Ok, so we agree. Weapon and Armor crafting would be destroyed.
Possibly if they don't have something to offset their usefulness once people have their gear. In such a system I think it would be unwise to lock people into one crafting job only.
How does that help me if i want to be a weapon or armor smith.. unless you're saying I need to be there to repair or upgrade or add things to already crafted materials?
That's one possibility, yet they could even expand on weapon or armor craftings usefulness. One way would be what they tried to do in SWG at one point, I believe it may have been after NGE but I'm not sure. They tried adding meaningful crafting toward the GCW by crafting munitions and that sort of thing for their respective faction. I don't think it turned out so hot, but it was more or less something they didn't seem to focus much on. Could be different in this case. Note I'm just thinking up things based on my own experience and imagination, I have no idea what they will do.
Such a vague statement really doesn't give us much of an idea on what to expect one way or the other.
There's just more than one way to pull off meaningful crafting. SWG is a good example of many of those options. ATITD is as well.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
One of my best memories from SWG was when my Pistoleer/Smuggler went to the servers best weapon smith and had a Gorax Bone FWG-5 Pistol crafted. The weapon turned out amazing. I used that so much, even after I finally got my hands on several very nice quality DE-10's. After the weapon had been repaired so many times that the next one would break it, I put it on my wall, on a plaque. Even after the NGE, I still kept it there just for nostalgia.
SWG crafting made the game what it was, without it, it would not have been nearly as great of a game.
One of the best aspects of SWG crafting was making good quality items. Once a few people bought your products like weapons or armor, they would tell others about it. There for your name would travel throughout the server. I had a few people send messages about how they liked the quality of the items I was making and before I knew it, all my items would be sold out on my vendor. Customers would come into my smaller house and see all the supplies I have gathered over the months all stacked and sorted. I honestly didn't thing being a crafter as a main class would be that much fun.
One of my best memories from SWG was when my Pistoleer/Smuggler went to the servers best weapon smith and had a Gorax Bone FWG-5 Pistol crafted. The weapon turned out amazing. I used that so much, even after I finally got my hands on several very nice quality DE-10's. After the weapon had been repaired so many times that the next one would break it, I put it on my wall, on a plaque. Even after the NGE, I still kept it there just for nostalgia.
SWG crafting made the game what it was, without it, it would not have been nearly as great of a game.
Tears come to my eyes.... I walked into someone's house once and saw one of my weapons on their wall.
One of my best memories from SWG was when my Pistoleer/Smuggler went to the servers best weapon smith and had a Gorax Bone FWG-5 Pistol crafted. The weapon turned out amazing. I used that so much, even after I finally got my hands on several very nice quality DE-10's. After the weapon had been repaired so many times that the next one would break it, I put it on my wall, on a plaque. Even after the NGE, I still kept it there just for nostalgia.
SWG crafting made the game what it was, without it, it would not have been nearly as great of a game.
Yeah I did the same with a few of my objects like my Gaderffi that had a 90% potency mind fire, with a high duration tic before CU. Sadly my crafted Baton didn't survive the CU conversion, was one of many items that could possibly go poof and it did. Was one of teh best I'd ever seen on our server, lost a few other things like that to, CU pissed me off.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yes I liked the crafting in SWG....sold cheap speeders on the planet where everyone was trying to make Jedi.....sold 10-20 a day....good money maker....
Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked.
SWG vet crafers... remember how XP would trickle to you when people used the items you crafted? I've never played another game that attempted this. The data would huge in today's popular games. I still always thought it was cool when I would see the xp hit. Made me think about people enjoying the things I made.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked.
Damn I miss that game.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.
RANGERS LEAD THE WAY!
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
There is almost zero chance of their claim being accurate given that they are making gear bind on equip (blech!). Therefore their economy is already not as good as SWG's.
"McPherson: So, we’re not ready to discuss the details of crafting, but we’re going to be playing in a very rich, deep world—as [David Georgeson] mentioned, you can take a weapon and make it out of multiple parts. And, the reason you want to make it out of multiple parts is because each character class, and each multiclass build, will have different requirements and different ways that you can augment and fine tune it. Weapons have a huge role in that. Armor has a huge role in that.
SWG crafting had multiple parts.
Butler: Weapons are actually recognizable, for instance. With acuity and experience in the game, I can look at your weapon and I can tell what its properties are, just by looking at it.
McPherson: I can go, ‘Oh, I see what you’ve done. You’ve made it out of this material.”
Butler: I think the thing that’s additionally, extremely relevant as far as crafting is concerned is that exploring through the world is, in itself, a kind of element of crafting. We’re digging, we’re building. If we want to cross a chasm, build a bridge.
McPherson: I can tell you one of the things you won’t be doing as a crafter, and that’s making the same thing over and over and over again to advance your skill. That’s not how it will work.
Butler: We don’t expect the need to build 10,000 rifle barrels to become a grandmaster.
McPherson: It’s not a skill-based system, it’s very much like the system of advancing your classes. We have multiple tiers. You begin digging, you explore and you find, and those things give you progression and advancement that can be spent on your crafter.
So, to advance your blacksmith, you don’t have to only create many items over and over again. That’s not the way it works.
All info so far say that EQN have no xp and skill points, I cannot guess how players can advance classes tiers. The best conjecture I can make is that it will be like the achievement system from GW2.
Butler: Another great example, we could be here in this room right now and want to destroy things. We might be able to destroy the walls with the weapons and materials we have, but not the floor. But there’s probably something that can destroy the floor, and we have to craft it—get better materials, put them together, and then start chewing through the floor to see what’s underneath us.
McPherson: And because of the way our world works, resources—if you’re an MMO player,copper is the newbie metal, it’s the metal you find right outside the starting city and eventually you don’t need it anymore. Because of the way our game works, copper is always useful, because copper has specific qualities. Iron is always useful, mithril is always useful. All of these things are always useful to you, depending on what you want to make.
If you want to make a weapon that does electrical damage, or a weapon that is really good against undead, you need to find the right material to make it out of, and that could be any of the materials you find in the world.
This is very similar to SWG crafting.
McPherson: So, player housing in EverQuest Next is not something we’re talking about yet, but you can imagine, with Landmark and all the awesome building that will happen, what our player housing will be like in EverQuest Next.
I hope this info help you. From what I read, I have the impression that EQN crafting will have some elements from SWG, like using diferent mats for have diferent results and player having to go look for that special mats. How "leveling" will work we don't know so far.
Originally posted by MindTrigger Originally posted by LeirosOriginally posted by Isawa Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked. Damn I miss that game. Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.
RANGERS LEAD THE WAY!
Ah my rifleman ranger....
You ever notice on these forums when you read a post like "why cant we have an MMO with XX feature..", more likely than not SWG had it.
Originally posted by johaocarl I will add some some solid info about craft in EQN. From http://www.pcgamer.com/2013/08/03/everquest-next-interview/I will too make some comments."McPherson: So, were not ready to discuss the details of crafting, but were going to be playing in a very rich, deep worldas [David Georgeson] mentioned, you can take a weapon and make it out of multiple parts. And, the reason you want to make it out of multiple parts is because each character class, and each multiclass build, will have different requirements and different ways that you can augment and fine tune it. Weapons have a huge role in that. Armor has a huge role in that.SWG crafting had multiple parts.Butler: Weapons are actually recognizable, for instance. With acuity and experience in the game, I can look at your weapon and I can tell what its properties are, just by looking at it.McPherson: I can go, Oh, I see what youve done. Youve made it out of this material.Butler: I think the thing thats additionally, extremely relevant as far as crafting is concerned is that exploring through the world is, in itself, a kind of element of crafting. Were digging, were building. If we want to cross a chasm, build a bridge.McPherson: I can tell you one of the things you wont be doing as a crafter, and thats making the same thing over and over and over again to advance your skill. Thats not how it will work.Butler: We dont expect the need to build 10,000 rifle barrels to become a grandmaster.McPherson: Its not a skill-based system, its very much like the system of advancing your classes. We have multiple tiers. You begin digging, you explore and you find, and those things give you progression and advancement that can be spent on your crafter.So, to advance your blacksmith, you dont have to only create many items over and over again. Thats not the way it works.All info so far say that EQN have no xp and skill points, I cannot guess how players can advance classes tiers. The best conjecture I can make is that it will be like the achievement system from GW2.Butler: Another great example, we could be here in this room right now and want to destroy things. We might be able to destroy the walls with the weapons and materials we have, but not the floor. But theres probably something that can destroy the floor, and we have to craft itget better materials, put them together, and then start chewing through the floor to see whats underneath us.McPherson: And because of the way our world works, resourcesif youre an MMO player, copper is the newbie metal, its the metal you find right outside the starting city and eventually you dont need it anymore. Because of the way our game works, copper is always useful, because copper has specific qualities. Iron is always useful, mithril is always useful. All of these things are always useful to you, depending on what you want to make.If you want to make a weapon that does electrical damage, or a weapon that is really good against undead, you need to find the right material to make it out of, and that could be any of the materials you find in the world.This is very similar to SWG crafting. McPherson: So, player housing in EverQuest Next is not something were talking about yet, but you can imagine, with Landmark and all the awesome building that will happen, what our player housing will be like in EverQuest Next.I hope this info help you. From what I read, I have the impression that EQN crafting will have some elements from SWG, like using diferent mats for have diferent results and player having to go look for that special mats. How "leveling" will work we don't know so far.
Originally posted by MindTrigger SWG vet crafers... remember how XP would trickle to you when people used the items you crafted? I've never played another game that attempted this. The data would huge in today's popular games. I still always thought it was cool when I would see the xp hit. Made me think about people enjoying the things I made.
I was unfortunately unable to play SWG before the end, and did not know that ^ but that is probably one of the coolest things I have heard for a crafting system.
I was a 'top' weapon smith on Kauri(swg server) and it was THE best mmo experience I've ever had.
I farmed all my own resources. Had to start a second account for this.This meant that every day i would travel to every planet( or every day/planet i could) and drive all over the place w/ my resource scanner(or whatever it was called) looking for new spawns. When i found something good, i would tear down my harvesters from where they were least needed and plop em down at the new spot.
Some hours/days later I would then take those resources back to my houses/warehouses and store or use them. Resources had many stats. Some were good for mines, other for melee weapons, others for pistols, rifles, etc.
I would make blue prints for the different parts I needed to make my weapons. Then use those blue prints of the parts to make the blueprint of the final weapon.
If some one had soem 'krayt' or other special item, I would craft a specialty item for them. Otherwise, I could craft a crate of weapons, and sell them at my house.
We ARE in trouble if items don't decay over time. That will kill crafting.
BEST GAME EVER(end of quote)
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
Originally posted by grifj There is almost zero chance of their claim being accurate given that they are making gear bind on equip (blech!). Therefore their economy is already not as good as SWG's.
BoE gear removes it from the market so the market doesn't get flooded.
That is the best move you can possibly make to ensure the health of the economy.
If you need proof just take a look at the Diablo3 AH. It is so cluttered with items, that it is near impossible to sell anything that isn't amazingly good.
I have a nagging suspicion that learning to be a crafter is going to be quite easy, but the bottleneck will be resource supply. Anyone that makes a reasonable effort will be able to craft, but gathering the required resources could be the difficult part.
With procedural generation of the world being a part of the game, resources can be randomly generated just about anywhere, in different quantities too. So no more "gathering circuits" where you tour a set of known "resource nodes" over and over as they are respawned on a timer.
As soon as a specific "deposit" has been cleared out, that deposit can be regrown virtually anywhere in the world, as long as the location is appropriate (including underground). A small outcrop of rock can appear in a field, a copse of trees can grown next to a road, etc.
I am thinking that the better resources will in some form require territory control, much like EvE. And thus the better crafters will have to rely on strong guilds. Sandboxes usually thrive on this kind of mechanic. There has to be a mechanism with an ultimate goal. For guilds this is owning a piece of land that has slightly better resources than the neighbours. This is the meta game in EvE, and I think we see something similar in EQN, at least I hope we do.
Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked.
Damn I miss that game.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.
RANGERS LEAD THE WAY!
Just because I love you old SWG vets who aren't bitter a-holes a whole huggy bunch here's something to show people when you're trying to explain: Biophilia's scrapbook .
I was a 'top' weapon smith on Kauri(swg server) and it was THE best mmo experience I've ever had.
I farmed all my own resources. Had to start a second account for this.This meant that every day i would travel to every planet( or every day/planet i could) and drive all over the place w/ my resource scanner(or whatever it was called) looking for new spawns. When i found something good, i would tear down my harvesters from where they were least needed and plop em down at the new spot.
Some hours/days later I would then take those resources back to my houses/warehouses and store or use them. Resources had many stats. Some were good for mines, other for melee weapons, others for pistols, rifles, etc.
I would make blue prints for the different parts I needed to make my weapons. Then use those blue prints of the parts to make the blueprint of the final weapon.
If some one had soem 'krayt' or other special item, I would craft a specialty item for them. Otherwise, I could craft a crate of weapons, and sell them at my house.
We ARE in trouble if items don't decay over time. That will kill crafting.
BEST GAME EVER(end of quote)
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
Originally posted by grifj There is almost zero chance of their claim being accurate given that they are making gear bind on equip (blech!). Therefore their economy is already not as good as SWG's.
BoE gear removes it from the market so the market doesn't get flooded.
That is the best move you can possibly make to ensure the health of the economy.
If you need proof just take a look at the Diablo3 AH. It is so cluttered with items, that it is near impossible to sell anything that isn't amazingly good.
While I agree that Item decay does make crafting less boring and more important to the game, I disagree that it trivializes every other aspect of the game. I do like BOE for the most part. I don't like thrift shops in general.
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
This is the most idiotic statement I think I have ever read. Item decay is key to a thriving player run economy. It's not about getting the ultimate magic sword of awesomeness. It's about having a crafter make you a few great quality swords and armor and you use them and buy more when needed.
This is what theme park dungeon reward games have bred. Idiots.
The ignorance in the last comment really irritated me. Item decay is not bad nor does it have to be the end of the world for loot drops.
When Rage of the Wookies came out I would go to the Avatar Platform and farm Transdoshan Hunter Rifle Barrels and sell them to Frostwind - one of the best Weaponsmith's on Starsider Galaxy at the time. I was paid very well. The relationship started when I looted a few barrels and wanted a rifle made, I of course sought out the best weaponsmith to get the job done.
This is a great example of how loot drops for components encourages social interaction and commerce as well. Now imagine you get a rare drop in EQN of a sword component... let's call it an "Obsidian Core". You take this to a weaponsmith ..the best mind you...and have it crafted into a sword. Maybe you go out and gather other components so it's just the way you like it..whatever. You have the sword made and you are mindful that it will decay over time and at some point be useless. So now you find some magic using type and offer to pay him to port you to the other side of the world, because over there is someone who has learned a rare magic that helps preserve weapons.
You go see this guy to get him to cast a spell on your blade to make it last longer and instead he talks you into a spell where your sword will always be on Fire!..but will decay just a little faster. But the damage...ah..the damage it will do.
You end up going for a weapon with a shorter life but whoa..it hits hard and burns. Weeks later, your weapon is almost decayed..you have repaired it a time or two, so you have to choose. Do you hang this on your wall to remember that ultimate flaming sword or do you break it down for a chance to recover your "Obsidian Core"?
I have a feeling in the future you will be visiting that Weaponsmith again..and most likely the guy who gave you the port..and that mage to enchant another weapon maybe too..
The ignorance in the last comment really irritated me. Item decay is not bad nor does it have to be the end of the world for loot drops.
When Rage of the Wookies came out I would go to the Avatar Platform and farm Transdoshan Hunter Rifle Barrels and sell them to Frostwind - one of the best Weaponsmith's on Starsider Galaxy at the time. I was paid very well. The relationship started when I looted a few barrels and wanted a rifle made, I of course sought out the best weaponsmith to get the job done.
This is a great example of how loot drops for components encourages social interaction and commerce as well. Now imagine you get a rare drop in EQN of a sword component... let's call it an "Obsidian Core". You take this to a weaponsmith ..the best mind you...and have it crafted into a sword. Maybe you go out and gather other components so it's just the way you like it..whatever. You have the sword made and you are mindful that it will decay over time and at some point be useless. So now you find some magic using type and offer to pay him to port you to the other side of the world, because over there is someone who has learned a rare magic that helps preserve weapons.
You go see this guy to get him to cast a spell on your blade to make it last longer and instead he talks you into a spell where your sword will always be on Fire!..but will decay just a little faster. But the damage...ah..the damage it will do.
You end up going for a weapon with a shorter life but whoa..it hits hard and burns. Weeks later, your weapon is almost decayed..you have repaired it a time or two, so you have to choose. Do you hang this on your wall to remember that ultimate flaming sword or do you break it down for a chance to recover your "Obsidian Core"?
I have a feeling in the future you will be visiting that Weaponsmith again..and most likely the guy who gave you the port..and that mage to enchant another weapon maybe too..
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
This is the most idiotic statement I think I have ever read. Item decay is key to a thriving player run economy. It's not about getting the ultimate magic sword of awesomeness. It's about having a crafter make you a few great quality swords and armor and you use them and buy more when needed.
This is what theme park dungeon reward games have bred. Idiots.
Player driven economies are shit.
The whole game has to be made casual and craptastic just so crafting can be amplified to being made more than nearly worthless.
Sorry, but that isn't a good system if you enjoy doing anything other than crafting or grinding materials.
Comments
That's one possibility, yet they could even expand on weapon or armor craftings usefulness. One way would be what they tried to do in SWG at one point, I believe it may have been after NGE but I'm not sure. They tried adding meaningful crafting toward the GCW by crafting munitions and that sort of thing for their respective faction. I don't think it turned out so hot, but it was more or less something they didn't seem to focus much on. Could be different in this case. Note I'm just thinking up things based on my own experience and imagination, I have no idea what they will do.
Such a vague statement really doesn't give us much of an idea on what to expect one way or the other.
There's just more than one way to pull off meaningful crafting. SWG is a good example of many of those options. ATITD is as well.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
One of my best memories from SWG was when my Pistoleer/Smuggler went to the servers best weapon smith and had a Gorax Bone FWG-5 Pistol crafted. The weapon turned out amazing. I used that so much, even after I finally got my hands on several very nice quality DE-10's. After the weapon had been repaired so many times that the next one would break it, I put it on my wall, on a plaque. Even after the NGE, I still kept it there just for nostalgia.
SWG crafting made the game what it was, without it, it would not have been nearly as great of a game.
Tears come to my eyes.... I walked into someone's house once and saw one of my weapons on their wall.
Yeah I did the same with a few of my objects like my Gaderffi that had a 90% potency mind fire, with a high duration tic before CU. Sadly my crafted Baton didn't survive the CU conversion, was one of many items that could possibly go poof and it did. Was one of teh best I'd ever seen on our server, lost a few other things like that to, CU pissed me off.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yes I liked the crafting in SWG....sold cheap speeders on the planet where everyone was trying to make Jedi.....sold 10-20 a day....good money maker....
Exactly....SOE is the kings of talking alot of junk.....
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked.
Damn I miss that game.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.
RANGERS LEAD THE WAY!
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
I will add some some solid info about craft in EQN. From http://www.pcgamer.com/2013/08/03/everquest-next-interview/
I will too make some comments.
"McPherson: So, we’re not ready to discuss the details of crafting, but we’re going to be playing in a very rich, deep world—as [David Georgeson] mentioned, you can take a weapon and make it out of multiple parts. And, the reason you want to make it out of multiple parts is because each character class, and each multiclass build, will have different requirements and different ways that you can augment and fine tune it. Weapons have a huge role in that. Armor has a huge role in that.
SWG crafting had multiple parts.
Butler: Weapons are actually recognizable, for instance. With acuity and experience in the game, I can look at your weapon and I can tell what its properties are, just by looking at it.
McPherson: I can go, ‘Oh, I see what you’ve done. You’ve made it out of this material.”
Butler: I think the thing that’s additionally, extremely relevant as far as crafting is concerned is that exploring through the world is, in itself, a kind of element of crafting. We’re digging, we’re building. If we want to cross a chasm, build a bridge.
McPherson: I can tell you one of the things you won’t be doing as a crafter, and that’s making the same thing over and over and over again to advance your skill. That’s not how it will work.
Butler: We don’t expect the need to build 10,000 rifle barrels to become a grandmaster.
McPherson: It’s not a skill-based system, it’s very much like the system of advancing your classes. We have multiple tiers. You begin digging, you explore and you find, and those things give you progression and advancement that can be spent on your crafter.
So, to advance your blacksmith, you don’t have to only create many items over and over again. That’s not the way it works.
All info so far say that EQN have no xp and skill points, I cannot guess how players can advance classes tiers. The best conjecture I can make is that it will be like the achievement system from GW2.
Butler: Another great example, we could be here in this room right now and want to destroy things. We might be able to destroy the walls with the weapons and materials we have, but not the floor. But there’s probably something that can destroy the floor, and we have to craft it—get better materials, put them together, and then start chewing through the floor to see what’s underneath us.
McPherson: And because of the way our world works, resources—if you’re an MMO player, copper is the newbie metal, it’s the metal you find right outside the starting city and eventually you don’t need it anymore. Because of the way our game works, copper is always useful, because copper has specific qualities. Iron is always useful, mithril is always useful. All of these things are always useful to you, depending on what you want to make.
If you want to make a weapon that does electrical damage, or a weapon that is really good against undead, you need to find the right material to make it out of, and that could be any of the materials you find in the world.
This is very similar to SWG crafting.
McPherson: So, player housing in EverQuest Next is not something we’re talking about yet, but you can imagine, with Landmark and all the awesome building that will happen, what our player housing will be like in EverQuest Next.
I hope this info help you. From what I read, I have the impression that EQN crafting will have some elements from SWG, like using diferent mats for have diferent results and player having to go look for that special mats. How "leveling" will work we don't know so far.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked. Damn I miss that game.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.
RANGERS LEAD THE WAY!
Ah my rifleman ranger....
You ever notice on these forums when you read a post like "why cant we have an MMO with XX feature..", more likely than not SWG had it.
thxs for this.
I was unfortunately unable to play SWG before the end, and did not know that ^ but that is probably one of the coolest things I have heard for a crafting system.
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
BoE gear removes it from the market so the market doesn't get flooded.
That is the best move you can possibly make to ensure the health of the economy.
If you need proof just take a look at the Diablo3 AH. It is so cluttered with items, that it is near impossible to sell anything that isn't amazingly good.
I have a nagging suspicion that learning to be a crafter is going to be quite easy, but the bottleneck will be resource supply. Anyone that makes a reasonable effort will be able to craft, but gathering the required resources could be the difficult part.
With procedural generation of the world being a part of the game, resources can be randomly generated just about anywhere, in different quantities too. So no more "gathering circuits" where you tour a set of known "resource nodes" over and over as they are respawned on a timer.
As soon as a specific "deposit" has been cleared out, that deposit can be regrown virtually anywhere in the world, as long as the location is appropriate (including underground). A small outcrop of rock can appear in a field, a copse of trees can grown next to a road, etc.
I am thinking that the better resources will in some form require territory control, much like EvE. And thus the better crafters will have to rely on strong guilds. Sandboxes usually thrive on this kind of mechanic. There has to be a mechanism with an ultimate goal. For guilds this is owning a piece of land that has slightly better resources than the neighbours. This is the meta game in EvE, and I think we see something similar in EQN, at least I hope we do.
Just because I love you old SWG vets who aren't bitter a-holes a whole huggy bunch here's something to show people when you're trying to explain: Biophilia's scrapbook .
While I agree that Item decay does make crafting less boring and more important to the game, I disagree that it trivializes every other aspect of the game. I do like BOE for the most part. I don't like thrift shops in general.
I'd be happy to discuss specifics...
This is the most idiotic statement I think I have ever read. Item decay is key to a thriving player run economy. It's not about getting the ultimate magic sword of awesomeness. It's about having a crafter make you a few great quality swords and armor and you use them and buy more when needed.
This is what theme park dungeon reward games have bred. Idiots.
The ignorance in the last comment really irritated me. Item decay is not bad nor does it have to be the end of the world for loot drops.
When Rage of the Wookies came out I would go to the Avatar Platform and farm Transdoshan Hunter Rifle Barrels and sell them to Frostwind - one of the best Weaponsmith's on Starsider Galaxy at the time. I was paid very well. The relationship started when I looted a few barrels and wanted a rifle made, I of course sought out the best weaponsmith to get the job done.
This is a great example of how loot drops for components encourages social interaction and commerce as well. Now imagine you get a rare drop in EQN of a sword component... let's call it an "Obsidian Core". You take this to a weaponsmith ..the best mind you...and have it crafted into a sword. Maybe you go out and gather other components so it's just the way you like it..whatever. You have the sword made and you are mindful that it will decay over time and at some point be useless. So now you find some magic using type and offer to pay him to port you to the other side of the world, because over there is someone who has learned a rare magic that helps preserve weapons.
You go see this guy to get him to cast a spell on your blade to make it last longer and instead he talks you into a spell where your sword will always be on Fire!..but will decay just a little faster. But the damage...ah..the damage it will do.
You end up going for a weapon with a shorter life but whoa..it hits hard and burns. Weeks later, your weapon is almost decayed..you have repaired it a time or two, so you have to choose. Do you hang this on your wall to remember that ultimate flaming sword or do you break it down for a chance to recover your "Obsidian Core"?
I have a feeling in the future you will be visiting that Weaponsmith again..and most likely the guy who gave you the port..and that mage to enchant another weapon maybe too..
/amenbrother
Player driven economies are shit.
The whole game has to be made casual and craptastic just so crafting can be amplified to being made more than nearly worthless.
Sorry, but that isn't a good system if you enjoy doing anything other than crafting or grinding materials.