Heh. No, seriously. They said crafting will be in game, but do not expect it to be EQ2-style fire and forget crafting. I know there will be RvR (grand-scale racial PvP) as that is the whole premise of the Warhammer world. PvE is pretty much a staple in all MMORPG, so I assume that will be in the game. As for solo intra-realm PvP, I don't think they have addressed this yet, although I suspect a controlled version of it will be around (colosseums, WAAAAGH power struggle type fights, etc)
I also prefer a controled PvP. And the RvR... seems that will be very fun in the Warhammer world ^^ but with only 6 races, it will be a little incomplete
I will be happy with a craft better than that of the WoW at least. If it's a thing interesting and necessary, it will be sufficient for enjoy.
I just hope they don't neglect crafting which I think is going to happen. I'm afraid they'll go too far with the PvP idea... I'm all for it (PvP is the essence of MMORPG) but craftings and PvE are also very important.
Originally posted by OrigigiNomad I just hope they don't neglect crafting which I think is going to happen. I'm afraid they'll go too far with the PvP idea... I'm all for it (PvP is the essence of MMORPG) but craftings and PvE are also very important.
Sadly, I too think the crafting will lack a lot. It's a popular issue right now in most games, but the Warhammer universe doesn't have much crafting in it, and they havn't said much to anything about it yet.
IMHO, and it is a strict opinion. But the best games of PvP I have ever played, had a very significant balance of the weaponry, in other words, no Uber weapons. Now, IMHO, the only way to accomplish this is two ways.
1. Loot drop weapons ONLY. No crafting whatsoever, save WoW style, that's more of enhancement than it is crafting. All weapons being in some way very similar in profile. which leaves everything about getting a good weapon to chance, which in my opinion sux.
2. Crafted weapons. Materials having certain qualities, bearing all of the qualities of the weapon on the qualities of the materials used. Each materials gathered having somewhat randomly generated qualities each month or so. Keeping the crafting interresting in finding the best materials to use. And keeping the "good" crafters in competition. HOWEVER, this requires that the really good crafted weapons were better than the poorly crafted weapons, but not by so much that it makes the PvP unbalanced. That "poorly" crafted weapon, with a few good lucky hits could kill the wielder of the weapon that was crafted "well". For this to work, ALL looted weapons from NPC's MUST be of the low end quality of the crafted weapons, or else the crafters support is gone. But by making them on a similar playing field, even a player with a looted weapon could compete with a player with a "well" crafted weapon. And should he loose the PvP confrontation, (surviving that luck doesn't deviate from chance.) He should only loose by a slight amount.
Example: Player 1 has a looted sword. It is on par with a low end crafted sword made of iron. It's speed is 7/10, Accuracy 7/10, power 7/10, and durability is 6/10. Player 2 has a crafted sword of top quality made of the finest Iron. It's speed is 10/10, accuracy is 10/10, Power 10/10, and durability is 10/10 because it's brand new. The players engage in a PvP conflict, and assuming both players are equal skill level, and defensive ratings (i.e. armor, etc.) And assuming all attacks landed according to the percentage rate of it's chance to hit. Player 2 should defeat Player 1. Player 1's health would be at 0/100, where player 2's health should be somewhere around 30/100.
This would mean that PvP, although always a matter of chance, is left up to the player to be able to arm himself with upper quality weaponry and armor, and skill level. AND NOT DEPENDANT ON THE PLAYERS LUCK AT KILLING CREATURE A, FOR A 10% CHANCE AT GETTING SOME UBER WEAPON.
In My PvP, all weapons/armor is craftable, and may be enchanted by mages, therefore could give any given player an edge in PvP, however due to luck would not have the Uber player in the game, which makes PvP suck if you always loose to player x because he has weapon x, which there are only 10 of the weapon on the entire server.
I see this way alot more fair and just to PvPers because all you have to do is find a good crafter, and assist him in finding the good materials, or whatever. If you CHOOSE to own multiple accounts or characters to be a crafter because you're a loner, that is your CHOICE. I most of the time choose to do this. But crafters will always be around, I loved crafting in most games I ever played, and it will draw my attention in Warhammer. But only if it's supported properly.
Comments
All of the above.
Heh. No, seriously. They said crafting will be in game, but do not expect it to be EQ2-style fire and forget crafting. I know there will be RvR (grand-scale racial PvP) as that is the whole premise of the Warhammer world. PvE is pretty much a staple in all MMORPG, so I assume that will be in the game. As for solo intra-realm PvP, I don't think they have addressed this yet, although I suspect a controlled version of it will be around (colosseums, WAAAAGH power struggle type fights, etc)
I also prefer a controled PvP. And the RvR... seems that will be very fun in the Warhammer world ^^ but with only 6 races, it will be a little incomplete
I will be happy with a craft better than that of the WoW at least. If it's a thing interesting and necessary, it will be sufficient for enjoy.
I just hope they don't neglect crafting which I think is going to happen. I'm afraid they'll go too far with the PvP idea... I'm all for it (PvP is the essence of MMORPG) but craftings and PvE are also very important.
Sadly, I too think the crafting will lack a lot. It's a popular issue right now in most games, but the Warhammer universe doesn't have much crafting in it, and they havn't said much to anything about it yet.
There might be a good enchantment system though.
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IMHO, and it is a strict opinion. But the best games of PvP I have ever played, had a very significant balance of the weaponry, in other words, no Uber weapons. Now, IMHO, the only way to accomplish this is two ways.
1. Loot drop weapons ONLY. No crafting whatsoever, save WoW style, that's more of enhancement than it is crafting. All weapons being in some way very similar in profile. which leaves everything about getting a good weapon to chance, which in my opinion sux.
2. Crafted weapons. Materials having certain qualities, bearing all of the qualities of the weapon on the qualities of the materials used. Each materials gathered having somewhat randomly generated qualities each month or so. Keeping the crafting interresting in finding the best materials to use. And keeping the "good" crafters in competition. HOWEVER, this requires that the really good crafted weapons were better than the poorly crafted weapons, but not by so much that it makes the PvP unbalanced. That "poorly" crafted weapon, with a few good lucky hits could kill the wielder of the weapon that was crafted "well". For this to work, ALL looted weapons from NPC's MUST be of the low end quality of the crafted weapons, or else the crafters support is gone. But by making them on a similar playing field, even a player with a looted weapon could compete with a player with a "well" crafted weapon. And should he loose the PvP confrontation, (surviving that luck doesn't deviate from chance.) He should only loose by a slight amount.
Example: Player 1 has a looted sword. It is on par with a low end crafted sword made of iron. It's speed is 7/10, Accuracy 7/10, power 7/10, and durability is 6/10. Player 2 has a crafted sword of top quality made of the finest Iron. It's speed is 10/10, accuracy is 10/10, Power 10/10, and durability is 10/10 because it's brand new. The players engage in a PvP conflict, and assuming both players are equal skill level, and defensive ratings (i.e. armor, etc.) And assuming all attacks landed according to the percentage rate of it's chance to hit. Player 2 should defeat Player 1. Player 1's health would be at 0/100, where player 2's health should be somewhere around 30/100.
This would mean that PvP, although always a matter of chance, is left up to the player to be able to arm himself with upper quality weaponry and armor, and skill level. AND NOT DEPENDANT ON THE PLAYERS LUCK AT KILLING CREATURE A, FOR A 10% CHANCE AT GETTING SOME UBER WEAPON.
In My PvP, all weapons/armor is craftable, and may be enchanted by mages, therefore could give any given player an edge in PvP, however due to luck would not have the Uber player in the game, which makes PvP suck if you always loose to player x because he has weapon x, which there are only 10 of the weapon on the entire server.
I see this way alot more fair and just to PvPers because all you have to do is find a good crafter, and assist him in finding the good materials, or whatever. If you CHOOSE to own multiple accounts or characters to be a crafter because you're a loner, that is your CHOICE. I most of the time choose to do this. But crafters will always be around, I loved crafting in most games I ever played, and it will draw my attention in Warhammer. But only if it's supported properly.