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I'm the guy who loves to craft things and usually focus on crafting alot of things to decorate my home like in Minecraft, Terraria, Starbound, and other games and usually like to join into a certain community to help people out on gather certain resources to help them speed up the process, like i did on Wurm Online, trying to join into a decent, growing, ever expanding community.
After playing a few mmo's, i've noticed some games out there sticks out, while the others have something quite simple and generic that really didn't bring in much good positive attention. So community, what's your fav crafting mmo's and why?
Comments
My fav crafting system ... the one in Marvel Heroes. Why?
- It is useful from level 1 to max level ... because it upgrades gear, not make useless ones.
- It is light weight and optional. You level up by donating junk. So I can focus on the action combat gameplay and not be distracted by it.
I would have to say EQ2.
Something Zen about crafting.
Life is Short, Read a Book.
I do agree but my only beef with the Everquest 2 crafting system is that it tends to get dull and repetitive after crafting your first 10-20 items, you know what it is, how to do it, but after constently crafting stuff and doing crafting quests over and over, i'll dull out.
Crafting in Mortal Online. Once you learn the skills, you craft the items based on the recipes you develop yourself, and by mixing and matching types of materials in different amounts. There are actual trade secrets to crafting in the game, not just pre-determined recipes.
That, and crafted items are actually important to the game's community, given the sandbox nature of the game.
Hell hath no fury like an MMORPG player scorned.
My favorite crafting system would be the one in A Tale In The Desert, though every crafting system I've encountered has problems. The best thing about ATITD's crafting system is that the focus is on crafting one of each item for yourself; there is no such thing as crafting an item you can't use to get crafting XP. Some of the crafting minigames are also nice; blacksmithing for example is completely skill-based and somewhat realistically emulates hammering a piece of metal to squish it into a desired shape. On the other hand it has nasty aspects like the fact that 4 people have to work together to quarry or dig stone at all; there's just no way whatsoever to do it by yourself, and no trading system to facilitate exchange between people who would prefer to avoid group play. There are like 4 different serious bottlenecks in climbing the tech tree. Some of the experimentation can't be fun gameplay because the ingredients are painfully expensive, so people slavishly rely on the wiki instead of actually playing. Gathering resources that only occur in certain areas of the world is a pain when both trade and transportation are lacking. Fishing is a lame missed opportunity for what could have been a fun little minigame. Some of the crafting-based tests, like the test of the obelisk, have really awful designs. And houses actually got less customizable with advancing versions of the game.
But, still better than pretty much everything else out there as far as the basic concept and functionality of the crafting. Worth using as reference material for designing a better crafting system.
Horizons/Istaria was pretty awesome in my mind, could craft everything on 1 character if you liked, could build houses, vaults, roads, even bridges
Also Asheron's Call, while not actually crafting, had a tinkering system that was absolutely epic
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I was going to say I hated crafting in all games, but then I remembered Eve Online. Great system, useful from the outset even if you just make ammo and some nice, profitable products from the harder to get blueprints.
I've seen some terrible crafting systems in MMOs where, in essence, you continually have to spend time making vendor junk just to get some skillups in order to make more vendor junk, and so on and so forth. The prize I would award for the most abysmally boring and time-consuming system I have ever encountered would inevitably go to EQ2 . It's a pity because the game itself isn't too bad, overall.
My favorite so far is FFXIV:ARR.
Most of the things crafted has been useful to me in some way, are usually tradeable, or earns me profit on the market. I love how involved it is, and really focuses on the MMO aspect by making everything inter dependable.
A Tale in the Desert
Any interesting crafting mechanic that has been implemented in an MMORPG has probably been implemented in ATITD--and with a decent chance that ATITD was the first to do it.
Final Fantasy XIV did a good job on their crafting system, i've been messing with the Carpentry skill trying to get a good decent lance to make in the future on my lancer, and possibly a bow when I level on archer whenever I get in the mood to level it.
SWG had the best crafting in any game by far.
I would have to say UO, it wasn't the most in depth system, but the gear was better than most of the magical items in game. Crafted gear was good, and cheap, and between it degrading and loss due to death was always in demand.
just to be clear I am talking about UO before 2000
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EVE by far is the best crafting hands down where there is an actual economy and one can be an actual trader if they so choose. EVE has so many different aspects and complexity that any game pales in comparison to the depth that EVE offers. It takes months to just get a basic grasp of the various aspects of the crafting and that is only scratching the surface. While EVE is a very PvP centric game that I never cared much of, it does however have the best crafting I have ever experienced.
Pathfinder Online seems to be taking the complexity of EVE's crafting and economy which is one of the reasons it is on my radar.
Of all the MMOs I've played/tried, SWG's crafting system has been the best:
-- in the pre-cu form, crafted items were an important part of the game because looting everything a player needed was impossible and the amount of loot that was better than crafted items was rare; plus item decay meant continual business for certain crafters
-- variety of crafting professions, range of items (and colors) that could be crafted
-- range from simple to complex in creating items (as a tailor I could use resources regardless of stats to make clothing for the purpose of "roleplaying" where the in-demand crafters of armor and weapons had to be aware of resource stats in order to make the best equipment; also a part of the simple v complex was some items only required resources to create where other items required crafted or looted components to create)
-- split of tools required to craft recipes (some recipes required generic tool, some required tool specific to the crafting type, and others required a crafting station; recipes that required only a tool could be crafted anywhere which made crafting something one could "grind" while waiting for the next shuttle, chatting with others, etc.; recipes requiring station had to be done at a station or using a droid with a station added); also the ability to run multiple tools at the same time
-- used materials that were harvested rather than materials purchased from a system vendor (which meant either harvesting them oneself whether "by hand" or using a harvestor; or purchasing them from another player which added a level to the player economy)
-- had the ability to choose whether to actually create the item or "practice" which meant that one's inventory did not fill up with grinding junk, also meant not having to take a break from grinding to delete items or fill vendors with low level stuff
-- although certain skills unlocked the ability to use certain weapons or bio-engineered pets, since players did not have levels attached to them one did not have to worry about the "level" of items being crafted matching the "level" of players
-- crafting was a profession on its own, unlike most MMOs where player has to have a combat profession and that combat profession needs to be at a certain level to unlock crafting then the combat level needs to increase for crafting level to increase (which tends to create the problem for me of never being able to craft stuff I need because crafting level always lags behind combat level)
As others have said swg had the best. But of playable mmo's, probably ryzom as the different resources adjusted the stats of what I made allowing you to tailor builds. Aswell as having a good selection of things to make.
Other than that neocron 2 has a good crating system which I enjoyed and so does planeshift, maybe a bit too realistic in a sense but suits the game.
Joined 2004 - I can't believe I've been a MMORPG.com member for 20 years! Get off my lawn!
They really did. So much so, I've all but 2 of the crafting jobs that I have been leveling fairly equally since launch.
In order
1. Wurm Online
2. Xyzon Online
3. Eve online
4. Fallen Earth
I was put off by Wurm online for a long time because of the graphics but they have much improved on the graphics. Wurm is pretty much 100% crafting. Look it up.
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