"Conserning havesting as a timesink, Im just wondering how Spellborn can say they are trying to remove timesinks while they are left standing with only harvesting and recipe hunting... It doesnt make sence to me"
How can you make a game with no timesinks,when a game itself is a timesink?They have said they want to remove SOME of the timesink you see in other MMO`s,It is not just crafting but also things like large end game raiding where it tends to feel like a 2nd job are also not in this game...
I agree on what you are saying, but you are not adressing my posts. I have never said we should remove all timesinks.
There are none. If you like a piece of armour or weapon, kill the mob wearing it to get 'damaged' version of the armour, bring it to NPC crafter nd he will tell you what materials and how much of it you need for repairs. Get him the mats and some cash and you have your new item.
I think this is a great solution for players who don't like crafting. It's inovative, and no other MMO has done anything even close to this. Its logical, which I like too. There won't be any silly random "blue" items (forgive my wowism) dropping from a trash mobs that wear cap themselves yet drop fabulous stuff. What you see on a mob is what you get--great idea.
There is a BUT however. TCOS has catered to the none crafters handsomely with this mechanic, but have done nothing for those who think of themselves as crafters. This solution would have been perfect as an addition to normal crafting so the game would have something for all players not just one sector, as it is TCOS has swapped one disgruntled group for another.
Still, it this so different that I like it a lot. Just wish there were recipes to make the same stuff for the die hard crafters as well.Then all would be happy.
... I also like how stats dont determine the look of your armour.
Yes, I do too. In a lot of pvp ecounters, you would often see someone in all epics pound someone in a mixture of gear into the ground. Sometimes you would see people avoid those epic set wearers altogether, but with TCOS you will see something a bit different. I can imagine players putting on drab gear with high "hidden" stats to get other players to underestimate them. Its a strange sort of stealth, but a good/different one imo.
There will be plenty of people who want to wear bling on their toons, but wth this system there will be more diversity I think.
Bes while I do agree with you in some aspect,I do have to dis-agree in others,Yes you do have to basically harvest and not craft but isnt that basically the same in any mmo,I mean in alot of mmo`s you start at 0 crafting and have to make alot of crap to level up,Which means you have to harvest alot,The difference here is you have to harvest but not to level up,Also when you have a recipe it is bound to you so to make more you just have to harvest the items again,This is basically the same system as any other mmo except you dont have to level your crafting.
I do agree that some players enjoy leveling there crafting to be the best,I also think alot of players will enjoy this system as they can get the items they want if they put the work into getting the items and not if there guild is raiding some boss that drops the pattern.
Yes. This is what it boils down to - Peolpe who doesnt like to craft, will like gathering maths and let a NPC craft the item for them. But a player who likes to craft, will probably hate it. Isnt a crafting system ( i wouldnt call it a crafing system as it is now) suppose to cater the crafters?
As it is now..
Questing caters adventurers
PvPing caters PvP'ers
Crafting caters PvP'ers and adventurers
Roleplaying...well they already have a hard time and probably have to cater themselves as usual
And yes, people probably do craft to become the best crafter, or be an important supplier to their guild, but that is no different to an adventurer or PvP'er. As much as crafters need to be the best, so do adventuerers and PvP'ers. The problem with Spellborns system is that adventueres get to develop their characters, crafters dont..
Im primarily an exploring adventurer that would like to be able to craft something too if its possible. But its the implementation which determines if I like it or not.
The cursed resourcerefining timers (LOTRO/WOW) are simply a waste of time. I also dont understand why a higher tier resource needs to take longer to refine then a lower tier. To me it is simply implementing a timesink with a timesink in mind. Add to this the lack of interactivity, the resourcenode competition and it simply boils down to hours of lack of interaction. There is absolutely no learning curve or challenge in these crafting systems.
EQ2 for example uses also nodes and crafting combinations to get an endresult, but without the useless resourcerefining, has less node competition(they are everywhere and respawn faster) and puts interactivity in the crafting process(I prefer Vanguard's crafting process though). Generally it is very similar to WoW/LOTRO's system, but uses a lot less idle time. Which is good I think.
SWG and Vanguard's system are way better then these though, but not easy to implement. These crafting systems actually have a learning curve and give you the feeling of mastering a crafting profession.
I agree with other posters that instead of chosing a halfbaked crafting feature without leaning curve that mainly consists of loads of idle time and node hunting, the option for some npcs that you can give ingredients that craft you some gear.
Comments
I think this is a great solution for players who don't like crafting. It's inovative, and no other MMO has done anything even close to this. Its logical, which I like too. There won't be any silly random "blue" items (forgive my wowism) dropping from a trash mobs that wear cap themselves yet drop fabulous stuff. What you see on a mob is what you get--great idea.
There is a BUT however. TCOS has catered to the none crafters handsomely with this mechanic, but have done nothing for those who think of themselves as crafters. This solution would have been perfect as an addition to normal crafting so the game would have something for all players not just one sector, as it is TCOS has swapped one disgruntled group for another.
Still, it this so different that I like it a lot. Just wish there were recipes to make the same stuff for the die hard crafters as well.Then all would be happy.
______________
Mark E. Cooper
AKA Tohrment
Proud member of Damned Souls since 2007.
http://www.damnedsouls.eu
Yes, I do too. In a lot of pvp ecounters, you would often see someone in all epics pound someone in a mixture of gear into the ground. Sometimes you would see people avoid those epic set wearers altogether, but with TCOS you will see something a bit different. I can imagine players putting on drab gear with high "hidden" stats to get other players to underestimate them. Its a strange sort of stealth, but a good/different one imo.
There will be plenty of people who want to wear bling on their toons, but wth this system there will be more diversity I think.
______________
Mark E. Cooper
AKA Tohrment
Proud member of Damned Souls since 2007.
http://www.damnedsouls.eu
As it is now..
And yes, people probably do craft to become the best crafter, or be an important supplier to their guild, but that is no different to an adventurer or PvP'er. As much as crafters need to be the best, so do adventuerers and PvP'ers. The problem with Spellborns system is that adventueres get to develop their characters, crafters dont..
Im primarily an exploring adventurer that would like to be able to craft something too if its possible. But its the implementation which determines if I like it or not.
The cursed resourcerefining timers (LOTRO/WOW) are simply a waste of time. I also dont understand why a higher tier resource needs to take longer to refine then a lower tier. To me it is simply implementing a timesink with a timesink in mind. Add to this the lack of interactivity, the resourcenode competition and it simply boils down to hours of lack of interaction. There is absolutely no learning curve or challenge in these crafting systems.
EQ2 for example uses also nodes and crafting combinations to get an endresult, but without the useless resourcerefining, has less node competition(they are everywhere and respawn faster) and puts interactivity in the crafting process(I prefer Vanguard's crafting process though). Generally it is very similar to WoW/LOTRO's system, but uses a lot less idle time. Which is good I think.
SWG and Vanguard's system are way better then these though, but not easy to implement. These crafting systems actually have a learning curve and give you the feeling of mastering a crafting profession.
I agree with other posters that instead of chosing a halfbaked crafting feature without leaning curve that mainly consists of loads of idle time and node hunting, the option for some npcs that you can give ingredients that craft you some gear.