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Are any of you worried about crafting?

TianFengTianFeng Member Posts: 134

Just to get it out of the way, I am quite an EQ2 fan. Some things they are implementing look like they will really be different. I am very much for revolutionary change. This is why I am writing this thread.

The crafting system in EQ2. As details emerged I pictured the crafting system, that sounded really different and exciting, as being along the lines of this: (note I am just using weaponsmithing as an example of how all crafting would be conducted)

You gather resources, and engage a forge. You somehow indicate/select what you want to craft, and supply the resources to the forge. Your crafting session begins. Crafting was described as being much like combat, in which you sort of attack the object you are crafting. I saw this as being bars/gauges for different quality aspects of the item, such as durability, strength etc. As you craft, these gauges move around, and to get them to where you want them to be (whether it is as high as possible or whatever) you would use a series of special cue activated moves, that would perform actions and alter where the bars/gauges were headed. When the crafting session ended, the point at which the bars/gauges were determined the stats of the object you just crafted. This sounded great! A really interactive crafting system that allowed you to really do what you wanted with the item and aim for exactly how you wanted it to be.

From what I have read since, this doesnt seem to be the case so much. I draw this mainly from what is written in the fan site event that happened recently, which a mod kindly wrote out in great detail. This is how the dev described it:

"As for what's going on on the screen, it's like combat in that in combat you have damage versus delay against the mob and you're doing a certain amount each round. You have chances to hit or miss or hit really well, etc. The same works for tradeskills, you can have a success or failure or critical success or critical failure. The recipes difficulty versus your skill determines what field you land in mostly. If the recipe is very easy for my current skill I'll be succeeding a lot, so I'll be able to progress further in the crafting process on that item while losing the least amount of durability. I'd come out with better items on a more regular basis. And then the Arts are going to play into that. As I get to higher levels I'll have access to Arts which deal more with Metalworking let's say. I'll be able to use my Arts to make me more efficient."

When I first read that, I got the impression that crafting would be not much different from previous systems. You load up your ingredients, and depending on your skill you are told whether you had a success, failure, critical success, critical failure etc. He did mention 'rounds' so I got the impression you would see a few rounds played out in front of you with you not really doing anything. The 'Arts' sound promising, as they could be what I was calling 'cue activated moves'. Overall Im not as convinced about how interactive it really will be, as I was before.

What do you guys think? Do you think it will be like I originally thought it would? Would the mod who went to the fansite event and wrote the wonderful review from it perhaps throw a word or two in here if they were able to have a go with the crafting system themselves? image

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MMORPGs: Treadmills that make you fatter.

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MMORPGs: Treadmills that make you fatter.

www.silkyvenom.com <-- a good site for Vanguard information

Comments

  • AzzANonymouzAzzANonymouz Member Posts: 9

    sOundz kind of like how SOE said the Character customization was unparalleled, they overhyping you, dont expect to much on making items, it'll still be basically "you begin to make "item"    " you failed"

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