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Crafters can make the best gear in game!

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  • IselinIselin Member LegendaryPosts: 18,719
    Originally posted by hg2012
    Originally posted by Mithoronette
    Originally posted by Iselin

    I had some of the mats required to go from white to green and some for green to blue drop in the 6-15 zone, but not often. Just enough to tempt me to roll the dice with a 30% chance and destroy my item lol.

     

    So during beta I had a 20% chance to upgrade my two daggers on my Nightblade (having only 2 tempers available).  BOTH SUCCEEDED!

    Then I decided to upgrade my leather breastplate.  As I only had the one bp, I decided to use all four of my Hennings...giving me an 80% chance of success...and FAILED!

    I spent the next thirty minutes running around in my bra killing mudcrabs to scrape up enough rawhide to get a new bp...

    Stats are just numbers, RNG sucks, LOL...

     

    Good thing about this system is though if you collect enough stones you don't have to rely on RNG and upgrade with 100% chance.  The RNG is there but it's not forced like a lot of other games are... only if you wish to save mats and try your luck.

    Yeah. I don't think I'll EVER try to go purple to gold without a 100% chance. That would just hurt too much :)

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • FoomerangFoomerang Member UncommonPosts: 5,628

    Im a dedicated crafter in every mmo I play. I tend to think crafters making the best gear in the game is a bad thing. I know I am in some extreme minority saying that, but I stand by it.

    Most mmos I have played where crafting is best in slot, its used to make up for the fact that crafting is incredibly dull and uninspired. I also feel that people who enjoy raiding and other activities besides crafting should not have to craft in order to get the best gear (or buy the best gear from crafters). I think some people get caught up in the whole "I dont want to have to raid for the best gear", without thinking about the fact that the opposite is also true.

    Crafting can offer the best gear for almost every situation other than high end raiding and/or pvp. Crafting is also carries an exclusive monopoly on food, drink, potions, and other consumables. Also consider that crafting usually supplies the best gear for the entire leveling process. Housing is almost exclusively crafter oriented with the exception of rare drops. Not to mention that when a raider gets an epic piece of gear, they still have to rely on a crafter to enchant or augment it to be truly best in slot.

    So when I see these so called "crafters" throw up their arms and declare an mmo fail because they cant exclusively make the top 1% of all things craftable in game, it makes me ashamed to be counted among them.

    thats my 2c

  • BadSpockBadSpock Member UncommonPosts: 7,979

    Here's a question:

    Does anyone know how the stat/power growth is handled?

    For example, linear vs. exponential?

    I have heard that it is rather linear 1-49, and then 40-50 is a huge jump in stats and thus effective power.

    Something that really makes "true" 50's much more powerful in AvA than boosted 49's.

    Anyone have any idea on the 50+ and 50++ power curve?

     

    I just wonder why oh why people (besides for the lawls) would spend the time/energy to really upgrade lower level sets to purple/orange?

    Unless of course the purple/orange stats give a lower level set 10-20 levels worth of power growth.

    Specifics... always about specifics...

  • p4ttythep3rf3ctp4ttythep3rf3ct Member UncommonPosts: 194
    Originally posted by McSire
    I doubt they will be able to make the only #1 best gear in game, It'll probably be tied with like top tier gear from Cyrodiil and Adventure zones (raids). But it seems ok I guess.

    Or it'll be #1 best gear in game but require materials from those zones.

    That's just, like, my opinion, man.

  • JorlJorl Member UncommonPosts: 257
    Great idea, it'll benefit the in game economy and it'll give crafting a meaning unlike other MMOs we tried. Looking forward to craft my gear come early access :D
  • IselinIselin Member LegendaryPosts: 18,719
    Originally posted by BadSpock

    Here's a question:

    Does anyone know how the stat/power growth is handled?

    For example, linear vs. exponential?

    I have heard that it is rather linear 1-49, and then 40-50 is a huge jump in stats and thus effective power.

    Something that really makes "true" 50's much more powerful in AvA than boosted 49's.

    Anyone have any idea on the 50+ and 50++ power curve?

     

    I just wonder why oh why people (besides for the lawls) would spend the time/energy to really upgrade lower level sets to purple/orange?

    Unless of course the purple/orange stats give a lower level set 10-20 levels worth of power growth.

    Specifics... always about specifics...

    I don't know the answer to what you're asking but I can tell you about something else not many people realize yet that is unusual here: there are soft caps for almost all stats at all levels that increase gradually.

     

    I made a Dark Elf Sorcerer and started dumping all my leveling points into magika to help with maximum magika, in combat magika regen and total damage with magic abilities... a glass cannon, as it were.

     

    At level 12 I ran into the magika regen soft cap which is indicated by turning that stat gold on your character sheet and getting a pop-up when you hover over it. I suspect my total magika wasn't far off the cap either.

     

     

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • Stuka1000Stuka1000 Member UncommonPosts: 955
    Now all we need is item degradation so that crafters do not become obsolete.  It should however only degrade slowly so items eventually need to be replaced or repaired by a crafter ( not any NPC merchant ) and not so fast that it becomes unfair to the player.  SWG had a good system but the degradation was too fast.
  • MithoronetteMithoronette Member UncommonPosts: 107
    Originally posted by Stuka1000
    Now all we need is item degradation so that crafters do not become obsolete.  It should however only degrade slowly so items eventually need to be replaced or repaired by a crafter ( not any NPC merchant ) and not so fast that it becomes unfair to the player.  SWG had a good system but the degradation was too fast.

     

    As long as new recipes are introduced over time, I don't think item degrade is needed...because there will always be people who want the "next big thing" as well as always being new creatures and zones to gear up for!

  • bcbullybcbully Member EpicPosts: 11,843

    I hope they meant BEST, not equal to the best... Saying best could easily mean both.  He also said take the best gear and make it better. 

     

    Yeah, it looks pretty cool, but the fact of there are loot drops scares me... 

  • WizardryWizardry Member LegendaryPosts: 19,332

    I don't know but am asking,could this not be misleading?

    Example ,Do you need to fight the elite Bosses to get items to craft?If so then really there is no difference attaining a drop in any form from said boss is still fighting to attain that gear.Players doing the fighting will simply shout for that lowly crafter who did all the work to make him that item and keep for himself.

    A true form of crafting would mean you can simply farm a node and craft from that.Example Iron Ore,Rosewood,gold ,chain mail and form the best body armor the game can make.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by Stuka1000
    Now all we need is item degradation so that crafters do not become obsolete.  It should however only degrade slowly so items eventually need to be replaced or repaired by a crafter ( not any NPC merchant ) and not so fast that it becomes unfair to the player.  SWG had a good system but the degradation was too fast.

    There is "pull effect" to encourage players between 1 and 50 to replace their gear frequently, due to the fact that every 2 levels you can craft a piece with better stats. From 51 to 60 you can get a better piece made every single level.

     

    So the "push effect" of durability degrading is not there. There player is never "forced" to replace gear, but the option is there to upgrade constantly.

     

    The fact that breaking down equipment is an important source for upgrade materials introduces an interesting side-effect. Any cheap items on the AH will be snapped-up very fast for reprocessing. Green or higher items will most likely be in very high demand as well, not only because they yield higher-tier upgrade mats, but because they are needed for trait research.

  • BloodaxesBloodaxes Member EpicPosts: 4,662
    Originally posted by Stuka1000
    Now all we need is item degradation so that crafters do not become obsolete.  It should however only degrade slowly so items eventually need to be replaced or repaired by a crafter ( not any NPC merchant ) and not so fast that it becomes unfair to the player.  SWG had a good system but the degradation was too fast.

    That system was tried on FFXIV before a realm reborn.

    Only crafters could repair an armour to full durability, npc's could repair it till 50% or something it was annoying simple as that.


  • alexhpy98721alexhpy98721 Member UncommonPosts: 264
    Would be funny if you need items dropped in endgame content to craft that "best" gear... :-) Only speculating here... but i doubt you can go mine some ore cut a tree and bam you have the best armor in the game.
  • KnotwoodKnotwood Member CommonPosts: 1,103

    Originally posted by Foomerang
     

    I also feel that people who enjoy raiding and other activities besides crafting should not have to craft in order to get the best gear (or buy the best gear from crafters). I think some people get caught up in the whole "I dont want to have to raid for the best gear", without thinking about the fact that the opposite is also true.

    For many years, solo crafters had to depend on Raiders and Guilds as their only means to craft best gear and had to pay high prices for raid crafting drops which were the same price of selling the fully crafted piece of gear, having no profit from it, making crafting completely worhless to a solo player who crafts.  

     

    Most raiders have guilds which have many crafters who do that work for the raider for free.   If you look at past games like EQ2,  the price of a crafting item drop is the same price as the gear itself when sold by a crafter, this system is set up all leaning in the Raiders ONLY favor.   Its only fair that Solo Crafters be allowed to invest their time and work into end game gear as if they were raiding and playing like your playstyle.  Shouldn't they be rewarded for the same amount of time and hard work you have into the game?

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by SpottyGekko
    Originally posted by Stuka1000 Now all we need is item degradation so that crafters do not become obsolete.  It should however only degrade slowly so items eventually need to be replaced or repaired by a crafter ( not any NPC merchant ) and not so fast that it becomes unfair to the player.  SWG had a good system but the degradation was too fast.
    There is "pull effect" to encourage players between 1 and 50 to replace their gear frequently, due to the fact that every 2 levels you can craft a piece with better stats. From 51 to 60 you can get a better piece made every single level.

     

    So the "push effect" of durability degrading is not there. There player is never "forced" to replace gear, but the option is there to upgrade constantly.

     

    The fact that breaking down equipment is an important source for upgrade materials introduces an interesting side-effect. Any cheap items on the AH will be snapped-up very fast for reprocessing. Green or higher items will most likely be in very high demand as well, not only because they yield higher-tier upgrade mats, but because they are needed for trait research.


    FFXIV works this way but with the added fold of needing to spirit bond said gear fist before being able to break it down into materia. Its a much better approach than item decay imho.

  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by Hellidol

    right now as I am making this reply the standing is at 80% yes but only 26 votes, this isn't a good sample, it will change given the known attitude of these forums community. 

    This (IMO) is the best thing that could have happen in a MMO, look at SWG, they did this and it created a market while making the game way more fun trying to find those hardcore crafters. IMO this game is only missing player owned housing, but for this game a think a better approach would be guild owned buildings. Maybe gives crafting incentives, rested exp, guild buffs, material farming deposit bonuses things like that to make players want to interact with the guild housing. 

    This has happened since SWG, Age Of Wushu uses the same set up but goes in further than ESO. The BEST items come from crafters in fact you need more than one crafter to craft those items.

    A blacksmith makes a sword and then finds another player who is a chef to sharpen the sword or poisoners need craftsmen, herbalist need tailors and so on. This means that the whole system is designed for players and crafters to need each other to finish off items.

    A players market.




  • Eighteen16Eighteen16 Member UncommonPosts: 146
    Crafting making best gear is fine as long as it requires materials from the top end PVE group content. Grinding should not be an alternative to progression. 
  • ariestearieste Member UncommonPosts: 3,309
    Originally posted by Gdemami

    There is no meaningful difference between raid boss dropping rare mats or dropping whole item.

    I think the fact that in the latter case crafters become actually needed is a pretty meaningful difference.  

     

    Plus, there is a certain sense of pride in knowing that you (as a crafter) made the top guild's Tank's armor or someting like that.  For example, In EQ2 recently, i made the best-in-slot crafted item for my guild's Necro.  The main component comes from a mob that very few people can kill and there are very few people on the server that could be trusted not to destroy it during the crafting.   Now every time I see the necro parse high, i think "my item is helping!"   That's a pretty big difference from the mob just dropping the end item.

    "I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

    - Raph Koster

    Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
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  • MithoronetteMithoronette Member UncommonPosts: 107
    Originally posted by alexhpy98721
    Would be funny if you need items dropped in endgame content to craft that "best" gear... :-) Only speculating here... but i doubt you can go mine some ore cut a tree and bam you have the best armor in the game.

    Each of the unique crafting areas require something different.  The one in Auridon I found required you to know TWO STYLES, whereas another I heard had a level requirement to it.  I'm sure the high-end gear is not going to be as easy as mining some ore, taking some bone, and voila, hehehe...

    Then again, the BASE (i.e., common/white) item may be made easily and it's the improvement to magical, rare, epic, then legendary that may be the limiting factor to make the "best" gear...

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by Gdemami

     


    Originally posted by deveilblad

    You need some tempers for upgrading items (honing stones, dwarven oil, etc. for blacksmithing for example), but if you use more of those, you can get to 100% chance to upgrade, so no, it doesn't require a lot of destruction to upgrade, just a lot of tempers haha.

     

    Are you sure about that...?

    Going white to green gives you 20% success rate per temper but going green to blue gives you only 15%, etc.

    Now the question is whether there is a cap of 5 units of temper.

    I'm fervently hoping that the reduction in % is only there to increase the amount of tempers needed, not to reduce the overall success chance.

    Looks like:

    Green 20%

    Blue 15%

    Purple 10%

    Gold (Legendary) 5%

     

    That either means you'll need 20 gold tempers to upgrade to Legendary (ouch !)

    OR

    if there's a hard cap on the amount of tempers, a built-in failure chance (double ouch !)

  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by arieste
    Originally posted by Gdemami

    There is no meaningful difference between raid boss dropping rare mats or dropping whole item.

    I think the fact that in the latter case crafters become actually needed is a pretty meaningful difference.  

     

    Plus, there is a certain sense of pride in knowing that you (as a crafter) made the top guild's Tank's armor or someting like that.  For example, In EQ2 recently, i made the best-in-slot crafted item for my guild's Necro.  The main component comes from a mob that very few people can kill and there are very few people on the server that could be trusted not to destroy it during the crafting.   Now every time I see the necro parse high, i think "my item is helping!"   That's a pretty big difference from the mob just dropping the end item.

    I agree with the first gdenami.   You have a guild, and playstyle of raiding.   That's great, you should be able to still make that piece your proud of for your tank, without having to raid for it.   Something that took you a lot of your own personal time to farm and gather up to make for him.  

     

    As a solo crafter, when I played LOTRO,  I used to farm skirmish marks for weeks on end, I would use them to buy the second age relic item to create a bow,  I must have crafted atleast 10 diferant kinds until I got the stats on the bow I wanted the most.   It was a bow I could be proud of, something I did not earn in a raid, did not have to join a guild but was able to achieve end game best gear (though it took longer)  as any other person in game who raided.   Lotro system was a fair system and rewarded those who took weeks on end farming mats to get their craft up to max level.

     

    Wouldn it feel more rewarding if you had farmed mats for weeks outside of raiding and your tank wore it.  Wouldn't that make you more proud?

  • HrothaHrotha Member UncommonPosts: 821
    Originally posted by Knotwood

    So what do you think of crafters being able to make the best gear in the game?

     

    http://www.elderscrollsonline.com/en/news/post/2014/02/19/video-blacksmithing-in-tamriel  Minute 6:40.

     

    I personally welcome this.  Crafters have been neglected for many years in games,  unable to make the best gear in game, and when they could it was no trade or bind on crafting.   I also think crafting has been one of the greatest secondary reason players leave a game.  

     

    Finding many stations around the world, then having to craft them with mats, and upgrading them with upgrade items which no doubt will be extremely rare to obtain,  topped with being the best gear in the game I think will make crafting feel a lot worth doing and be an enjoyable past time for those who play countless hours in games. 

     

    What do you think? is it a good thing, bad thing, and why?

    Do it yourself - best thing in the world.

    TES:O isnt much about armor stats anyway :-)

    image

  • hg2012hg2012 Member Posts: 69
    Originally posted by alexhpy98721
    Would be funny if you need items dropped in endgame content to craft that "best" gear... :-) Only speculating here... but i doubt you can go mine some ore cut a tree and bam you have the best armor in the game.

    I'm more worried that it'll end up like GW2 where the most valuable part of endgame progression is jumping on a champ farm train rather than downing a difficult boss.

  • ariestearieste Member UncommonPosts: 3,309
    Originally posted by Knotwood

    Wouldn it feel more rewarding if you had farmed mats for weeks outside of raiding and your tank wore it.  Wouldn't that make you more proud?

    Not really.   If i'm a crafter, i want take pride in crafting, not farming.    I mean, if farming materials is something that is actually difficult (like SWG where you had to find super rare materials, set up harvesters, defend them, etc.) then maybe.    But picking 10000000000000000000 flowers is not a challenge of skill, only of patience.  

     

    I believe that somewhere along the line an equal challenge needs to be met.  Whether it's by the gatherer of ingredients or the crafter.  If crafting is just "click X to combine", then the challenge needs to be on the gatherer's end.    Ideally, i think there should be challenge on both ends that yields the best items in the game.  

     

    As i've said before - give me 20 crafters working together for a few hours, failing over and over and eventually creating an amazing item and I'll happily support that item being equal in quality to an item obtained by 20 adventurers working together to defeat a mob.    Until games make crafting an actual challenge, the challenge needs to come in elsewhere.  I would happily have the challenge come from crafting, but until it does, it'll have to come from those that obtain the materials.

     

    "I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

    - Raph Koster

    Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
    Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
    Currently Playing: ESO

  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by arieste
    Originally posted by Knotwood

    Wouldn it feel more rewarding if you had farmed mats for weeks outside of raiding and your tank wore it.  Wouldn't that make you more proud?

    Not really.   If i'm a crafter, i want take pride in crafting, not farming.    I mean, if farming materials is something that is actually difficult (like SWG where you had to find super rare materials, set up harvesters, defend them, etc.) then maybe.    But picking 10000000000000000000 flowers is not a challenge of skill, only of patience.  

     

    I believe that somewhere along the line an equal challenge needs to be met.  Whether it's by the gatherer of ingredients or the crafter.  If crafting is just "click X to combine", then the challenge needs to be on the gatherer's end.    Ideally, i think there should be challenge on both ends that yields the best items in the game.  

     

    As i've said before - give me 20 crafters working together for a few hours, failing over and over and eventually creating an amazing item and I'll happily support that item being equal in quality to an item obtained by 20 adventurers working together to defeat a mob.    Until games make crafting an actual challenge, the challenge needs to come in elsewhere.  I would happily have the challenge come from crafting, but until it does, it'll have to come from those that obtain the materials.

     

    I can agree with everything you just said, except for the requirement of other people part.   I think with lotro, we had skirmishes which was solo dungeons that took rougly 20 mins a run, and they were pretty challenging for skirmish marks, you could also do it as a group, which is also to me an acceptable path which was faster then solo but not quite as fast as raiding.

     

    I always wanted a game to put in some solo player battliefields that were just insane as hell, where players who were solo players could feel the same level of challenge as a raider in a full raid group.   Something for people who play long hours in game and can progress still.   The knowing that I'm not just standing around in a town doing nothing, but I'm doing really super tough solo instances where I am getting rewarded after many hours of doing them. 

     

    Solo Raids?  Sure I would love that as a way to gain crafting mats, ect.   Or even like Rift had with group crafting dungeons, where a group could enter a battlefield and gain high quality crafting mats.  This one is actually the one I have been pushing for in games for a long time.

     

    Imagine grabing a small group of players and be able to do dungeons for ONLY crafting rewards?   Someday I hope, that's another dream that hasent happened yet, but I know will someday happen in a game.   I just really want more paths then just raiding for players to gain best end game gear.   Expecially for solo players/group only players which YES, should be challenging and take  A LOT LONGER to obtain.

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