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I've been looking into this game recently and am curious how close the crafting is to Star Wars Galaxies. Mainly, are the items created by each player unique? Can two people craft the same item but with different stats and properties?
Being able to own a house and turn it into a public store is great but it only matters if I can offer items that no one else can.
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Not even close, its just blanket stats for the resources and the result of an item created is RNG. There is some depth to the crafting though but the resource gathering is just done by harvesting simple nodes that respawn. They have this system that uses a predtermined cap of points called Labor Points. At max level you have 5k labor points and once its used up you have to wait until they regen to do any crafting,gathering. Labor Points and no item decay is the number one reason why i quit AA already on the alpha. I can't stand it.
As for housing, there are no player vendors and there is an Auction house. Every "sandbox" feature this game has UO,SWG,EVE just do it better.
Yup afraid so, i understand the reasoning why they don't but I totally don't agree with it. They put in labor points to create the artificial cap of not allowing people to just flood the market with items. They then made RNG so that the top crafted items in the game are very very very difficult to achieve. They think this will slow people down enough. I believe though that without item decay or items being removed from circulation that the sheer volume of people will eventually craft enough items and the market will be flooded anyways. Its just dumb to because it really really limits my playstyle. I was burning 2-3k labor points in an hour just mining stone for my farmhouse. Then i'd be pretty much left with nothing to do except trade packs and quest grind in the same old linear fashion zone to zone hub style. The pvp for trade packs is the only fun thing to do really once labor points are used up. This artificial cap is a bad idea limiting playtime doing what crafters like to do instead of just having item decay remove items and tweaking RNG. I mentioned this on the forums for AA alot and was basically crucified so whatever. Some agreed and we got a poll that actually was in favor of it but not even a response from Trion so again whatever
Also the trade in this game is extreemly limited. Its just a crafted trade pack you make in a zone then you take it to any trade recipient NPC you want in another zone and he gives you the reward. But like the rewards aren't tradeable their soulbound. The trade never varies or changes like in EVE. The market and trading in EVE completely obliterates AA trade.
I am glad crafting in this game is nothing like SWG, SWG felt more like a job and took hours and hours a day to make anything of any quality. I do want crafting the best items to take time and be a challenge, but in SWG this left no time really for combat, unless of course you have no job or a life.
Although im not a huge fan of crafting being strictly RNG, it would be nice that some skill and certain resources would make better items as well.
Crap... This sounds alot like Age of Wushu where you also were limited to the amount of crafting/gathering you could do each day. Dunno why they have stupid shit like that. If some1 wanna be a dedicated crafter in a sandbox, they need to be able to be that, and not have some silly labor points hindering them. Item decay is they way to go 7 days a week. Now I'm not sosure I will get it anymore.
There is an immense, immense grind for the highest viable items in AA for pvp.
There is no item decay, but items beak every time you die. More expensive it is, more gold cost t o repair it.
Further you travel from the place where you created your trade pack, more expensive it get. But price do drop more of the same item are sold in the area.
Delphi coins are personal item and you cant trade them, but you can trade the goods(so one person can claim delphi coins).
I see Labor points as a good thing, this system puts casual gamer on same level with "no-life" gamer.
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People need to get it through their skulls that aa is not a sandbox game and Jake has never claimed it is. Some sandbox features but also theamepaek features hense the term sandpark-hybrid.
ArcheAge is no sandbox. People need to take their hype-glasses off and consider the game for what it is - usual asain themepark with some twist here and there like all games do.
This seems like maybe you have not done your research here.
Home ownership, build however you want in your home. Storage chest in homes for items. farming. raising animals. building boats, mini-subs, siege equipment and gliders and other vehicles and tools and being able to use them. Building your own guild castle to your specifications. Skills like larceny and even becoming a pirate and fighting against your old faction. Creating your own songs to play in the game.
example of composing a song in game to play link here
Most games that are themepark don't allow you anywhere near half of the flexibility that ArcheAge does.
As far as the labor points thing....
it is used as a buffer to keep people to a respectable pace in the game. This way those that have no commitments and can play 12 hours a day will not have a clear advantage over someone that can only play a few hours a day. You might even go so far as to say that ArcheAge is trying to put a healthy cap on gaming hours spent so that marathon gamers don't die due to forgetting to eat and drink something while playing for a marathon 3 day period.
Hense the word sandpark/ hybrid it has both elements of each. To be fair the game has more sandbox features and it's not a theamepark with a few twist.
I addressed this very thing that i don't believe this artificial cap is still an effective use of limiting and pacing gamers. Better to remove items from circulation instead of hamstringing people who want to craft at whatever pace they feel like. If i want to sit there and hack a damn tree for 12 hours i should be able to do whatever i please. Besides this artificial cap isn't going to successfully stop the flood of item thats will inevitably hit the market.
Ah, let me add this to my list of sandbox requirements. Do you also include player looting on yours?
This again is my issue with people who clamor for sandbox games - nobody can agree on what's required or not.
Item decay is a pain to me and I'm glad it's not in, for the record.
I did play the game on RU servers so I am pretty content how the game is.
You just listed the "twists" I was talking about, no more no less.
Personally I do like full loot more, but I can live without it. But I think not having item decay in the game, will flod the market with high end gear later on, and make crafting quite pointless. And I would like for items to decay if you get ganked etc, so the market can flourish with items that peeps need to regear etc, and make crafting a viable option for those that wanna go down that route.
But all those "twists" are sandbox features... The endgame of AA if very much sandbox, while everything leading up to it is more PVE themepark.
There is no such thing as sandbox or themepark features. Features are just components, you use to build either a themepark or sandbox.
Some people need to get it through their skull's that item decay was also in older themeparks and isnt a sandbox only concept lol.
And the term sandpark is kind of stupid, i hear people calling it this all the time. A sandbox is wide open and allows everything in the game. A themepark limits everything. Sandbox games have quests, they have stories, Sandbox doesnt = open world ffa pvp loot everything either. I find it funny even though people claim its a sandpark game, they still want to remove all the "sand" from it, which is poor.
Having a player ran economy, which is a sandbox feature, can not work properly if items never leave the game. Hundreds of mmo's have had their entire economy destroyed due to this. There can never be a supply/demand portion to a game that has no way of removing items. Flooding a market and never having things go "poof" will never drive a player driven economy.
Take SWG as an example. Early crafting was worth while, sales, business aspect, customers, resource suppliers, and everything else was rampant and a true player driven economy. Once they took Item decay away and turned it into a loot based system almost all crafting was worthless and the player based economy died. Its was all about the price of loot after that.
I think you were doing it wrong in SWG.
I'd empty the relevant harvesters and load up the factories before I went to work., and I'd have lovely new items to sell when I got home again and go out hunting Krayt or whatever. Then again, I was one of the first Jedi unlocks, so had 2 characters on my main account, plus I did end up with a few 'extra' accounts so I could have my own city and stuff.
Actually, if you were talking about crafting AND combat on the same toon in terms of skillpoints available, then I think you'd have a point.
SWG trading was all about micromanagement, and nobody did it better than my old mate Fivo Asia. He had something like 20 accounts at one stage.
This, the only thing that took time was trying different stat resources to try to get the perfect stats on your items. First time I made quad 80 composite armor took me awhile to get the right resources for this. Once that was finished off to the factory. Resource management was a pain though, only stacking 100 at a time was horrid when you were a 4 time crafter with tons of resources and components lol. But factories and harvesters really made it easy. Running from node to node only getting 1-3 resources istn time consuming? lol I absolutely hate node farming, takes so much time and effort. I dont get peoples logic this day in age, will spend hours hunting nodes is ok though
all the systems in this game mesh together very well and crafting is not exception. it isn't as hardcore as swg but it has enough depth and variety that its worth trying. to be honest the more conveluded a crafting system gets the less interesting ti becomes and more of a job. I to thing the item decay should be present but hey xl games seems to be open minded to trions suggestions so we shall see
so say we all
This certainly broke the game for me, I might play it in the future for fun when I'm bored, but I'm not dropping the cash knowing the state of the crafting system. A rng crafting system is Just a lottery with mats as tickets. There is no thought or skill involved. Not to mention no item Degradation so in time the markets will be saturated with good gear, there will always be a demand for the items but in time the system would slow down as demand decreases.
A skill based system would have been much appreciated whether it's harvesting based, getting the right ingredients with ingredient quality like SWG, or having resource have attributes like Mortal online, or hell even Wushu was better with those stupid mini games because at least depending on how good you are in the mini game determined how well you crafted.
I am so sad, I looked forward to the game, I got to easily over-hyped.
Sorry to disappoint you, but labor point system combined with random craft system of high lvl gear, does a great job with market. Even on most RU servers economy is quite healthy and market not flooded(though all the servers were heavily hit with dupes and other hacks).
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Also hasnt been out long. Takes time to flood a market, as it takes time to level crafting in AA. But once its flooded, its the end of player driven economy. Has happened in many games themepark and sandbox. Going by previous games and experience of course, bu dont see how it would be different here.