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What are your opions of Everquest II's crafting system.

SiamkoSiamko Member Posts: 13

Everquest II and Crafting

Everquest II does a fantastic job in my opinion of making crafting into something more than a mundane task to grind out gold. I think that Everquest II has laid a good foundation that future titles could use the system as a great inspiration to continue on with a great idea. I am a big fan of the crafting system that Everquest II supports, I have found my self sitting for hours and just crafting. How ever I would like to see an even more in depth system in certain aspects. Such as, custimization of items I believe that if you had customization of crafted items more people would craft since they would feel like what they were making was their creation and not just the run of the mill Prestine creation. Other than customization there isnt much I would like seen done to the crafting sytem that Everquest II currently supports. I would like to hear your opions on this topic please cast your vote for or against the system and post some idea defining comments.

Everquest II's Crafting system, Good sytem or a Bad system? 

A. Good crafting system.

B. Bad crafting system.

Please remeber to try and keep your posts as contructive as possible it is ok not not like something but tell us why.

Comments

  • EffectEffect Member UncommonPosts: 949

    In the end I think EQ2's crafting system is actually pretty good from what I've seen of it after it's changes. The only major problem I have with it and it's the same problem I had with WoW's crafting and why I prefer Dark Age of Camelots the best, is that I can't stand having to travel around and find random resource nodes to harvest. I'd rather have everything in one location so I can go back and forth to it and craft. This is why I think Horizon's crafting system was the best I've seen because it was as such that if all you wanted to do was craft you could be able to and all of the resources to be harvested where in one location (seperated by type of course at times). No running around with your head cut off looking for something you knew right where it was. With DAoC, all materials were npc bought which was great I felt since you just had to worry about gold to practice to get your level and skill up.

    EQ2's is much better after they got rid of all the subcombines since that was nothing but a time sink. Complex it could be seen but I saw nothing but a time sink to slow down the game even further.

  • MoiraeMoirae Member RarePosts: 3,318
    I won't vote. Your poll is biased. It's not so black and white.

    Crafting is better than it was.


  • moonDOTdkmoonDOTdk Member Posts: 50

    It is superb!

    It is so nice that you now just can go and make your finished product, instead of needed to make one component that is needed to make an component that is needed as one of the component to make the finished product.

    Provisioner offen needed chocolate bars and that sucked cus u always had to keep some T2 and T3 raws to be able to make all the recipes you learn.

    And now with the new rush orders where you actually gain something then its also fun to grind levels without vitality.

    image

  • SiamkoSiamko Member Posts: 13

    I will agree that the harvesting to gain the essential materials to actually craft said items was somewhat lacking. In my opinion I do think that raw materails do need to be available at all times in some form. However this could cause a disgruntled attitude in the in game economy. You would have to control npc pricing by having it be the average of what the player market is currently at.(In Game Economy discussion on the Eve Online thread also has a poll.)

    I am a fan of the actual break down of the item into its different parts but again these parts should also be made readily available for those who wish to avoid the noted time sink. And again these things should be priced on the average of the player market. I do think however that it should be more enticing to be a crafter and have the means to do so with the same amount of ease as being a combat character.

    I would also like to see society goods such as if you live on the plains you have more food readily availble mountians more ore and minerals, forests more wood, and so on. I think this would encourage trade and also make crafting more specific and more meaningful to the crafter to help define his or her ingame persona. Rather than everyone in game having the exact same down to the last minute detail crafting experience. Make sure eveyone has the same oppurtunity but make it more specialized, not forced but volountary.

  • olddaddyolddaddy Member Posts: 3,356

    Actually, the crafting system, getting rid of the subcombines, is better than it was. The subcombines are a nice touch, but it is predicated on there actually being a thriving market on which you can purchase the subcombines at a reasonable price. This never really occurred.

    The breakdown in the crafting system comes in the harvesting, and the marketing.

    Harvesting, you are now out competing with many other players over limited nodes. This is especially hard on roots, as all crafted items utilize roots as the replacements to the resins, washes, and oils. In zones like Nektulos/Thundering Steppes, this is not a problem,  as they are multiple large zones with plenty of harvestable areas. Once you enter Desert of Flames, however, you will find Sinking Sands has very limited areas for roots, and everybody and their entire family is there waiting for that node to pop. Thus, the time sink has now become gathering.

    Once you gather the materials, you are making products nobody wants to buy. Monster drops are much better than crafted items. Don't bother to make armor/weapons unless they are rare and imbued. Potions sit on the market unpurchased forever because the player base remains unaware of their identities and potential. There is a poor search mechanism for items that you don't know the name of. Outfitters picked up some suits and dresses, but these don't sell well. And decent bags are now given away as quest rewards in the starter zones. I have seen crafted items sell on the market for a few silver pieces over what a vendor would pay.

    In this latest revamp, SOE eliminated the "profit" based on the time players spend gathering and crafting. Now you can sell back to the vendor only for your fuel cost. I would love to redo the compensation sytem for SOE employees, and eliminate their compensation for their time, and putting together materials for this game. See how they like just recovering their fuel cost. Makes them really want to engage in an activity. They'd probably quit.

    Overall, I think crafting has become a mindless time sink in which the only reason to craft is to set up your alts with some spiffy equipment at low cost.

  • lillinlillin Member Posts: 207

    I think its good the casual player can do crafting.  I think it is poor taste they made it a brainless process.

    Crafting lost a huge part of its fun though, no money in it.  Supply out weighs demand so the reward of money earned per time invested was screwed up.  Now you spend a bunch of time and make very little, i mean very little.  Crafting should be like adventuring, a skilled player should have the upper hand ........ yet in its current form there is no upper hand so supply went through the roof and now no one is rewarded well for the time they spend.

  • SyriSyri Member UncommonPosts: 230
    I think the crafting system itself is pretty good. nice that you actually have some activity during the craft to determine if it's good or bad. Has a few things that could certainly improve, but decent none the less.
    The gathering can be tiresome, i agree. but you can at least buy stuff from the marketplace within  the crafting zones, so at least you can restock if you need something desperately.
    overall though, i'd say it's not a bad system, could be better, but could be a whole lot worse too. just need to look at wow, with it's auto-craft, no skill, oh-so-limited in what you can make system...
    this is my view at least, though i guess some like just getting the items from their shopping list and clicking "craft all" then taking the glory.


    ------------------------------
    Currently playing: Rift

    former player of: DAoC, Everquest 2, Guild Wars, SWG (pre-NGE), WoW, Warhammer online, LotR:O

  • YeeboYeebo Member UncommonPosts: 1,361

    I played before the crafting revamp, and enjoyed the crafting more than the adventuring parts of the game.  Eventually, however, the idea of making 100 items so i could crank out ten scrolls got really old.  I was making decent money auctioning ability scrolls.  At the time I seemed to be the only one putting the low level ones up for sale on my server and, rumors to the contrary, there weren't enough of the dropped books on the market to provided much competition.   From what everyone is saying it seems like the crafting is far less tedious (yay!) and makes far less coin (dern!)  now.   


    I don't want to write this, and you don't want to read it. But now it's too late for both of us.

  • lomillerlomiller Member Posts: 1,810


    Originally posted by lillin

    I think its good the casual player can do crafting.  I think it is poor taste they made it a brainless process.
    Crafting lost a huge part of its fun though, no money in it.  Supply out weighs demand so the reward of money earned per time invested was screwed up.  Now you spend a bunch of time and make very little, i mean very little.  Crafting should be like adventuring, a skilled player should have the upper hand ........ yet in its current form there is no upper hand so supply went through the roof and now no one is rewarded well for the time they spend.


    Strange how you complain it’s been made to easy then a few lines later complain it too hard. Personally I’ve sold over 1000 plat worth of crated items since the revamp, so a smart skilled player can do very well indeed.

  • NiberNiber Member Posts: 203
    It's great .. if you enjoy adventuring. If you're coming to EQ2 to craft you're in for a rude awakening.

    Crafting is more fluff than anything, it's easy to level and the biproducts aren't really desired since most mob drops are better.  Common armor and weapons can't be given away and rare combines are generally very cheap because of the competiton to get work.


  • moonDOTdkmoonDOTdk Member Posts: 50


    Originally posted by lomiller

    Originally posted by lillin

    I think its good the casual player can do crafting.  I think it is poor taste they made it a brainless process.
    Crafting lost a huge part of its fun though, no money in it.  Supply out weighs demand so the reward of money earned per time invested was screwed up.  Now you spend a bunch of time and make very little, i mean very little.  Crafting should be like adventuring, a skilled player should have the upper hand ........ yet in its current form there is no upper hand so supply went through the roof and now no one is rewarded well for the time they spend.

    Strange how you complain it’s been made to easy then a few lines later complain it too hard. Personally I’ve sold over 1000 plat worth of crated items since the revamp, so a smart skilled player can do very well indeed.


    On Darathar the prices for T4 and T5 legendary jewelry, now mastercrafted, changed alot in price after LU24, before it was 1pp for T4 and 1.5 PP for T5, today its 40g and 55g, and still i sell for more money today then before the LU24 cus no one wanted to waste 1 hour to make 5 rings today it takes 5 min to make 5 rings.

    I went from a daily 30g sale to 2.5 PP on jewelry only.

    It nothing with skill or have maked it into brainless process. I still see newbies that complains about the system cus they dont know how to counter failuers and starts crying cus they just wasted 1 steel cluster that only got them some shaped leggings and now they cant imbue them.

    And crafting lost a huge part of its fun? What planet are you from ? It gained its fun now, and specially after the rush orders on place.

    and lomiller damn 1000 plat on such short time ? You must be on a very active server heh

    image

  • Bl@ckVoidBl@ckVoid Member UncommonPosts: 115


    Originally posted by olddaddy

    Overall, I think crafting has become a mindless time sink in which the only reason to craft is to set up your alts with some spiffy equipment at low cost.


    Agree 99%. 1% is that rare pristine items usually better
    than same tier monsters’ drops.


    What they have to do is to make raw materials available at crafting instance
    from NPC. And include the price of ALL components into sale price to NPC.

    When I
    see boiled leather 8s each on broker (and trust me there are some dudes trying
    to sell them for 90s) I don't know if I want to cry or laugh. Looks like money
    mining companies lobbied some managers at SOE to keep crafting system as it is.



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