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Crafting myes?Follow

#1 Oct 01 2009 at 8:31 AM Rating: Decent
10 posts
So some interviews have said crafting will be serious ******* bussines. I like it. If you can go through the entire game as a crafter, it had better have some interesting features. I dont think an FFXI or WoW style crafting is going to cut it.

What if crafting was a minigame that got more and more complex?

I think this would have a lot of benefits;

-RMT don't strike me as very skilled, so they would have a rough time with it

-This would create a skill gap with crafting

-Crafting would evolve from just "gathering -> make". It makes it more interesting.

-New crafters would have to actually learn a craft.

- Rich ******** couldn’t just power level through a craft for ***** and giggles(The account stealing mega rich people I knew on Midgard would have needed to be skilled). You would have to earn the ability to be a master smith through crafting XXXX things, and you would have to be skilled at the minigames as well. The only way this wouldn’t work is if the person was rich and skilled, like me.

As far as the interface goes it could be a lot of different things. It could be a wheel that had neutral, perfect, fail, and epic fail values. Perfect would be surrounded by one fail and one epic fail value. Neutral would have a lot of area. Neutral is a normal synth with 5% chance to HQ. Perfect is a normal synth with a 10%-15% chance to HQ or have leftover items (rare stuff wouldnt count). Fail is a 20% chance to loose a material. Epic fail is a 45% chance to loose a material and an "FAIL :(" message appears on your screen.

This wouldnt punish people who dont like to take risks, but would reward people for playing the minigame, and trying hard.

Lag wouldnt need to have anything to do with it either, there could be a seperate crafting minigame server or something. Having the minigame client-side would allow for hax to input values. RMT would like that.

Just a thought. I just dont want to see crafting as the same boring thing it is in a lot of games.
#2 Oct 01 2009 at 10:52 AM Rating: Decent
1,141 posts
I'm really excited to hear more about the new crafting system. In EQII, crafting was a nice little minigame, having to constantly be active during your creation. It made it much more rewarding when you made something right.

But I'm thinking it will really need to go above and beyond in order for it to be as great as they've made it sound. If they really want people to play the whole game as a crafter, they're going to need to make it really freakin interesting!

FFXIV: Lancer, Fisher, Culinarian
FFXI: DRK 55, WAR 30, THF 27, DRG 27 (all retired)
WoW: Hunter 70, Warrior 29, Druid 26, Warlock 22, Shaman 19 (all retired)
EQII: Shadowknight 36 (retired)
#3 Oct 01 2009 at 11:10 AM Rating: Good
336 posts
As you fight as a Crafter you beat things with your hammer, slowly crafting them into an item alive. Truly a sadistic class.
#4 Oct 02 2009 at 7:21 AM Rating: Decent
394 posts
Westyle wrote:
As you fight as a Crafter you beat things with your hammer, slowly crafting them into an item alive. Truly a sadistic class.

Rate-up, good sir.

All-in-all, though I love getting as much info as possible ahead of time and speculating wildly about everything we think the game will be about, crafting is the one thing I want left as a mystery until beta. We know it will be a big part of the game and that the process will be very different from anything we're used to, but getting bits and pieces of how it will work may mislead people and trigger early complaints. I'll keep my hopes high in the meantime and speculate about other silly things, like moogles as a playable race.
#5 Oct 02 2009 at 7:40 AM Rating: Decent
76 posts
Vanguard had a pretty nice crafting system. Moving from stage to stage choosing techniques that you learned by skilling-up I mostly crafted during my trial period heh.
'Life's journey is not to arrive at the grave safely in a well preserved body, but rather to skid in sideways, totally worn out, shouting 'Holy s**t!What a ride!

Holyterra, Valefor, Beastmaster Extroidinaire
#6 Oct 04 2009 at 1:06 AM Rating: Decent
398 posts
I loved Vanguards crafting system, if you knew what you were doing you could pound out an average quality item without much thought but if you want something nice be ready to work for it.
#7 Oct 04 2009 at 1:46 AM Rating: Decent
427 posts
I'm hoping it's something like the smithing system in Fable 2. Anything to make it challenging. If I'm going to be spending most of my time in crafting I don't want to be bored.
Boxerz- Midgardsomr 75 BRD, 75 SAM, 75 DRG.......... Retired

#8 Oct 04 2009 at 4:11 AM Rating: Good
181 posts
as long as we don't have to mule to get items from our other characters to start crafting... I'm up to anything!
Bosco Firebrander, Gladiator of Thanalan.

(Retired) 2004-2008 ( He lies in Uleguerand Range, under the cold white snow ).
#9 Oct 04 2009 at 10:34 AM Rating: Decent
11,630 posts
Didn't some other Korean game have a farming class? That always seemed like such a silly concept, but I guess if you want to make money more than deal damage it works.
#10 Oct 04 2009 at 11:56 AM Rating: Excellent
736 posts
Korean MMOs have explored non-combat classes quite a bit.
But there have been a couple games here in the west that have tried it already (ex; Runescape, Vanguard).

Currently, that's the problem with making non-combat classes interesting. If it really is about just making money, it tends to fall flat on it's face. Because these classes evolved from money making systems that functioned more like work and less like play, they kind of have trouble standing on their own two feet as fun activities in their own right.

Let's take for example, Herbalism.
If you think about it from the tried and true financial perspective; having nodes in easy to access areas, with quick respawns, and no real incentive to do anything other than camp out a spot - then yeah, that's boring.

But if we start thinking outside the box a little; maybe not all the parts of a plant are useful and you have to minigame the careful extraction of pollen/root/stem/leaf/flower, maybe there are good plants and bad plants that look nearly identical so a skilled herbalist has to learn to differentiate between the two to avoid making a cook's food poisonous or foul up an alchemist's recipe to strange results, maybe you can take the seeds of plants on the field to your gardening pot at home and experiment with cross-pollination.

There's all sorts of ways we can make crafting fun first and financial second.
And I think that's what non-combat classes will have to do to be a successful evolution in gaming.

Edited, Oct 4th 2009 4:13pm by Zemzelette
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