I care less about what mechanics are developed for gathering or crafting and more about finally finding a game where such activities result in creating something useful, valuable or sellable to other players at my present skill level.
Almost every MMORPG I've ever played has been designed so that lower level players can only gather low level materials of small value or craft low level, almost junk items which are not even useful to me, so one just ends up vendoring them to get some small amount of cash back, usually at a loss.
Another big sin, making in game drops superior to crafted items, especially gear better than crafted items in every way.
Outside of survival games, it's been many, many years, if ever that I crafted something and found it useful outside of say utility items such as potions.
Almost every time buying what I need from higher level crafters is always the faster, more efficient way to go rather than build something for my personal use at my current level.
Are there any MMORPGS today or in flight where the crafting might be actually useful and not just an endless cycle of building and scrapping or vendoring most of what is created? (Outside of utility items like potions or whatnot of course)
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Sure they have the same problem as any other MMO of keeping crafted item sets competitive with those that drop. It's something that needs to be balanced carefully so that crafted gear can compete.
But it's not nearly as annoying in ESO when the best stuff comes from drops because through your crafting you can improve the quality of those drops be they BOE or BOP
Did you get a green sword drop for the set you're building? No problem. You can improve it to blue and then purple all the way to gold quality and the higher your crafting expertise, the fewer materials it takes to do those upgrades.
It's not a great crafting system but that bandaid makes a difference and doesn't make the system feel totally useless like in many other MMOs.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
This is an age old chestnut, I will mention Vanguard and their astonishing "complete a standard quest (you could also go there and kill some mobs etc) by crafting while you level up your craft skill". Problem was that was just for lowbie levels.
The interaction between drops, crafted and quest rewards is a headache. If one of these is not good enough a studio is seen as being dismissive of a style of gameplay, when really it is a hard balance.
As for crating endless stuff which you have no use for, here is one for you. In AC2 you had to fire up forges found in cities to higher levels to craft higher level gear. Now we did a public event "come and fire up the forges", you would go out and kill mobs and dump the drops in the forge. You could add to that crafted items as well (from memory you couldn't do that in AC2) to use those crafting discards up.
Once the "forges" (all professions if I remember aright) had enough "gear" they would stay at that higher tier for a few hours. Cue crafting festival!
I sometimes buy some decent crafted weapon/armour off the Auction House, but that kind of stuff is outgrown so fast in modern games. It's not unusual to wear a piece of new equipment for a level or two and then some better drop comes along.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
------------
2024: 47 years on the Net.
Aside from the fact I never did much beyond dabble in EVE'S industry model, I did stay more than few nights at a Holiday Inn Express.
I knew many industrialists in my day who by and large did it as more of a labor of love, or to help their corporation rather than make any significant income from it or use the items they created for personal use.
Starting with a brand new character, they can't build a properly fitted frigate until they train up the necessary skills to make it.
So what to do while they wait first to complete their skill training? Go out and buy a frigate hull and fit it with store bought Tier 1 ship fittings.
Oh wait, did they want to fly their frigate? Have to train up the combat skills first to properly fit everything at anything less than a total sh!t fit.
There's the big flaw or limitation, they have to wait hours, maybe days before they can build the frigate, then train up the combat skills to fly it even at a minimum level of competency.
Wait, hold up, where did they get the mining materials to build the frigate? Oh, they had to first build a mining ship, (whoops, additional set of skill trains) ....as you can see it's a circular death trap.
Which is why for quite awhile now (but not in the early days when I started) new pilots who completed all of the story arc trainings came away with enough free ships, skill training boosts and ISK to actually play the game rather than sit around waiting for the "fun" to start.
Remember the 6 plus months of learning skill training one had to do in order to skill train at max efficiency. (Which they wisely got rid of long ago, talk about being a total fun killer)
After my first character I literally would buy another new account and set them training learning skills exclusively which is why 2 of them got all learning skills to level 5 a year or so ahead of my first character who had to fund and be the focus of my game play in the first few years.
So at days end, most people who want a fully rounded game experience will set up another account or three to efficiently skill up their industrial skills to a level where it can eventually become viable in multiple areas.
While an interesting design, was far too much for me, so I never did it.
But I did spend years of skill training including standing up 3 more accounts to set up a proper ore mining operation managed by all six of my 6 accounts/main characters.
I think these days there is a way to train different skills up on multiple pilots on the same account if one is willing to pay extra to do so but that seems useless to me, better off to purchase a new account....
Oh yeah, and pay another $20 a month for it.....
Those folks at CCP have always well known how to keep players paying more and more the longer they stick with the game.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Logic, my dear, merely enables one to be wrong with great authority.
I would argue that they didn't take it out, but find it rather difficult to replicate.
https://biturl.top/rU7bY3
Beyond the shadows there's always light
They really should take a page out of survival games and make crafting and gathering better.
I would love something like a blacksmith simulator or even some cooking mama mini games at this point. It's so pathetic in most games it's literally click button to harvest node click button to combine.
Personally I would love it if the best items were crafted items.
Let's say we kill the Red Dragon then get some dragon meat, red dragon scales, horns, claws, bones, all that stuff. Then using the stuff people harvest from the dragon an armorsmith or blacksmith would make red dragon scale armor or dragon claw or tooth weapons which could be further enchanted by a wizard. Instead the dragon drops a purple epic. It's always bothered me.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/If studios lose sight of that, they are heading for the featureless MMOs we so often see today. Striped bare and called "streamlined", without that full feature set they are lesser games.
As mentioned by @cameltosis, too often some earlier games resulted in a lot of inconvenience or economic disadvantage even to players who didn't participate in crafting.
I recall laboriously grinding out gems used for Spell crafting armor and weapons in DAOC's early days, even became the 4th highest level on my server at the time.
I did it while multi boxing an account or three, while adventuring on one, a second served as a buff bot and a 3rd parked in town next to the Spellcrafting bench endless creating mostly useless jewels which were vendored for small amounts of cash, but always at a loss.
I didn't do it to make money, while at highest levels Spellcrafters commanded high fees, it was a bit of real effort consuming lots of time to make perfect gems and a full set could take a few evenings of efforts.
No, I did it so I would not have to deal with the inconvenience of finding a Spell crafter willing to take a commission to make me a set of gems when I wanted to slot them.
Otherwise I usually only performed my services as a favor to friends, guildmates or when I took pity on some pour soul who had been begging in local for hours seeking a gem crafters help.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Crafting is an essential part of a MMOs economy, even if you are a "Strictly Solo" player you can't somehow stay out of the games economy. It will effect what you buy and how much it costs, it will determine if there are repair bills and how much they are. Even if a MMO has no crafting that effects you because the game will change to accommodate that and be somewhat lackluster in my eyes.
There are ways of making things easier in regard to what Camel mentioned, it is just a matter of how far you take them. It is a fine balance, you can't have players think they are balancing a spreadsheet just to sell some gear, but 'one button push does everything' goes too far.
Relevant at all levels, lower levels could make money while skilling. Tradeskills were the same way. Plenty of different items to sell, many different useful professoins. With a working thriving economy.
Why games are not replicating UO's crafting/tradeskill/economy is crazy.
For example, I pretty much suck at earning money in games, just not willing to put in the effort to optimize my income.
So in New World I have about 30K gold after 3 months of playing and own one badly outfitted tier 4 house which I got on the 15K 1st time homebuilders deal.
My wealth is a rounding error to some players despite this being a fresh start server that opened just a few months back.
Top tier gear sells for triple or more of my entire fortune..and no real shortage of those able to buy at that level.
Fortunately, 2nd tier gear is almost as good as the best so I have no problem buying what I need to complete the content that I care about.
Tenth level mutation dungeons or PVP territory wars? Not for me so doesn't matter but I know the situation is very frustrating to those who can't run the top content and be competitive at it due to extreme costs.
Speaking of costs, of course like many MMORPGS the highest tier crafting is reserved for the wealthy.
One has to spend exorbitant amounts of materials, gold or mixture of both just to get their skills up to 180 plus, pretty much paying dearly one way or another on their way up.
I've leveled up engineering and alchemy enough to finally make my own top end ammo and potions, but as I joke with my clan mates, I could have bought years worth of both for probably far less than I spent leveling my skills high enough to make them.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
In Lineage 2 you could lose gold by "blowing up" an item if the enchanting failed.
Players, whether crafters or "non-crafters" could lose gold.
All developers have to do is add some sort of gold sink for everyone. Doesn't have to be the same thing for everyone though.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
For me, that was one of the finest crafting experiences ever, because you spent time looking for the best materials, and while you were leveling you still had items to sell, even if it was raw materials. I remember the days of going to hunt Krayt Dragons for pearls for a gunsmith who needed them to build top level guns. All hail Beer VonRockerfeller (I laugh that I still remember that name)
Crafting was deep enough, but not a time sink it enhanced the game, and never really felt like a separate endeavor. It was, to me, one of the finest examples of crafting done right in a game.
To the original point, it does seem like a dead art, because from the titles mentioned nobody seems to find that level of use, utility, and enjoyment from current titles. That isn't to say that there aren't some that are decent, but the best, that seemed to have universal acclaim are years old, or long since passed.