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Above and Beyond Technologies | Official Site
MMORPG | Genre:Sci-Fi | Status:Development  (est.rel 2014)  | Pub:Above and Beyond Technologies
Distribution: | Retail Price:n/a | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

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66 posts found
  KaylettaJade

Advanced Member

Joined: 2/28/06
Posts: 139

1/17/13 3:43:23 PM#21
Originally posted by Black-Dog

All ill say is, if you want a mmo with crafting to kick off big time over all the other shi*e about, make sure items you wear and items you use like weapons degrade over time and more so when killed or injured..

Think of neocron..... they really still are the only game devs that made crafting in that worth anything,.....

As of right now fittings take durability hits, and those decreases in durability translate into stat decreases, eventually making even the best fitting worthless. Shells (armor/weapons) do not have durability because they are cosmetic items and have no effect on the character beyond look.

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/17/13 3:44:41 PM#22
Originally posted by Black-Dog

All ill say is, if you want a mmo with crafting to kick off big time over all the other shi*e about, make sure items you wear and items you use like weapons degrade over time and more so when killed or injured..

Think of neocron..... they really still are the only game devs that made crafting in that worth anything,.....

Crafted items would be random stats and better if your skills were better.. made for special items and people would seek out good crafters if online to get items made from them with item resources gathered by the one wanting the item built.

Do it!!!

I agree, decay is very important to crafters. I used to log in to SWG and have about a mail requests for new gear. It gives a crafter a reason to craft when he/she is truly needed after the initial gear rush at launch.

  PyrateLV

Tipster

Joined: 11/07/08
Posts: 1118

1/17/13 3:45:56 PM#23
Originally posted by CreepProphet
That's awesome, a lot of people are looking forward to The Repop!

Im dying for The Repopulation.

There is just nothing out there, now or coming up, that even interests me in the slightest.

Cant wait for my Beta invite. I really want to help in making this game the best.

Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT
Playing: Skyrim
Following: The Repopulation
I want a Virtual World, not just a Game.
ITS TOO HARD! - Matt Firor (ZeniMax)

  ignore_me

Apprentice Member

Joined: 7/04/11
Posts: 2034

1/17/13 3:51:03 PM#24
Originally posted by KaylettaJade
Originally posted by ignore_me
There was something I read about the resources cycling. Resorces having a quality and having that quality vary as well as cycle is one of the most important aspects. This not only makes rarity and scale more complex, it also makes the finding of a great cycle of resources something that is worth waiting for. If I know I can always get 99% ore and I'm a crafting guy, I may not play as long. If the devs were smart enough to play upon a non-scheduled intermittant reinforcer, I may feel that it's worth longevity of play. I might wait weeks or months to obtain better resources.

Resources do deplete if an area is over harvested and it takes time for the resources to return to that particular area. I believe it also works on a resource type system, so if you overharvest trees the metals are unaffected, and vice-versa. As for rarity random cycling, the rarity varies on a per harvest basis, with the node and your skill adding to the variable I believe, but afaik there is no backend mechanism to cycle crappy quality this week and awesome quality next week.

That sounds like a great system actually. I would hope that they look into the quality variability thing though. It's a milestone for a crafter to have a super batch of steel from months back when the market goes dry on high quality steel :) (or items made from high quality steel).

Survivor of the great MMORPG Famine of 2011

  KaylettaJade

Advanced Member

Joined: 2/28/06
Posts: 139

1/17/13 4:28:43 PM#25
Originally posted by ignore_me

That sounds like a great system actually. I would hope that they look into the quality variability thing though. It's a milestone for a crafter to have a super batch of steel from months back when the market goes dry on high quality steel :) (or items made from high quality steel).

That leads to the hoarding of resources, rather than their use, and hoarding resources is something the devs have said they don't want to see happen in Repop. More than once I've seen people say "Oh I had a thousand amazing whatever resource still sitting in my bank when SWG shut down". Personally, I don't see how it would be an improvement to create a system that encourages people to do that.

  IG-88

Novice Member

Joined: 8/03/12
Posts: 131

1/17/13 5:00:33 PM#26
Originally posted by KaylettaJade

That leads to the hoarding of resources, rather than their use, and hoarding resources is something the devs have said they don't want to see happen in Repop. More than once I've seen people say "Oh I had a thousand amazing whatever resource still sitting in my bank when SWG shut down". Personally, I don't see how it would be an improvement to create a system that encourages people to do that.

 It creates a dynamic player economym where you have to be strategic and cunning in order to get rich :-)

Btw, instanced player housing, ive seen posts on that, what does it mean?

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/17/13 5:04:07 PM#27
Originally posted by KaylettaJade
Originally posted by ignore_me

That sounds like a great system actually. I would hope that they look into the quality variability thing though. It's a milestone for a crafter to have a super batch of steel from months back when the market goes dry on high quality steel :) (or items made from high quality steel).

That leads to the hoarding of resources, rather than their use, and hoarding resources is something the devs have said they don't want to see happen in Repop. More than once I've seen people say "Oh I had a thousand amazing whatever resource still sitting in my bank when SWG shut down". Personally, I don't see how it would be an improvement to create a system that encourages people to do that.

I am a hoarder in any game that I play, so what is going to prevent it anyway? In SWG you saved back the best stuff for when spawns were weak. It wasn't like I had tons of it just to collect it, I had it saved back to make good stuff during the bad times. And, I would give it to guildies when they were out. Put a time limit on its use if hoarding is an issue, but please look at putting stats on it. Or, decay it after so long to prevent hoarding.

  KaylettaJade

Advanced Member

Joined: 2/28/06
Posts: 139

1/17/13 5:19:55 PM#28
Originally posted by IG-88
Originally posted by KaylettaJade

That leads to the hoarding of resources, rather than their use, and hoarding resources is something the devs have said they don't want to see happen in Repop. More than once I've seen people say "Oh I had a thousand amazing whatever resource still sitting in my bank when SWG shut down". Personally, I don't see how it would be an improvement to create a system that encourages people to do that.

 It creates a dynamic player economym where you have to be strategic and cunning in order to get rich :-)

Btw, instanced player housing, ive seen posts on that, what does it mean?

And if you leave the game, the best ore ever dropped may sit and rot for weeks or months, maybe years. What's the point in that?

Instanced player housing will be available to everyone who wants a plot. These houses are not in the persistent world and are completely safe. I'm not 100% positive, but I believe they have no maintenance costs either. Persistent world housing will be limited, have maintenance costs, but it will also be safe. Housing in player cities will not be safe, a successful siege will destroy the building (but not your stuff!), but maintenance costs/taxes/etc, if there will be any, haven't been finalized yet.

@bigsmiff - Lots of people like to hoard resources, and I don't think the intention is to tell you that you can't. But there's no good reason to make it virtually mandatory to do so.

  IG-88

Novice Member

Joined: 8/03/12
Posts: 131

1/17/13 5:34:11 PM#29
Originally posted by KaylettaJade

And if you leave the game, the best ore ever dropped may sit and rot for weeks or months, maybe years. What's the

 

Leave the game? "I find your lack of faith disturbing", a wise man once said!!

 

  Spiider

Advanced Member

Joined: 2/15/05
Posts: 426

1/17/13 5:46:08 PM#30
Originally posted by KaylettaJade
 

I never played SWG.

You missed something special.

Good luck with Repopulation, looking forward to it.

No fate but what we make, so make me a ham sandwich please.

  NC-John

Novice Member

Joined: 1/08/13
Posts: 112

1/17/13 7:31:11 PM#31

No offense KaylettaJade... But do you work on the repopulation team? or are you a kickstart investor/fan? I mean no offense but, I'm sure you do understand if the latter your fielding question for josh and his team and it's apparent you lack of understanding regrading the finer semantics of how crafting and building up resources functions in almost every MMO since inception. And the fact you seem more "fan" which always entails a certain amount zealotry and hard line personal beliefs/ideas are applied to a MMO that's very much still being developed and very well will change to appeal to a broader audience.

Plus the fact this MMO is almost in every respect a Star Wars Galaxies clone, and has someone fielding questions who has never played SWG in any of it forms.

Again I'm sorry if I offended you in anyway, but being a HeroEengine developer and seeing Josh on the Hero forums, I think it would be in the best interest of his game to NOT interject your own wishes/beliefs on a MMO that's still changing and being developed.


Best Wishes...

 

"Not even a cray super computer can make this game run well. Thats what happens when you code an MMO in pascal. " - miglor

  KaylettaJade

Advanced Member

Joined: 2/28/06
Posts: 139

1/17/13 7:58:16 PM#32
Originally posted by NC-John

No offense KaylettaJade... But do you work on the repopulation team? or are you a kickstart investor/fan? I mean no offense but, I'm sure you do understand if the latter your fielding question for josh and his team and it's apparent you lack of understanding regrading the finer semantics of how crafting and building up resources functions in almost every MMO since inception. And the fact you seem more "fan" which always entails a certain amount zealotry and hard line personal beliefs/ideas are applied to a MMO that's very much still being developed and very well will change to appeal to a broader audience.

Plus the fact this MMO is almost in every respect a Star Wars Galaxies clone, and has someone fielding questions who has never played SWG in any of it forms.

Again I'm sorry if I offended you in anyway, but being a HeroEengine developer and seeing Josh on the Hero forums, I think it would be in the best interest of his game to NOT interject your own wishes/beliefs on a MMO that's still changing and being developed.


Best Wishes...

 

I am a part of the team, but none of my answers are my own personal beliefs unless they say so specifically (as in "Personally, blah blah blah"). I could link back to a dev post on the Repop boards for every single question I've answered over here, but I figured that would be a tad redundant.

I didn't play SWG, but that matters not one iota in respect to The Repopulation. I'm perfectly capable of parroting the devs, which is basically all I've done over here, without having played that. Also, we're not SWG or SWG 2.0, and I can give you a link back to the devs (Josh and JC both) saying that exact thing on the official boards. I can also give you one where the devs state they took more inspiration from Vanguard than SWG in terms of crafting.

I'm not offended. Honestly, it's nice to see someone caring whether the game gets dragged through the mud, but I don't release information or give my random opinions as gospel, I merely help spread what the devs have already publically said. They're very vocal and upfront on the official forums, but they're also super busy, so them coming over here to reanswer questions isn't necessary. As for me coming across as a fan, I am one. I'm working on the team because I believe in their vision and what they're trying to accomplish. That makes me a fan, albeit a working one, and I'm good with that.

 

 
  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/17/13 8:07:56 PM#33
Originally posted by KaylettaJade
I can also give you one where the devs state they took more inspiration from Vanguard than SWG in terms of crafting.

 

 

 

That is very discouraging to be honest. Even though Vanguard has a decent crafting system, it pales in comparison to SWG. I thought Vanguard and EQ2 made crafting into a mini game more than a complex system. I am still interested to see the finished product, but this could be a deal breaker for me.

  KaylettaJade

Advanced Member

Joined: 2/28/06
Posts: 139

1/17/13 8:19:00 PM#34
Originally posted by bigsmiff
Originally posted by KaylettaJade
I can also give you one where the devs state they took more inspiration from Vanguard than SWG in terms of crafting.

 

 

 

That is very discouraging to be honest. Even though Vanguard has a decent crafting system, it pales in comparison to SWG. I thought Vanguard and EQ2 made crafting into a mini game more than a complex system. I am still interested to see the finished product, but this could be a deal breaker for me.

Since I didn't play SWG, it's really hard for me to gauge exactly where on the scale Repop will sit, but crafting is definitely going to be complex and meaningful. Chemistry IS Chemistry. You will literally take rocks, metals, minerals, plants, animal parts, etc and break them down into chemicals and use the chemicals to create complex chemicals or items that will be used by pretty much every single other trade skill. And with virutally everything being crafted, crafting is going to be meaningful.

It isn't exactly Vanguard, but I don't think it's exactly SWG either.

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/17/13 8:35:53 PM#35
Originally posted by KaylettaJade
Originally posted by bigsmiff
Originally posted by KaylettaJade
I can also give you one where the devs state they took more inspiration from Vanguard than SWG in terms of crafting.

 

 

 

That is very discouraging to be honest. Even though Vanguard has a decent crafting system, it pales in comparison to SWG. I thought Vanguard and EQ2 made crafting into a mini game more than a complex system. I am still interested to see the finished product, but this could be a deal breaker for me.

Since I didn't play SWG, it's really hard for me to gauge exactly where on the scale Repop will sit, but crafting is definitely going to be complex and meaningful. Chemistry IS Chemistry. You will literally take rocks, metals, minerals, plants, animal parts, etc and break them down into chemicals and use the chemicals to create complex chemicals or items that will be used by pretty much every single other trade skill. And with virutally everything being crafted, crafting is going to be meaningful.

It isn't exactly Vanguard, but I don't think it's exactly SWG either.

I just watched the youtube video on the system and it looks interesting. I will definitely be trying it out.

  mistmaker

Advanced Member

Joined: 11/11/12
Posts: 222

 
OP  1/18/13 4:57:18 AM#36
Originally posted by KaylettaJade
Originally posted by bigsmiff
Originally posted by KaylettaJade
I can also give you one where the devs state they took more inspiration from Vanguard than SWG in terms of crafting.

 

 

 

That is very discouraging to be honest. Even though Vanguard has a decent crafting system, it pales in comparison to SWG. I thought Vanguard and EQ2 made crafting into a mini game more than a complex system. I am still interested to see the finished product, but this could be a deal breaker for me.

Since I didn't play SWG, it's really hard for me to gauge exactly where on the scale Repop will sit, but crafting is definitely going to be complex and meaningful. Chemistry IS Chemistry. You will literally take rocks, metals, minerals, plants, animal parts, etc and break them down into chemicals and use the chemicals to create complex chemicals or items that will be used by pretty much every single other trade skill. And with virutally everything being crafted, crafting is going to be meaningful.

It isn't exactly Vanguard, but I don't think it's exactly SWG either.

you are really missing something when you didnt play SWG. Again, it was an unfinished product with a lot of bugs and bad latency (i only played pre NGE and CU), but it kept me crafting and gathering things, and i can say i am not a crafter in other games! but in SWG i wanted to run my shop with special quality stuff. I was running around some planets using my scanner till i found a great spot to harvest. I never had that "fun" and interest to go out gathering as in SWG. In all other games there are nodes which are visible on the screen and on the minimap. not in SWG, there you had to use a scanner, had to find the right metal and then you had to find in which place the most percentage is. And it could be that other people already had their harvesters there. so you had to find another spot. When i remember right, the spots werent static too and depleted so you had to do that frequently.

 

its a shame for EVERY MMO, especially sandbox, not to copy this system.

 

combined with the crafting and economy and the whole protection system it was just a nearly perfect sandbox system. In no game before and since then I liked to craft or to gather.

  joshuahalls

Hard Core Member

Joined: 5/11/10
Posts: 64

1/18/13 5:12:16 AM#37

Kay is part of our team and doing a lot of resource/recipe work so is fairly well versed in what is going on behind the scenes with the system.  We don't have an identical system to SWG or Vanguard, but have taken a look at many of the crafting systems out there and added a little bit here and there to get to where we are now which is a very robust system that can be simple to use and at the same time very complex such as the creation of fittings.  We should have a very detailed attribute writeup for resources out here in the next few days with a lot of the nitty gritty of how that system works.

As far as grade we have a system that in the background is a 0-1000 system that gets translated to F-A and a subvalue of 0-9 (so F5, A3, A9, etc).  A9 is the highest quality of a resource you can obtain with resources coming from extractable resources in the world and from dead creatures that is used in a wide variety of different recipes.  The values to a degree are random, but the further you get out and the more difficult a creature is the better the chance of getting better resources, but you could get lucky and land an A9 right out of the gate.  As an example we have an ore called calibrite.  It can be found anywhere in the world and there isn't a variant of it, it is calibrite ore.  That is just one ore, there are many others and they can also be refined into alloys to be used as part of the fitting systems for adjusting stats on weapons and armor.

A lot of details coming out about all of this, but our whole game economy is based around crafting and resource gathering, so the system needs to be robust enough to handle that kind of need.

Joshua Halls
Co Owner-Lead Programmer The Repopulation

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/18/13 7:40:17 AM#38
Originally posted by joshuahalls

Kay is part of our team and doing a lot of resource/recipe work so is fairly well versed in what is going on behind the scenes with the system.  We don't have an identical system to SWG or Vanguard, but have taken a look at many of the crafting systems out there and added a little bit here and there to get to where we are now which is a very robust system that can be simple to use and at the same time very complex such as the creation of fittings.  We should have a very detailed attribute writeup for resources out here in the next few days with a lot of the nitty gritty of how that system works.

As far as grade we have a system that in the background is a 0-1000 system that gets translated to F-A and a subvalue of 0-9 (so F5, A3, A9, etc).  A9 is the highest quality of a resource you can obtain with resources coming from extractable resources in the world and from dead creatures that is used in a wide variety of different recipes.  The values to a degree are random, but the further you get out and the more difficult a creature is the better the chance of getting better resources, but you could get lucky and land an A9 right out of the gate.  As an example we have an ore called calibrite.  It can be found anywhere in the world and there isn't a variant of it, it is calibrite ore.  That is just one ore, there are many others and they can also be refined into alloys to be used as part of the fitting systems for adjusting stats on weapons and armor.

A lot of details coming out about all of this, but our whole game economy is based around crafting and resource gathering, so the system needs to be robust enough to handle that kind of need.

I am just glad that we finally have someone that is listening to the crafting community. This is what has me excited:

"but our whole game economy is based around crafting and resource gathering"

Thanks for taking the time to come here and explain things. And, give Kay a raise

  JC-Smith

Hard Core Member

Joined: 5/02/11
Posts: 313

1/18/13 11:02:19 PM#39

http://www.therepopulation.com - Scfi Fi Sandbox.

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1789

Dyslexics of the world...UNTIE!

1/19/13 9:07:53 AM#40
Originally posted by JC-Smith

We just released an overview of the Crafting Attribute System. You can find that here: http://www.therepopulation.com/index.php?option=com_content&view=article&id=293%3Acrafting-attribute-system&catid=61%3Anew-frontpage-news&Itemid=428

 

Looking better each day!

I especially loved this comment:

"One of our goals is to create a fairly complex crafting system. Our economy and ecosystem are designed around the idea that there will be no moderate to high end fitting drops, facilitating a fully player driven world"

Keep on keeping on...

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