can be fun and creative. |
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Originally posted by Wizardry
My honest opinion?It looks to be more of a design to be a time sink rather than creative.Yes i want in depth crafting and i want creativity in it's design,so i do not want to mick any developer for trying. I have to decide weather they are honestly trying for an in depth design or a time sink. Here is what i see,many pieces of the same item needed,why not have using the rank system 5xlowest quality 4xnext highest and 1xthe highest quality.Why do i need to search for 25 pieces of say metal?Is there only one size of metal that drops in the game?It gives an unrealistic feel. You didn't read the example very well. He isn't picking up units of metal, he's looting metal parts from enemies and refining them into units of metal. Each part type refines to a different amount. That's very realistic. I guess i should be more specific in what i like from crafting.I want rarity in finding items,not always the best drop from the best mobs,just rarity.I think there can be heavy modifications ,example using the MK-33 gun....enhanced DISTANCE/size of bullets/Type of bullets/adding a scope/rate of fire/material[degradation factor].I feel parts can/should be found out hidden in the game ,or sometimes dropped from enemies.Example you use a grenade to kill an enemy,you have no chance of salvaging anything.You fill his suit full of armor piercing bullets,again no chance to salvage that suit/vest that drops.If you use some kind of agent orange,you melt everything,again no chance to salvage anything. There are modifications, the parts to perform generally aren't just found though, you have to make them. Why would you want to dumb the system down by having them lying around? Ok now that you have the basics,you need to learn the skills to be able to make these modifications.I believe in learning skills by utilizing mechanical actions with a sort of hotbar full of options for that operations,sort of like Eq2's crafting.The difference being you make proper decisions you gain skill,you make wrong ones your skill drops. This is the far future, making things manually would be pretty unrealistic. Also, this isn't EQ. ER will have a player driven economy. The actual act of crafting needs to be able to accommodate mass production to supply the economy. I don't see how making the process manual and tedious would be fun. So say you need to operate a PRESS to make the mold for your MK-33,you need a hotbar full of skills related to operating a press.Then a graphic interface would start where by you actually operate a press and have to make decisions in the crafting process,this is called INTERACTION.You need to make glass ,a different set of hotbar mechanics,need to use a lathe,more mechanics...ect ect. See above. I think i have explained enough,to get the idea across for an in depth crating process.I do not think players find it creative or fun to have to get 25 pieces of metal 20 pieces of some other material.I also think the learning of skills should be interactive not just some spread sheet design.Follow those simple rules and crafting can be fun and creative. In what crafting system do you not have to obtain the materials somehow? I don't see how you miss the creativity. You have base designs (the MK3 Assault rifle) and you can add a great many different modifications to it. For every base weapon, there are multitudes of different variations you can create. And the final products quality is determined by the quality of the materials put into it. |
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MS has release part two of the crafting process. Hi there!
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Hopefully this is the last crafting QOTW, getting really tired of crafting talks. |
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Sounds a bit like the system used in Eve. In fact, since the game is skillbased, the whole game seems more and more like Eve on the ground instead of in space. Not saying that would be a bad thing though. "Many people would sooner die than think; In fact, they do so." - Bertrand Russel |
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Originally posted by Caldicot There are some major differences. Check out the questions of the week.
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