It looks like you're new here. If you want to get involved, click one of these buttons!
The best crafting system in a game I've ever played was SWG. I loved how resource qualities (yes, resource spawns had variable qualities, i.e. iron spawn #1 was higher quality than iron spawn #2) and player skill merged to create unique items.
Every item you created was unique (or for crafters, each factory run).
I think two things need to happen for a game's crafting system to be good.
First, permanent item decay. If an items don't decay, eventually the game world becomes flooded with items and there is no demand for new production.
Second, and less important, a variable quality system where crafters can produce the same type of weapon, except higher quality than another crafter due to skill or resource quality.
Anyway, how does crafting work in MO? Is it a boring system like WoW's (no decay, no variation in items), or one that more suits a sandbox world, like precu SWG's?
Comments
items got durability.
and item quality is measured by the skill of the crafter. the higher your skill the less it weighs and the more durability it has.
when you craft armor or shield you can also choose the amount of the material you put into it which affects the outcome.
but i think that after all the most noticable crafting specialty would be with bows, in composite bows you need to pick 2 materials and % of each material and also the location (back or belly).
the only thing is missing is material quality. if they will add that to the awesome extraction procedure, its gonna rock your socks off, but i think its not gonna be in for the near future.
First thing that got me interested of Mortal Online almost a year ago was Crafting. They seemed to have nice and complex crafting system on paper at that time. After that a lot has happened, I preordered the game and started playing the beta. In the early stages of beta crafting was rather simple and there wasn't a lot of variation as you could expect at that stage. Ever since there has been constant updates to crafting and it has come a long way from back then. What really gave the "kick" to MO crafting was the implementation of real skill system and "basic" crafting as they say. Last couple weeks have been really interesting for a "crafter minded" person like me.
Mortal Online crafting has a lot of complexity and variation regarding what type of a crafter you want to be. For example ore extraction/refining involves a hole bunch of skills and you really need to give a careful thought what on what kind of a crafter you want to become. Specialization is a key factor in MO crafting. At least for now it has been very rewarding to research the different crafting trees and figure out how to make things. Nothing is given to you directly, you need to experiment and find out yourself how it's supposed to be done. All that being said, MO is still in beta stage, not a finished product.
The real gathering system for example hasn't been introduced yet. Nodes are still infinite. Answering to OPs questions I have to say for now that it is a little early to say how much variation there is/will be between crafters when it comes to quality of an item.
Maybe the best way to describe MO Crafting is to tell about my own decision. The last game I've had my main as a crafter was Ultima Online. That was more than 8 years ago and ever since I've never enjoyed crafting enough to make it my main target on the games I've played. Mortal Online changed that statistic, I am really looking forward to playing as a crafter in this game. By the way, if you played Ultima Online, you will find many aspects the same in Mortal Online.
I will update on MO Crafting as soon as I've learned more of it later on. Anyone who likes crafting aspect in MMOs should check this game out, Open Beta should be there soon.
Are there many things craftable in the game right now? I'm trying to get a feel for what's turned on but it sounds like some people are hyping the game making it sound like its ready for release and everything is functioning and skill tree is fully operational. Is combat and harvesting fully implemented or are they pushing a few things every few weeks?
I know the game is still in beta but is the price of the game right now worth what is available to the customer if he logs in today?
Don't be terrorized! You're more likely to die of a car accident, drowning, fire, or murder! More people die every year from prescription drugs than terrorism LOL!
Everything you use will be crafted. There is no armor/weapons/shields for you to buy, so if you want one, someone is going to have to craft it for you.
Combat needs tweaks, especially where magic is concerned. If you like the mage, don't buy it for combat because magic is a place holder system at the moment that is complete shit. They change things every few weeks, though, like swing speed, stamina use, damage calculations and such. The game is continuously improving/changing.
Harvesting seems to be fully implemented except that mob carcasses can't be refined at the moment. They had some issue right before this patch so they disabled that and added an npc to sell you the materials. That will be fixed soon. The rest of the extraction process is in and functional. I really like the way it works. Here's a glimpse of how it works:
1.) You mine ores from any rock/some mountains in the world.(The higher your mining, the more ore you'll extract and more often you'll be successful)[This is also true of woodchopping]
2.) You bring the ore to a type of workbench, which could be a forge or a furnace or whatever.
3.) There you extract the materials from the rough ore using a catalyst with the equipment. (The higher your refining skill, the more materials you can get/higher quality materials)
4.) Once you have the materials, you have to refine them, which can, in some cases, be done multiple times to create a higher quality metal/powder.
Then you can go on to use that metal for crafting or the powder as reagents for spells.
Then the crafting system is in a league of its own. You have to choose (for weapons) what type of pieces to use (i.e. hilt/handle/blade/blunt head), what shape they should be, and what type of materials to make them out of. These factors determine the damage output, strongest attack type (swing/thrust), weight, stamina use, durability, attack speed and so on. The bows are really intricate, as well. You choose the bow type (short/long/asymmetrical), bow shape (decurve, flat, recurve), materials (single or composite), and if you chose composite, which materials to use for which part (belly/back) and what percentage of those materials. Keep in mind theres over 20 materials that can be used to make the bows, then consider that they can be used in various percentages, as different parts of the bow, with different types and shapes, and you have a ridiculous number of possibilities. The best part about that is that even if a bow is no good for you (i.e. you're too weak to wield it) it may be perfect for someone else depending on their skills and playstyle. For example a long bow is great for the city defender who stays perched away from direct combat, whereas an assymetrical bow may be better for the person who likes to get in the action since he can wield it from horseback. The short bow uses the least amount of strength and can be used on horseback/foot just for the melee fighter who's too far to swing his weapon.
Soon they'll be adding depletable nodes to the game so the resource gathering will become more competetive, creating pvp hotspots where the more rare materials can be harvested.
I'd say that the crafting system is the best part of MO right now. When it launches, I'll definitely be a crafter, at least until magic is worth playing. By the way, I've never been interested in being a dedicated crafter in any other game, so this game has inspired me.
Finally, purchasing it today is really a risk no matter how you look at it. I know some people who completely love the game, despite its many flaws, and those who hate it. I'm sort of in the middle, but I don't regret buying it, if that helps. I've enjoyed my time in it, and the purchase doesn't pay for beta it pays for the game, the beta is a perk. If you do buy it and don't like the beta because of its flaws, its possible they'll be fixed by release, when you get what you actually paid for. If you know you'll want to play at release, its worth the investment. If you're not sure, you may want to hold off. Playing in the beta will definitely help you for release as far as deciding on character builds that work for you, and learning how everything works, because it can be quite complicated. It IS possible to gimp yourself by creating a blood mixture that is less suited for a certain playstyle (i.e. creating a character with low int/psyche for a mage, or low strength for a warrior.)
I'd recommend buying it just because there's still a lot you can do in the game as far as customizing your character. Right from the beginning you customize it by choosing its ancestry through the blood-mixing system, which determines what it looks like, its max height and what its caps will be for each stat (some races are smarter, others strong/more dexterous and so on). Then there's the now, extensive skill system, although not everything is enabled, but viewable. I suspect most if not all of it will be on by release. You can definitely make your own character in this game that won't be like everyone else. It's not Darkfall where you can master everything. You can only master a small amount of skills so choose wisely. If you decide you made a mistake or don't like the ones you picked, you can set them to decrease, which will take points from them as a different skill requires them.