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Before I start, I know there are going to be plenty of fanboys saying how great the system is, blah blah...
Im basing this off my experience as a lvl 20 Leatherworker thats done tons of work orders and player made items. I also consulted at least 10 other crafters that I got to know while in the shop.
The crafting system in Vanguard is amazing, I love it, it is fun as heck and there are so many things you can make...unfortunately, it is broken and Sigil really doesnt seem to give a ra..s arse about it. From Friday through Monday they broadcast a message over the servers stating they knew about a complication issue in crafting (far too many complications happening while crafting), but yet, Tuesdays patch....NOTHING! They did nothing to resolve this issue. There were tons of minor tweaks to adventuring, pvp, diplomacy, the way mobs look, how your cape flows behind you, what the graphics of a dumb friggen icon are, but NOTHING about something essential to crafters leveling.
Leveling, that is another thing...I really have no issue with taking longer to level my crafter then I would take to level an adventurer, that is just what it is, and that is fine. The thing that bothers me is how Sigil/SOE present it..."We want all spheres to be about the same, take about the same time to level up, and they are all INDEPENDENT of each other"...umm, yeah..nice try. Want to get those recipes from another continent? No worries, just take the boat to wherever you want to go...oh, and kill 500 mobs to get faction high enough so you can actually talk to the crafters.
This is just me venting, if you want a great crafting system, check Vanguard in time, right now, definately not that great. If your a glutten for punishment and dont mind getting frustrated, have at it.
Comments
I ran into too many diplomatic quests bugging, messed some up becuase I aborted them and then retook them so I gave up with both dip and crafting for now, I get the feeling its not very high on the todo list.
GJ getting to 20 tho
As someone who loves the crafting system in Vanguard I'd have to say that I agree with you 100%, the culmination of the crafting/recipe bugs AND the grouping/adventuring bugs right now are taking so much of the fun away, I'm really getting frustrated.
That being said though, I think it's only fair to say that it is indeed only a week after release, things are going to be tough going for a while. Is it right? Absolutely not. Does it feel like Sigil/SOE could care less? I'm with you in that it seems like they really don't care. Even with all that though, it's only been a week.
Hopefully things will get worked out within the next month and a great crafting system will work itself out. I feel your pain though.
Important Information regarding Posting and You
However, the Sigil devs, especially the ones tasked with building and molding and fixing the crafting, have shown nothing but absolute devotion to improving the system and fixing the issues as they come up. The fact that no fix was announced in *this patch* does not mean they aren't working on a fix or have relegated crafting to the backburner.
How insanely far have we gone to demanding immediate gratification else they don't care? The crafting system is rich and interesting and diverse, and will only continue to get better. There will be bumps along the road, but if that's going to deter some or send people off into a tizzy, then perhaps MMO's aren't their cup o' tea.
2 fhead.
I'll start my own SWG... with Black Jack... and Hookers!!!
In fact, forget the SWG!!!!
I think part of the problem with the advancement is that during open beta there was a lot of massaging of the exp gain going on for the first 10 adventuring levels. They made the first 10 levels move very fast and after that it is supposed to slow down.
They forgot to translate this affect into crafting. Crafting is very slow to advance but looks highly rewarding for those that take the effort to get there.
That said, the foundation for crafting is very strong. I love the system in place. You can actually make money crafting work orders. Advancing crafting does not sacrifice all your coin. It just takes time.
Fix complications. Ease up on the first 10 levels of a crafters career and we'll be much better off.
Hmm... not fixing crafting bugs over a weekend doesn't translate to Sigil not caring about crafting...
But if it was me... fixing crafting bugs would be well below issues that involve adventuring or pvp....
but that's just me....
"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
But see that is the thing that bothers me, that seems (just or unjust on my part) to be the stance Sigil takes. These complications really do hinder our progression as a crafter. Just over a weekend to fix someting? Yeah, I think that should be adequate time, that is three days we are hindered. What kind of uproar would there be if adventuring classes kept getting one shotted every other mob they fought? I do love the system, but it is extremely frustrating to me that they dont take a more active role in trying to fix it.
Im really happy with the responses of this post though, everything is positive and there is not flaming...refreshing:)
All i got to say to allu whiners..... if you can do better apply at sigal.com im sure they are hiring programmers!!
QUIT UR WHINING ITS A BRAND NEW GAME!! what do u expect ?? 'perfection" (no such thing)
Don't get your panties in a wad just because they haven't been able to patch an acknowledged bug fast enough.
People like the original poster are a constant nuisance on MMORPG boards. They take what is otherwise a great experience and then stub their toe on a small issue, and then run around screaming on the forums like their leg was cut off and it's the end of the world and oh god the game is going to crash and burn if they don't do something about this immediately.
" CRAFTING NOTES
- Crafting Advisors have more information on specialization, tiers, and learning continental styles. More to come!
- Added additional Novice and Amateur armor recipes to Blacksmith and Outfitter instructors.
- Novice armor secondary component recipes are now given sooner to compensate for added armor recipes.
- Crafted robes should now have their continental effects properly attached.
- The cost of Exotic Goods has been increased.
- Fixed bug with Pocketed Artisan’s Cloak that was causing it to give more stats then what was displayed.
- Fixed issue with crafted bows that prevented them from working properly with some abilities.
- Halgarad blacksmiths now have to turn in the improved hammer for the last part of their novice quest.
- Striking dust is more powerful.
- Added a bunch of recipe scrolls to the work order rare tables for all trades and specializations.
- Fixed item level issue with crafted rods (were showing as 10 levels higher then they should).
- Spears of Hexes were corrected from spell focus to heal focus.
- The Kojan elemental jewelry quest is now non-repeatable as intended.
- Reduced the importance of station skill in reducing complication frequency.
- Corrected the description text on orbs.
- End actions have been adjusted and no longer show unnecessary item requirements.
- Arming the Shaletooth Tower quest should now ask for the proper items to be completed.
- The upgrade to bellows damage has had its name changed to remove any doubt as to who it is.
- Fixed armor recipe descriptions not displaying proper ingredient quantity requirements."
Perhaps not the fix you were looking for, but I wouldn't call that "NOTHING". It looks like they are doing a pretty good job of showing "love" to all 3 spheres.
Balance your thread with this players thread:
Originally posted by Drumwiz
"Well another patch, and still they haven't even touched on the major game issues. This is Another patch that they only focused on Diplomacy and crafting,..."
from this thread: www.mmorpg.com/gamelist.cfm/thread/115022
So, one player tells them not enough attention is being paid to Crafting; and another is telling them they are spending too much time on Crafting - which is it? Heh, welcome to the world of Devs for an MMO.
But see that is the thing that bothers me, that seems (just or unjust on my part) to be the stance Sigil takes. These complications really do hinder our progression as a crafter. Just over a weekend to fix someting? Yeah, I think that should be adequate time, that is three days we are hindered. What kind of uproar would there be if adventuring classes kept getting one shotted every other mob they fought? I do love the system, but it is extremely frustrating to me that they dont take a more active role in trying to fix it.
Im really happy with the responses of this post though, everything is positive and there is not flaming...refreshing:)
I apologize, I was a bit flippant with my earlier reply. I appreciate the folks who craft, but the reality is... people who enjoy crafting in MMO's are far outnumberd by people who love to kill stuff. More destroyers in the world than builders I guess. (count me in as a destroyer)
As such, they scream the loudest, and of course get greater attention than crafters. Crafters might not like it..but there's only so many resources to go around...have to divy them up somehow, and like another post said...they have been working on crafting...just haven't resolved a critical issue that is really impacting crafters.
My reference to the weekend is.... don't you think that maybe, just maybe, some developers actually take the weekend off? I'm sure this team has been on 14 hour days, 7 days a week for a good long time. Now that the game is out..some folks might want to return to their families. To be sure, there are people working over the weekend, but perhaps not the full team anymore now that the game has been released.
Now, if we get to this week's end w/o a fix (or a great explaination why they are having a problem) you can feel justified in being slighted...
"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
I know that Jorev was highly disappointed and look elsewhere. Jorev was my main tradeskill partner in old EQ and I would dare to say he was the main tradeskiller of the server, not alone, but he was definitely doing a LOT and very well.
To sums it in a way that would prolly make even Jorev cringes...Tradeskillers should be able to tradeskill alone and without the need of other aspects such as adventuring unless it is solo, yet in need to TRADE with other tradeskillers, not share a group with them...this is if I understand it well. You have to understand the mindset of the peoples doing tradeskills here, they are persons who invest themselves a lot, that have the desire to work to help others, but often have weird time constraints...thereby why only solo could be enforced on them...or items exchanges with other tradeskillers.
Anyway, that is, if I understand it well...personnally, I never like tradeskills to even start with, yet, I could bear them, as long as it remain under control and doesn't shadow the game.
Tradeskills done in the way Vanguard make it, favorise peoples who belong to a huge guild...this is the same argument of the small company VS the big company...and we all know that the small companies are what make the USA succeed and provide most of the jobs opportunities as well as the most final products. The big companies have weird ways, just like guilds...now in Vanguard, you have the tradeskills built in a way where the small companies have no chances and go bankrupt before even trying. The guild's tradeskiller shouldn't be ahead of non-guild tradeskillers...guilds are irrelevant to the task of tradeskilling, they could provide extra components, not exclusive components. Belonging to a guild shouldn't be all positive, it should be a tradeoff, do you want to cope with whatever the guild request of you in order to get extra ressources you could get on your own anyway? Now that would be interesting for all tradeskillers...but to have exclusive components in guild only, you just destroy that option and make only 1 road viable, losing much in the process...including most tradeskillers.
- "If I understand you well, you are telling me until next time. " - Ren
" CRAFTING NOTES
- Crafting Advisors have more information on specialization, tiers, and learning continental styles. More to come!
- Added additional Novice and Amateur armor recipes to Blacksmith and Outfitter instructors.
- Novice armor secondary component recipes are now given sooner to compensate for added armor recipes.
- Crafted robes should now have their continental effects properly attached.
- The cost of Exotic Goods has been increased.
- Fixed bug with Pocketed Artisan’s Cloak that was causing it to give more stats then what was displayed.
- Fixed issue with crafted bows that prevented them from working properly with some abilities.
- Halgarad blacksmiths now have to turn in the improved hammer for the last part of their novice quest.
- Striking dust is more powerful.
- Added a bunch of recipe scrolls to the work order rare tables for all trades and specializations.
- Fixed item level issue with crafted rods (were showing as 10 levels higher then they should).
- Spears of Hexes were corrected from spell focus to heal focus.
- The Kojan elemental jewelry quest is now non-repeatable as intended.
- Reduced the importance of station skill in reducing complication frequency.
- Corrected the description text on orbs.
- End actions have been adjusted and no longer show unnecessary item requirements.
- Arming the Shaletooth Tower quest should now ask for the proper items to be completed.
- The upgrade to bellows damage has had its name changed to remove any doubt as to who it is.
- Fixed armor recipe descriptions not displaying proper ingredient quantity requirements."
Perhaps not the fix you were looking for, but I wouldn't call that "NOTHING". It looks like they are doing a pretty good job of showing "love" to all 3 spheres.
Balance your thread with this players thread:
Originally posted by Drumwiz
"Well another patch, and still they haven't even touched on the major game issues. This is Another patch that they only focused on Diplomacy and crafting,..."
from this thread: www.mmorpg.com/gamelist.cfm/thread/115022
So, one player tells them not enough attention is being paid to Crafting; and another is telling them they are spending too much time on Crafting - which is it? Heh, welcome to the world of Devs for an MMO.
Exactly. You've got to understand the scope of a problem like this. I'm pretty darn sure they are back there trying to get everything in the position that they want it in. It is unfortunate that they can't do it as quick as some people like, but you're dealing with a very complex system (programming wise) that can't be fixed with a flip of the switch.
Give it a little more time. I just started crafting and the complications suck. But, I'm still working on it, so I guess it doesn't suck -that- bad.
Regards,
http://twitter.com/xmcgraw
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