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Foundational Principle #7: Crafting

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Comments

  • SmorakSmorak Member Posts: 62
    Originally posted by grummon

    The pure crafters probably wont see tons of combat, but I had an Idea for giving them some kind of small damage bonus, the higher up the crafting skill is the bigger the damage bonus (it would still be small to prevent being overpowered, and wouldn't bring them up to the damage level of a normal fighter).

      It could be something like this:  "Your armor crafting skill has allowed you to notice how crappy your opponent's armor is, and you strike at the weakest spot doing 15 extra damage."

    Maybe it could be just a once in a while thing, kind of like an extra crit attack.

    Anyway, just an idea I had.

    Or, crafters can just craft back in their kitchens where they belong.  I don't want some pretend militiamen on my frontlines handing out renown to my enemies.

  • RaagnarzRaagnarz Member RarePosts: 647
    Originally posted by MarkJacobs
    Originally posted by Raagnarz

    Love what I am hearing about this. I knew crafting was going to be a focal point, but to have a crafter class is an amazing thing.  To think how someone who is a crafter could help with the RVR war at keeps building defenses or offenses while ground troops keep them safe makes me all warm and fuzzy inside.

     

    Its nice that crafters get love in the form of what they make being desired/ And I love that the social part will come back with a lack of an auction house. I despise them despite the fact that I typically get rich off of them.

    Me too! :) That's one reason they are not in my game design. If CU is to succeed, realm pride and Community will be a big part of it. That's one of the reasons I have been damping down expectations for the subscriber numbers; I just don't know how many people are really interested in this type of game today. We need players who actually want to play, interact and truly be part of the same server as other gamers and not simply solo their way to success. It's really quite amusing that as the rest of the world got more social and networked, most MMOs went in the opposite direction. They may have had more subs than EQ, UO, DAoC but IMO, the people who played those games had deeper ties to each other. Maybe I'm looking through this with rose-colored glasses but I do believe that. 

    It will certainly be an interesting 6 or so weeks.

    Definitely not looking through rose colored glasses. I am glad I wasn't the only one to think that. With the advent of facebook and twitter the world has gotten more social. The MMO on the otherhand has gone the opposite direction and become effectively a single player game that you play with others. Sure some have raids and BG's but it basically feels like every character I create in modern day MMO's is almost totally self sufficient which defeats the point of an MMO. The old school crowd (UO, EQ, DAOC) were so much more social because the demographic, at the time, was tighter knit. Gamer Geeks all kind of united back in the day and were a different breed. Now the gamer demographic is so broad that what we once knew, while it still exists, has no game that meets that  "perfect world" type of game for us old schoolers. Maybe thats why all of us old school people are so disenfranchised with the current state of games for the A.D.D generation.

     

     

  • fanglofanglo Member UncommonPosts: 314

    I really hope some version of the EvE hauler class makes it into CU. I guess it would depend on where player housing is and if you would even need to move massive amounts of materials around the realms. In EvE I was a Hauler and it was one of my favorite classes in any MMO i've ever played.

    Also as for the UI of everything, Vanguard had a fun "mini-game" to craft items. I remember wanting to be a famous Bow maker so I spent like 2 weeks straight leveling up my carpentry skills. For a while I was the best bow maker on the server and I was custom-making bows like crazy. BTW 2 weeks of hardcore crafting (10+ hours a day) and I was only about 1/4th of the way through it. My best bows were like lvl 26 or so (level cap was 50) I really hope that CU makes the leveling take very long. 

    I healed Mistwraith and all I got was this stupid tee-shirt!

  • TadderTadder Member Posts: 38
    Originally posted by MarkJacobs
    Originally posted by Raagnarz

    Love what I am hearing about this. I knew crafting was going to be a focal point, but to have a crafter class is an amazing thing.  To think how someone who is a crafter could help with the RVR war at keeps building defenses or offenses while ground troops keep them safe makes me all warm and fuzzy inside.

     

    Its nice that crafters get love in the form of what they make being desired/ And I love that the social part will come back with a lack of an auction house. I despise them despite the fact that I typically get rich off of them.

    Me too! :) That's one reason they are not in my game design. If CU is to succeed, realm pride and Community will be a big part of it. That's one of the reasons I have been damping down expectations for the subscriber numbers; I just don't know how many people are really interested in this type of game today. We need players who actually want to play, interact and truly be part of the same server as other gamers and not simply solo their way to success. It's really quite amusing that as the rest of the world got more social and networked, most MMOs went in the opposite direction. They may have had more subs than EQ, UO, DAoC but IMO, the people who played those games had deeper ties to each other. Maybe I'm looking through this with rose-colored glasses but I do believe that. 

    It will certainly be an interesting 6 or so weeks.

    Thanks for all the follow up on this mark. The system is sounding really interesting, can't wait to find out more. 

    A stretch goal or future idea. SWG used factories as a sort of Npc crafter helper, maybe the concept of Npc crafter companions you mentioned could be tied to npc manned workshops? I know in EVE a huge pvp target is a Titan/carrier still in the docks. Likewise raiding a town and burning workshops while they are producing something or stealing materials would be an interesting RvR component. 

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690
    I like the fact that this whole idea of getting armor will be dependent upon crafters. This is good for building a close community. 
    30
  • AshumaAshuma Member Posts: 10

    There are a bunch of ideas in here that sound like a lot of fun. I have personally always enjoyed crafting even when the sytems sucked. Not really sure what it is about it. I guess I just like to feel usefull even though I'm just average at RvR. This crafting system sounds awesome and I really look forward to details about it. I especially like that it is a player owned economy. Making it so that the crafted gear is not only worth buying, but that's all there is. I say that with some conviction, (I know Mark said that if the crafters aren't there then they will have to find a way to put gear in) because I'm sure I am not the only one that will be crafting to fuel the war effort. 

    As for a pure crafter class. I like the idea. Heck it might even end up being my main (I like to alt.) Vak and I were talking about it earlier, and I don't remember who thought of it first, but how about racials and banes/boons to add to crafting. Example, race that is,in RvR, a great melee fighter for RvR build, but if you choose them as a crafter class the are great at say armor and weapons. Or an RvR scout type, as a crafter, is better at arrows and bows.

    When you think about the era this is going to be set in, someone who is a crafter spent their lives and made their living by crafting. They made the things that the soldier took to the battlefields and enemy towns to make their living. So this makes it feel more like role playing. Something that other MMOs have forgoten, neglected, or just flat out avoided. Today's MMOs kinda leave off the RP part. I'm not the type to act out my toon as a persone from the erra, but I do like to feel a sense of blonging to a world where I spend a lot of time. 

    I also like the idea of something like a trademark on items so you know where they came from. Toon A sees toon B's sword rip appart an enemy. B says to A "Nice sword. Where did you get that?" Toon A says, "I got it from Ash, that guy makes some great swords. This is the emblem to look for to know it is one of his." This could be something somewhat simple such at the toon name engraved in the blade or maybe a small logo.

    I am really looking forward to getting back to the social part of MMOs. This so-far sounds like something I could play, enjoy, and feel a sense of accomplishment in. Unlike the feeling I've gotten from some other games where it went, Sweet we just cleared this instance... umm guess we'll do it again... 

    -Ash

    "The two things that are going to survive nuclear winter are going to be cockroaches and WoW." - Mark Jacobs

  • BenezettaBenezetta Member UncommonPosts: 94
    The one thing that concerns me is that it sounds like I won't be able to master a crafting class on the toon I use to rvr.  Am I interpreting it correctly?
  • AshumaAshuma Member Posts: 10
    Originally posted by Benezetta
    The one thing that concerns me is that it sounds like I won't be able to master a crafting class on the toon I use to rvr.  Am I interpreting it correctly?

    That is what I get out of it as well. Though all this is subject to change. I think the reason for this is to truely separate the three main aspects of the game ( Crafting, RvR, Housing). From what I've been able to gather, Mark seems to be leaning the Houseing to more of an Engineering section. Still waiting on more info about that.

    -Ash

    "The two things that are going to survive nuclear winter are going to be cockroaches and WoW." - Mark Jacobs

  • BenediktBenedikt Member UncommonPosts: 1,406
    Originally posted by Benezetta
    The one thing that concerns me is that it sounds like I won't be able to master a crafting class on the toon I use to rvr.  Am I interpreting it correctly?

    thats right - and hopefully mastering craft class will take a LONG time

  • StilerStiler Member Posts: 599
    Originally posted by Benezetta
    The one thing that concerns me is that it sounds like I won't be able to master a crafting class on the toon I use to rvr.  Am I interpreting it correctly?

     

    Any character (from my understanding) can simply go to journeyman crafting tier. However the actual crafting classes can go all the way to the top.

     

    This way you don't have "too many chefs in the kitchen" so to speak.

     

     

    This means crafting can actually be a forefront for some people and their main point of their character rather then something else.

     

  • BenezettaBenezetta Member UncommonPosts: 94

    No, what it means is that players will have an rvr character and a crafting character.  Which is very upsetting to me.  I prefer to go out adventuring then relax by crafting while chatting or roleplaying.  I prefer to do it on the same character; I want people to see me out in the field and think to themselves "Oh yeah, that's the gal I need to talk to about getting some stuff crafted."  I want people to see me at a crafting station and recognize me from having rvr'd with me.  That recognition is gone if we have to log off to a crafting alt.

    I can understand that they don't want an adventuring class character to max out all the crafting spheres.  But I see no reason why they can't be allowed to max out one.

  • SatariousSatarious Member UncommonPosts: 1,073
    Originally posted by Benezetta

    No, what it means is that players will have an rvr character and a crafting character.  Which is very upsetting to me.  I prefer to go out adventuring then relax by crafting while chatting or roleplaying.  I prefer to do it on the same character; I want people to see me out in the field and think to themselves "Oh yeah, that's the gal I need to talk to about getting some stuff crafted."  I want people to see me at a crafting station and recognize me from having rvr'd with me.  That recognition is gone if we have to log off to a crafting alt.

    I can understand that they don't want an adventuring class character to max out all the crafting spheres.  But I see no reason why they can't be allowed to max out one.

    I disagree.  It's actually more realistic when the two are separate.  Crafters aren't fighters.  If you want both styles of gameplay, make 2 separate characters.  Simple.  I don't get the fuss about having all skills on one character.  It's not like the crafting skills influence your ability to fight.  Fighting and crafting don't overlap.

     

    Your legendary skills as a crafter should make you known, not whether you've been spotted on the battlefield or not.  Please.

  • BenediktBenedikt Member UncommonPosts: 1,406
    Originally posted by Benezetta

    No, what it means is that players will have an rvr character and a crafting character.  Which is very upsetting to me.  I prefer to go out adventuring then relax by crafting while chatting or roleplaying.  I prefer to do it on the same character; I want people to see me out in the field and think to themselves "Oh yeah, that's the gal I need to talk to about getting some stuff crafted."  I want people to see me at a crafting station and recognize me from having rvr'd with me.  That recognition is gone if we have to log off to a crafting alt.

    I can understand that they don't want an adventuring class character to max out all the crafting spheres.  But I see no reason why they can't be allowed to max out one.

    well i am hoping that to master crafting will be time consuming enough that only dedicated crafters will be able to do that (or nolifers :) )

    as for recognition - that can be easily done with shared surnames between all chars from same account.

  • AshumaAshuma Member Posts: 10
    Originally posted by Benezetta

    No, what it means is that players will have an rvr character and a crafting character.  Which is very upsetting to me.  I prefer to go out adventuring then relax by crafting while chatting or roleplaying.  I prefer to do it on the same character; I want people to see me out in the field and think to themselves "Oh yeah, that's the gal I need to talk to about getting some stuff crafted."  I want people to see me at a crafting station and recognize me from having rvr'd with me.  That recognition is gone if we have to log off to a crafting alt.

    I can understand that they don't want an adventuring class character to max out all the crafting spheres.  But I see no reason why they can't be allowed to max out one.

    I can understand this point of view. I fully plan on alting and have no problem with the split, to me it feels more realistic and adds to the RP, but I can see what you are saying about the recognition. I don't completely agree with it being gone though, instead, I think that it will add to the social interaction. For instance when we are out on our RvR toons grouping and talking to people it would be pretty easy to talk about where we got our gear and mention that we have crafter alts. A little more coumbersome, yes, but could be better in some ways.

     

    Edit: The post above nailed it.

    -Ash

    "The two things that are going to survive nuclear winter are going to be cockroaches and WoW." - Mark Jacobs

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