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I just wanted to know what every one thinks about the trade skills and how there is no chance for you to fail in making an item as long as you have the right items to make it.
I like this idea.
check out the trade skills page to read more a bout it. http://www.blizzard.com/wow/townhall/tradeskills.shtml
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My char is MelkorARV feel free to ask me for some help if you need it.
Comments
Personally, I like the idea. One of the things I dislike most about crafting in DAoC is the timer you have to wait for when you combine ingredients only to get to the end of the timer and discover you have failed to make the item and have possibly lost resources in the process. Now that doesn't mean that I dislike the idea of failing to make an item altogether. I think crafting should be set up so that you have to follow a strict set of rules in order to make the item correctly, and a failure to do so may result in failed item, poor quality items, and/or loss of resources.
My idea of crafting is not where you make 3,000 items over and over and build your skills. This is not realistic. The way I think crafting should work is:
1. You should get hefty XP for items crafted and you should have to make low quantities of an item to become proficient in making them.
2. The challenge should be in finding the items first. Then you should have to go through every process a real crafter should, i.e., getting the raw materials together, firing the forge up to the correct temperature, shaping the item correctly with hammer, cooling the item properly, adding any ornamentation you may want to, etc.
I think it should take, say, 1/2 hour to make one item (besides the time it would take to find the resources) and you should be doing things all during this time such as I described above with the chance that if you do not perform the operations correctly, you may fail or damage the resources.
This produces several results:
1. More XP gained per item.
2. Less repetitive clicking and make 1000 items just for XP alone.
3. Items become less popular in the world and thus more valuable.
4. Items may be sold for more money.
5. Crafters become more needed and valued.
6. There is more sense of ownership and accomplishment, i.e., you spent two hours making this new sword but it is a work of art. John the Warrior is using it and will recommend you to others for fine craftsmanship. You don't have 5,000 pieces in the world, but 112 pieces that are very valuable to people.
Anyway, this is my idea. I would like to see some variation similar to this implemented in a MMORPG sometime.
Clandestine, I like your outlook and ideas for crafting. I had many crafters in DAoC and by the time I got my Weaponcrafter up to 650 I was so fed up with failing and loosing resources. I quit crafting because of that character.. hehe.
From what I read about WoW, you will be able to buy the items (from a merchant) needed to craft but you will also be able to go out and find those items. I really hope that, in order to make some of the higher level items, you have to go out and "hunt" or "forage" for them. This would also make Items worth more.
I can't wait to actually get in the game and make my first item!
~Tarqueth~
~Tarqueth~
I'm actually excited to start crafting in World of Warcraft, though, I will not start until I have reached the capped level. That way money, resources, time and areas are not so difficult to come by.
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