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Tabula Rasa: Crafting Improvement Details

SzarkSzark News ManagerMember Posts: 4,420

NCsoft has plans to improve the crafting system in Tabula Rasa and senior game system designer Mike Moore has posted an overview of those plans.

Hello! I'm Mike Moore, one of TR's senior game system designers, and I'm about to begin working in earnest on improvements to our Crafting system. For all of Deployment 11, I have been working on prototyping some small but important changes to Crafting. On evaluation of that prototype, many of us feel like we're on to something good. So, at this point, we want to polish things up and get them out to the Public Test Server and let you guys have a look.

Now, let me make clear from the get-go that the upcoming changes to Crafting are intended to be incremental. We aren't going to publish this as a massive, game-changing update. Instead, we're going to make small changes over a few upcoming publishes. The idea is to ease TR into a new and improved Crafting system rather than throwing it off the deep end.

We've had a Crafting revamp on the back burner for a few months, and now we're in a position to put some development resources behind it. At this point, our rough (and always subject to change) plans are to get an iteration on Crafting up on the Public Test Server with Deployment 12, and then add more incremental improvements in subsequent Deployments.

Read more here.

Comments

  • DraccanDraccan Member Posts: 1,050

    Vehicles?

     

    Too bad the game is now run on a skeleton crew development-wise

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  • ReklawReklaw Member UncommonPosts: 6,495

    I was actualy thinking of returning to the game once crafting would be improved but to my suprise I read the following:

    Our initial goals for the first Crafting iteration are simple:

    • Make the Crafting system easy to understand.

    Okay I don't want to sound to hardcory, but seriously was crafting difficult to understand?. I felt it was as simple as it could be. 

    • Make the Crafting system more accessible to all players

       

    Yeah imagine you can't have it all

    • Make Crafting into a key component of character specialization

       

    Need to see how this turn out but have my doubts due to the first 2 initial goals.



     And here's how we think we can reach those goals:

     

    • Eliminate the Crafting skills and leave Crafting without skill requirements

       

    So the overall solo aspect of these games remain?

    • Remove the maximum item level limitation on module upgrade recipes

       

     My other point, imagine you can't have it all.

    • Remove the Crafting components required for upgrading modules

       

    That should remove any challenge what so ever to gain these components, but then again probebly to much to handle for the more impatient type of player.

    • Introduce a new kind of crafting resource that is a new "currency" like Prestige
      • Change Disassembly to allow salvaging items to get the new currency

         
      • Crafting activities consume this currency

         
      • Make it so you can choose your own level of risk

         
    • Add in the ability to remove modules from existing items

       
    • Add in the ability to integrate the removed modules into other items

       

    Overall it kinda seems the same but in another package, no word about actualy crafting, or did I miss something and weapons and gear are crafteble items aswell currently?

    So honostly can't really say that this articel made me rethink of trying TR again, it's actualy more the opposite sorry to say.

     

  • BlockheadBrnBlockheadBrn Member Posts: 40
    Originally posted by Draccan


    Vehicles?
     
    Too bad the game is now run on a skeleton crew development-wise

    Sometime soon, I'll re subscribe for another month.  I enjoy the game. 

  • OzmodanOzmodan Member EpicPosts: 9,726

    Maybe I misread it, but it seems to me to be a dumbing down of the crafting system.  Maybe it will work for them, cetainly won't be something that brings me back to play it though.

    I agree with the first poster, where are the vehicles that were promised with the original release?

    I think adding in vehicles would be far more conducive to bringing players back than a change in the crafting system, but then what do I know.

    Perhaps they just don't have the staff anymore to add such a feature.

  • JpizzleJpizzle Member Posts: 371
    Originally posted by Reklaw 
    Overall it kinda seems the same but in another package, no word about actualy crafting, or did I miss something and weapons and gear are crafteble items aswell currently?
    So honostly can't really say that this articel made me rethink of trying TR again, it's actualy more the opposite sorry to say.
     



     

    I can see what your'e saying, but I'm pretty sure the goal of TR is for fast pacd action. It's not the typical MMOG, and there certainly isn't much sandbox. It comes off as adding custimization, w/out impeding on a players fast combat or as they say, requiring a mule.

    I don't think weapons or armor will be craftable ever. They even talk about how they'll intergrate crafting abilities in with a "currency" which, if based on combat, could be interesting. If it's based on some other actions, they'll be adding an amount of sandbox.

     

    They also mention, that laying this foundation is something thye can improve on.

  • ReklawReklaw Member UncommonPosts: 6,495
    Originally posted by Jpizzle

    Originally posted by Reklaw 
    Overall it kinda seems the same but in another package, no word about actualy crafting, or did I miss something and weapons and gear are crafteble items aswell currently?
    So honostly can't really say that this articel made me rethink of trying TR again, it's actualy more the opposite sorry to say.
     



     

    I can see what your'e saying, but I'm pretty sure the goal of TR is for fast pacd action.

    I do realize that the game is more targetted towards the fast pace action it's provide's and I really enjoyed the game for a few months in beta and after release, I also know that I'm that niche gamers who seeks different things in these games called MMO's besides combat.

    It's not the typical MMOG, Agree, and that did made it fun at the time for me and I also know that if people can spend years and years with games like CS, Cod or similair type of games that TR which I feel stands slightly above those type of games due to it having allot more options/feature's then your regular FPS online game it probebly still will be fun for those who already enjoy it for some time now.

    and there certainly isn't much sandbox. It comes off as adding custimization, w/out impeding on a players fast combat or as they say, requiring a mule.

    I don't think weapons or armor will be craftable ever. They even talk about how they'll intergrate crafting abilities in with a "currency" which, if based on combat, could be interesting. If it's based on some other actions, they'll be adding an amount of sandbox.

     

    They also mention, that laying this foundation is something thye can improve on.

    Yup might be the time for another look at the game for me.

    Need to say just last week I bought the Exclusive Edition for 0,99 Euro cent which I couldn't resist buying, already had the regular pre-order version since release, but hey 0,99 Euro cents and 30 day's free play, does beat re-installing my older version and use my CC to add 1 month sub again. So thought when I first saw this topic that now would be nice to put in those 30-day's, geuss me waits.......



     

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