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Crafting

I can't stand hearing all these things about no crafting... If this really is based on D&D, crafting would be retarded. If you look into the D&D rules you'll find that all crafting is is making a basic masterwork weapon(maybe not so basic in some cases, but no special materials are needed besides certian metals or some wood, ie, gold/silver/iron/platinum or just reg wood). Most of the "crafting" in D&D is just a high(or low) level mage embuing an item with a magic spell during the weapon's creation.... Why would you implement something like that into the game? And if you're saying right now, "But they can change it so it's fun." No they can't, well they COULD, but then you'd have a huge chunk of the population bitching and moaning that they're straying from the original D&D roots....

Shrouding all the ground around me is this holy crow above me. Black as a hole within a memmory. I stick my hand into the shadow and pull the pieces from the sand to try attempt to reassemble and suggest just who I might have been.

Comments

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Well...I dont miss the lack of crafting...but...

     

    Crafting consume a feat, which mean you are significantly weaker (1 feat is a HUGE difference in raw power).  Crafting consume ''time''.  Which would mean that it would need to be RL time where you dont play(log off) in a continuous setting (a full weak of RL time would be necessary in order to pass from +9 to +10 IMO).  Lastly, but not the least, crafting consume XP.  In a setting like DDO, this aspect cant reflect like in a campaign unless a player is limited to earning 1000 XP per day, after that his character just dont assimilate more info.  Crafting cost half the gold of the item worth, considering you still pay half it worth, then use a feat, lose XP and waste RL time, I hardly see it as unbalancing.

     

    I really dont miss crafting, but to incorporate crafting in DDO, if you want it to make sense, you would aggravate a lot of peoples (I can already hear casuals saying that not been able to play their ''only'' toon for a week is something to harsh, and I can hear hardcores complaining that 1k XP per day is lame).

     

    No, I wont miss crafting that much...but it could have been done.  No, it would not be a crafting like in EQ, there is no sense in making another game with crafting, in D&D crafting is something generic that happen by itself if you make the necessary sacrifices.

     

    The peoples who prolly complain the most must be the folks from Living Greyhawks or such other setting, where crafting is define...in a context where you cant earn more then a certain amount of XP in a fixed amount of time.

    - "If I understand you well, you are telling me until next time. " - Ren

  • Kem0sabeKem0sabe Member Posts: 443

    Turbine has already changed many of the feats so they can fit into a online game setting, they have changed much of how the various classes play and have taken away such things as rounds or memorizing spells, so i dont see whats the problem with altering the d&d crafting rules to fit a mmorpg.

    I think the main problem here is that turbine wants to release the game this year, so those lazy ass bastards are cutting alot of corners such as prestige classes, druids, monks, crafting, as to be able to release the game on time.

    All ur Mountain Dew is belong to me.

  • tealteal Member Posts: 10

    ::::17:: ya i think they are cutting alot of corners by leaving certain things out. but at least they are telling us that those things wont be in on release. unlike some other mmorpgs ::::39::

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