Devs in Darkfall seems to set crafting in the center along with the other things. Crafters going to have a major role for a successful guild.
And the harvesting, mining thingie can you hire NPC for! Guarding mines will become a huge aspect to take in considering for a town that wan't to grow.
You can have your own shop to, so whatever you choose to become in your proffesion people will go to your shop if you can provide them with great items/food.
No AH!
And for the open chat you have to be close to the person otherwise you won't see what they write. Wich erase spammers. If this is still in progress I don't know, but in a early stage this was consider to be in. And if you have loot to sale you can go to a marketsquare or just give it to a shop and let him/her sale your item.
______________________________ The Sceptics, yes they're special but we've need them to.. I guess. And if they're put more effort MMORPG.com can create a 'Team Sceptic' and send them to the Special Olympus.
Where has crafting gone in the MMO games? It seems to me that crafting is pretty much an after thought, and something that is thrown in the last month of development. I know that crafting is not as important as combat and other things, but to me a well polished MMO will have a good crafting system as well. I did try Vanguards crafting system, but I was unimpressed. While it was complex.....it was not fun at all. Maybe it has changed since though. There are alot of players that like crafting as a major profession. I just like it in my MMO as something to fall back on when I get tired of combat.
I think the problem is that dedicated, hardcore crafters tend to like complicated systems with lots of variation. That's exactly the sort of system that casual crafters roll their eyes at. The more chances for failure a system has, the more mouse-clicks, components, subcomponents and overall complexity entailed, the fewer people are going to be interested in it. At some point, the developers have to decide whether it's better to make a complicated system that appeals to a small segment of the playerbase (and will therefore produce very few items made by very few crafters), or a simple system that appeals to a large segment of the playerbase (and will produce a large number of items made by a large number of players). I think we can see the way the market's trending.
It's lowest-common-denominator economics, and, as embarrassed as I am to admit it, I'm the lowest common denominator in this case. I absolutely hated EQ2's subcomponent system. In SWG, I did make quite a few pieces of clothing and armor, but I never bothered to go all the way to the end. For me, complexity can be engaging, but more often than not, it just feels like a barrier to fun and a burdensome time sink. The fewer steps there are between me and the crafted object, the more likely I am to take up crafting. That being the case, I suppose I'm part of the problem that has dumbed down crafting in modern MMOs. Sorry about that. Fortunately, I don't think I've ruined a Tale in the Desert yet.
Devs in Darkfall seems to set crafting in the center along with the other things. Crafters going to have a major role for a successful guild. And the harvesting, mining thingie can you hire NPC for! Guarding mines will become a huge aspect to take in considering for a town that wan't to grow. You can have your own shop to, so whatever you choose to become in your proffesion people will go to your shop if you can provide them with great items/food. No AH! And for the open chat you have to be close to the person otherwise you won't see what they write. Wich erase spammers. If this is still in progress I don't know, but in a early stage this was consider to be in. And if you have loot to sale you can go to a marketsquare or just give it to a shop and let him/her sale your item.
First, Darkfall has been in production so long that it might as well be titled 'Darkfall: the Duke Nukem Project'
Second, how is no AH a good thing? I remember no AH. If you're playing on a bad time, or a less popular one, good luck ever selling anything, if you have an item maybe 3-5 people on the server need, they have to find you, hear your tell, and be able to meet your price. It really ruins the trade in less popular items, which are exactly the sort of things you need for a complicated crafting process. Believe me, if there's 2 dozen crafters who need Hibranian Bumble Nut twice a month, Hibranian Bumble Nut is going to be a pain to get without an AH.
Seriously, sometimes I swear people would rave over some Text-based MUD with the praise 'lacks any of the 'graphics' that WoW has.
WOW has some great features. Yes, many of them are not original to the game. Doesn't matter. The fact WoW has them doesn't make them bad, just as WoW NOT having them doesn't make them good (uncustomizable interfaces, for instance? Not 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.
Comments
You can.. That game is still around and good, it just tends to go out of business a lot.
http://www.ryzom.com/news
Crafting is alive and well in Everquest. The new expansion brought hundreds of new recipes and the players are spending a lot more time crafting.
Happy adventures!
Devs in Darkfall seems to set crafting in the center along with the other things. Crafters going to have a major role for a successful guild.
And the harvesting, mining thingie can you hire NPC for! Guarding mines will become a huge aspect to take in considering for a town that wan't to grow.
You can have your own shop to, so whatever you choose to become in your proffesion people will go to your shop if you can provide them with great items/food.
No AH!
And for the open chat you have to be close to the person otherwise you won't see what they write. Wich erase spammers. If this is still in progress I don't know, but in a early stage this was consider to be in. And if you have loot to sale you can go to a marketsquare or just give it to a shop and let him/her sale your item.
______________________________
The Sceptics, yes they're special but we've need them to.. I guess.
And if they're put more effort MMORPG.com can create a 'Team Sceptic'
and send them to the Special Olympus.
I think the problem is that dedicated, hardcore crafters tend to like complicated systems with lots of variation. That's exactly the sort of system that casual crafters roll their eyes at. The more chances for failure a system has, the more mouse-clicks, components, subcomponents and overall complexity entailed, the fewer people are going to be interested in it. At some point, the developers have to decide whether it's better to make a complicated system that appeals to a small segment of the playerbase (and will therefore produce very few items made by very few crafters), or a simple system that appeals to a large segment of the playerbase (and will produce a large number of items made by a large number of players). I think we can see the way the market's trending.
It's lowest-common-denominator economics, and, as embarrassed as I am to admit it, I'm the lowest common denominator in this case. I absolutely hated EQ2's subcomponent system. In SWG, I did make quite a few pieces of clothing and armor, but I never bothered to go all the way to the end. For me, complexity can be engaging, but more often than not, it just feels like a barrier to fun and a burdensome time sink. The fewer steps there are between me and the crafted object, the more likely I am to take up crafting. That being the case, I suppose I'm part of the problem that has dumbed down crafting in modern MMOs. Sorry about that. Fortunately, I don't think I've ruined a Tale in the Desert yet.
Second, how is no AH a good thing? I remember no AH. If you're playing on a bad time, or a less popular one, good luck ever selling anything, if you have an item maybe 3-5 people on the server need, they have to find you, hear your tell, and be able to meet your price. It really ruins the trade in less popular items, which are exactly the sort of things you need for a complicated crafting process. Believe me, if there's 2 dozen crafters who need Hibranian Bumble Nut twice a month, Hibranian Bumble Nut is going to be a pain to get without an AH.
Seriously, sometimes I swear people would rave over some Text-based MUD with the praise 'lacks any of the 'graphics' that WoW has.
WOW has some great features. Yes, many of them are not original to the game. Doesn't matter. The fact WoW has them doesn't make them bad, just as WoW NOT having them doesn't make them good (uncustomizable interfaces, for instance? Not 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