Being forced to join a hardcore guild to craft the best items in the game? "Gathering areas" Crafting anywhere? No crafting until 40? All I can say is thank god I had no desire in the first place to craft in AoC because I think this announcement would have turned me away from the game entirely.
Yeah, good thing it's not only the hardcore guilds, but other casual guilds as well planning to make crafting cities, right Oh, and that there is only 1 gathering areas where you find abundance of all crafting items (though you will find the odd node in other areas). Phew, and I'm glad they are working/talking about allowing crafting at level 20 instead of 40 due to tester feedback.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Well Dameonk, this annoucement has done just that for me. What I mean is: the main reason I was planning on buying AoC over WAR, despite my distaste for AoC's setting, was for the promising crafting system they were developing. With the prestige class of crafter, city building etc it sounded as though it would be rather robust. Now with the annoucement you can not craft until lvl 40, can only have one crafting class and how useless some classes might be without weathering the frustrations of joining a large guild I have well and truely lost interest. The differences between AoC and other games on the market seem to be reducing with every annoucement.
Are you people aware that resources are contested and that there is a steady need of wood and stone to keep buildings up ? In a PvP heavy game this means the battlefield is not only in the borderlands Its not only about siege, its also about cutting supplies. There will be quite some havoc.
I already 'craft' at work, so it makes me happy when I log into a game where I don't have to
For the people that really like crafting there is Vanguard and it is fun for a while but the grind will get you sad and make you silly, it is the best crafting system out there but it takes a lot of time to craft items and get to the max level where every crafter wants to be there to be able to craft useful items.
Crafting has always been the most boring aspect of all the MMOs I have played and you have to do it to be competitive or manage financially and that's bit annoying for the people who don't want to spend their time clicking buttons to craft items for hours and hours - if you don't, then you get ripped off by the crafters or chinese farmers that do the crafting thing. Prices are all about supply and demand after all.
I already 'craft' at work, so it makes me happy when I log into a game where I don't have to For the people that really like crafting there is Vanguard and it is fun for a while but the grind will get you sad and make you silly, it is the best crafting system out there but it takes a lot of time to craft items and get to the max level where every crafter wants to be there to be able to craft useful items. Crafting has always been the most boring aspect of all the MMOs I have played and you have to do it to be competitive or manage financially and that's bit annoying for the people who don't want to spend their time clicking buttons to craft items for hours and hours - if you don't, then you get ripped off by the crafters or chinese farmers that do the crafting thing. Prices are all about supply and demand after all. My 2coppers.
you may not like it but there are alot of people who like to unwind and not kill things some days. In SWG...i pvp'd alot, killed alot of things...but at the end of the day...i would log into my crafter..and unwind an hour or so...just making some foods or go out and check my harvesters.
Contested areas....well..there is no unwind then...your basically killing and waiting to be killed just collecting some simple resources. And to have to be in a large guild just to craft? bleh.....I love how companies think us crafters are second rate..when in essence we are the ones who help fit a warrior or produce your heal potions. You know what bottlenecking your crafters leads to...
1) small amount of crafters...not many options...price sky rockets
2) large amount of crafters....prices become competitive, due to large amount of crafters...
People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
Gaute made some good replies to the crafting discussion on the official forums, everyone should take a look.
I'll post some tidbits to add to the discussion.
-Age of Conan is NOT a virtual economy simulator. With that being said, noone should expect crafting and the player ecoomy to take a front seat to the pvp, pve and combat side of the game.
-Crafters need guilds. Yep, if you want to craft some of the higher tier items, you need to be in a guild and have access to a better building (the crafting buildings in player cities have different tiers of improvement which unlocks new higher teir weapons) Now some people do not like this aspect of having to be in a good guild but.....its called inter dependance and something mmo's have been missing for a long time.
- Having players only specialize in ONE crafting profession is good for the economy. The tradeposts wont be flooded with stuff becuase everyone can make everything, and it forces players to commit to one specific crafting class and focus on that class. This will make for a more competitive market and result in better items for the players. Who can make the best swords, who has the best resources, who uses good gems etc.
- Fighting over contested resource locations bridges a much needed gap between the crafters and combat players. This is another much needed but missing aspect in mmo's. Both player types have to work together to get the good resources. Once again, theres that "inter-dependance" aspect again.
Gaute made some good replies to the crafting discussion on the official forums, everyone should take a look. I'll post some tidbits to add to the discussion. -Age of Conan is NOT a virtual economy simulator. With that being said, noone should expect crafting and the player ecoomy to take a front seat to the pvp, pve and combat side of the game.Funny i thought the best pvp stuff was crafted....so now your saying its another loot drop? aka....raiding is taking front seat again isnt it
-Crafters need guilds. Yep, if you want to craft some of the higher tier items, you need to be in a guild and have access to a better building (the crafting buildings in player cities have different tiers of improvement which unlocks new higher teir weapons) Now some people do not like this aspect of having to be in a good guild but.....its called inter dependance and something mmo's have been missing for a long time.Not saying interdependancy is a bad thing....in fact i agree it needs to be encouraged. Its the LARGE guilds getting what they want with basically small guilds being the second class citizen that is the problem.
- Having players only specialize in ONE crafting profession is good for the economy. The tradeposts wont be flooded with stuff becuase everyone can make everything, and it forces players to commit to one specific crafting class and focus on that class. This will make for a more competitive market and result in better items for the players. Who can make the best swords, who has the best resources, who uses good gems etc.Yup...but without flooding...you also get ridiculous prices....no competition = controlled pricing.
- Fighting over contested resource locations bridges a much needed gap between the crafters and combat players. This is another much needed but missing aspect in mmo's. Both player types have to work together to get the good resources. Once again, theres that "inter-dependance" aspect again. Actually it is the exact opposite...or those who pve/pvp who use a crafter alt....want NOTHING to do with pvp/pve during craft play. I know you know crafters....go take a consensus....prove me wrong.
To me, i'm disappointed. AoC have such a beautiful landscape but now knowing that i will never attain something very good by accidentally chance upon them in the open world, but rather ive to be in the best guild that always occupied the place or a guild that always raid so i can have the best items, really left a bad taste in my mouth.
Any different about this "end-game" aspect compare to WoW? not to me...... So if i work hard and somehow im not in a good guild (because i will only play this game after most of you have reach the lvl cap and see what you guys have to say about the "end-game", than will i decide to get involve....) i will know that i will just be a average crafter again...
Heres my take off what they have told us and keep in mind I am excited about AoC for the combat, gritty open world pvp and Conan lore...not for crafting. SO I have a very simplistic view on the crafting system. Pro's: -No crafting 300 of item X to get to Item Y to craft 500 times to get to item Z. -Quest based leveling, not macro infront of a forge to level -Crafted Items are better for pvp then loot drop items -Items can be customized and enhanced by other crafters -Players are dependant on each other for crafting complete items -Alot of items to play with...over 1500 armor sets?!!! Sweet baby Jesus, SWG had about 25? -Resource quality matters (this adds a very important strategic pvp and rp aspect to resource nodes in the BK) -You can actually gather and harvest everything you find, you are not pigeonholed into one type of gatherer. Con's: -Not the SWG system level of crafting complexity -No coloring or dye options spoken of for armor and clothing -Players are committed to only one crafting class
QFT! I always liked the Jack o' Trades approach to crafting, myself - as a casual player, I like to do a little of this, a little of that. Limited to only one crafting class stinks! I liked the way Ryzom let you craft anything [though I didn't like the standard "craft 1000 of x to gain enough xp to be able to craft 1000 y"] once you learned the formula.
- Having players only specialize in ONE crafting profession is good for the economy. The tradeposts wont be flooded with stuff becuase everyone can make everything, and it forces players to commit to one specific crafting class and focus on that class. This will make for a more competitive market and result in better items for the players. Who can make the best swords, who has the best resources, who uses good gems etc. - Fighting over contested resource locations bridges a much needed gap between the crafters and combat players. This is another much needed but missing aspect in mmo's. Both player types have to work together to get the good resources. Once again, theres that "inter-dependance" aspect again.
The first means that one guild [or possibly two] will dominate everything. Their crafters will be able to make things much better than anything else around. No need for small guilds or independants - your goods will always be inferior.
The second could be good, though again, one or two guilds will control all access - if you're not in that guild, you lose, go home, no mats for you!
The only way that these could be made to work would be to have resources scattered so that it would be virtually impossible for one group to control the entire area [it sounds like the resources are all in one area atm, unless I was reading some of the posts here incorrectly].
1) small amount of crafters...not many options...price sky rockets 2) large amount of crafters....prices become competitive, due to large amount of crafters... People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
1) small amount of crafters...not many options...price sky rockets 2) large amount of crafters....prices become competitive, due to large amount of crafters... People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"
crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
i think the problem is that people want to be unique where thousands roam with the same reason. If devs. give people what they want freely they are actually not giving it. if they dont, people whine that its grindfest, item centric, raid centric etc.
if crafting was easy to attain, if i was able to craft everything with a single char, if i didnt need anyone else; shouldnt the same rules apply to you? and if same rules applied to you what would you need me for? to who would i sell to, whom would i buy from?
if AO is any indication to how complex they can make crafting, there is nothing to worry. besides they dont code on stones. things can and will change after launch. this is something very hard to beta-test.
1) small amount of crafters...not many options...price sky rockets 2) large amount of crafters....prices become competitive, due to large amount of crafters... People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"
crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
Gaute made some good replies to the crafting discussion on the official forums, everyone should take a look. I'll post some tidbits to add to the discussion. -Age of Conan is NOT a virtual economy simulator. With that being said, noone should expect crafting and the player ecoomy to take a front seat to the pvp, pve and combat side of the game.Funny i thought the best pvp stuff was crafted....so now your saying its another loot drop? aka....raiding is taking front seat again isnt it The best PvP gear is supposedly crafted becasue you can add "gems" to it to create more specialized gear. I was reffering to the comments about people being so disappointed that "dev time" was spent more on crafting than the other parts of the game. Im not here to say the crafting is awesome, becuase it isnt. But it isnt crappy either like in so many other games like Lotro or VG. What I am saying is that this is Age of Conan, not Age of Wall Street.
-Crafters need guilds. Yep, if you want to craft some of the higher tier items, you need to be in a guild and have access to a better building (the crafting buildings in player cities have different tiers of improvement which unlocks new higher teir weapons) Now some people do not like this aspect of having to be in a good guild but.....its called inter dependance and something mmo's have been missing for a long time.Not saying interdependancy is a bad thing....in fact i agree it needs to be encouraged. Its the LARGE guilds getting what they want with basically small guilds being the second class citizen that is the problem. 30 people in a guild will have the same crafting advantages as the 200 person guild, but I personally like the fact that guilds actually "matter" beyond just a group of like minded people. This adds value and thus will create better managed and quality guilds I think. We will see how this plays out, but I do suspect that "size matters" will still have some facet. This opens up some guild politics between the larger and smaller guilds.
- Having players only specialize in ONE crafting profession is good for the economy. The tradeposts wont be flooded with stuff becuase everyone can make everything, and it forces players to commit to one specific crafting class and focus on that class. This will make for a more competitive market and result in better items for the players. Who can make the best swords, who has the best resources, who uses good gems etc.Yup...but without flooding...you also get ridiculous prices....no competition = controlled pricing. I think I can safely say that there will be more than one of any of the crafting professions. There may be one "best" at each category, but there will always be someone willing to challenge that in crafting. Im happy with the fact if your a weaponsmith, then you focus on weapons and not do armor part time and cook as well. Thats just my opinion, I like the crafters that focus and specialize in one thing. - Fighting over contested resource locations bridges a much needed gap between the crafters and combat players. This is another much needed but missing aspect in mmo's. Both player types have to work together to get the good resources. Once again, theres that "inter-dependance" aspect again. Actually it is the exact opposite...or those who pve/pvp who use a crafter alt....want NOTHING to do with pvp/pve during craft play. I know you know crafters....go take a consensus....prove me wrong.
You arent crafting during these fights for resource nodes. I doubt there will be an armorsmith out there duking it out with the cook. It is going to be crafter classes depending on combat classes to get the resoruces from these certain areas. This does add a nice symboitic relationship between the two. Not all the nodes are going to be contested from what I have read, just some of the special ones in the BK. I miss the combat / crafter relationships. Its keeps both honest on the market. Krayt tissues anyone? btw, my crafting buddies love the fact it isnt "go to x, plop down a harvester, rinse and repeat". The fact that resources are earned and not given gets them all warm and fuzzy.
Pretty much agree with all you've said Joe with the exception of crafters depending on adventurers for item. Reason is that crafting tier availability is directly related to adventure level. So, it's not like the crafters have to sit at home city and wait for materials to be delivered. They are going to have to level, which means they can go out and gather their own resources. Sure, they may accept materials for other players, but I don't think it'll be on a level to where the term "dependence" can be applied.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Meh, I lost interest in the economy side of AOC when I saw it was going to be YAVE (Yet Another Vendor Economy) and with this crafting -> quest -> level linkage system, even crafting is going to be just another PITA to do to grind money at higher level making the best cures and other usables by the bushel... Sad, really. Why, oh why, can't anyone do a decent player-run economy aside from EVE Online? Why must every crafted item be infinitely inferior to the stuff that drops as loot or as quest rewards (LOTRO problem), and why must making soup be somehow magically tied to how good I am at beating monsters over the head with a hammer? Oh well, once again I see that the only way to get it right is to do it yourself. At least AOC will still have a fun combat system and a lot of lore/world content that I can go roam through. Too bad it won't last for too long, though.
Cant agree more. When will the Devs get a clue especially now when economy can totally ruin a potentialy decent game.
at least its got resource gathering regions. i got so sick of running around the same old lands watching others grind off monsters whilst i ran around...and around...and around gathering resources that were so spread out it made no sense.
MMO wish list:
-Changeable worlds -Solid non level based game -Sharks with lasers attached to their heads
I *did* say it was a crazy idea. It's just my weird sense of humor. But seriously, my guess is that, what ever can be crafted can be un-crafted for lack of a better way of explaining myself. As we level up and can mine for better gems, maybe we can market our old stuff in its raw components so people who hate foraging can make use of them.
As a female, I'd like to know if we can mix and match pieces of armor we like for a unique look. When we come across a pattern book, will there be more than one thing in it. I want something between playing in pasties, matching heels and a thong and being covered from head to toe. I really don't want the latter after spending an hour or so making myself beautiful.
This is a huge disappointment to me, and a game breaker at least from the crafting end of it. Seperate zones for harvesting and crafting? Complete joke, and on top of that after 2 delays harvesting in the pvp area is out till sometime in the future....They should just take crafting out of the game and put it in, done correctly in the first expansion.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Brynlath
I *did* say it was a crazy idea. It's just my weird sense of humor. But seriously, my guess is that, what ever can be crafted can be un-crafted for lack of a better way of explaining myself. As we level up and can mine for better gems, maybe we can market our old stuff in its raw components so people who hate foraging can make use of them. As a female, I'd like to know if we can mix and match pieces of armor we like for a unique look. When we come across a pattern book, will there be more than one thing in it. I want something between playing in pasties, matching heels and a thong and being covered from head to toe. I really don't want the latter after spending an hour or so making myself beautiful.
Oh im pretty such you can mix and match from any of the 1500 Armor sets (4-8 Pieces each) - not sure on the raw component part it might be there at aunch it might not, but good idea though.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Randd
This is a huge disappointment to me, and a game breaker at least from the crafting end of it. Seperate zones for harvesting and crafting? Complete joke, and on top of that after 2 delays harvesting in the pvp area is out till sometime in the future....They should just take crafting out of the game and put it in, done correctly in the first expansion.
Actually its crafting villages, and you can harvest all over the map, its just some more common items needed for crafting will be available more in the area around the crafting hubs predominantly in the 3 main zones. Makes sense why a crafting hub would be built in a rich resource area right?
You will still need to travel outside the 3 main LARGE zones to get items needed. Especially rarer stuff. The higher tiered gear is not given to you on a plate free.
On a PvP server everywhere is Open PvP apart from in the Hubs themselves.
1) small amount of crafters...not many options...price sky rockets 2) large amount of crafters....prices become competitive, due to large amount of crafters... People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"
crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
Ganker or evil uber guild. It doesnt matter. This is the stuff PvP legends grow on. With or without crafting and gathering there will be a badass guild in AoC. There will be ganking psyco's. And probably there will be a few hitman to hire PvP, actually RP-PvP, at its finest. Not silly player grinding for points... hopefully.
If all turns out to be BS there is still a PvE server or a different game.
1) small amount of crafters...not many options...price sky rockets 2) large amount of crafters....prices become competitive, due to large amount of crafters... People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"
crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
Ganker or evil uber guild. It doesnt matter. This is the stuff PvP legends grow on. With or without crafting and gathering there will be a badass guild in AoC. There will be ganking psyco's. And probably there will be a few hitman to hire PvP, actually RP-PvP, at its finest. Not silly player grinding for points... hopefully.
If all turns out to be BS there is still a PvE server or a different game.
Actually, thinking about it a bit more, that's the perfect setting for Mercenaries to thrive on. Think about it! A Crafter is maybe making money, but alone, he's vulnerable while harvesting and whatnot. So he hires Mercs in order to protect him while he gets the materials necessary for his crafting process. ^^
Originally posted by singsofdeath Actually, thinking about it a bit more, that's the perfect setting for Mercenaries to thrive on. Think about it! A Crafter is maybe making money, but alone, he's vulnerable while harvesting and whatnot. So he hires Mercs in order to protect him while he gets the materials necessary for his crafting process. ^^
Yeah, imagine this cute healerette hopping over the meadows and collecting beatiful flowers. The sun is shining in her hair....
... while her badass barbarian ranger hubby is steathed behind a bush, guarding her and ready to smash skulls. Muahaha..
Comments
Yeah, good thing it's not only the hardcore guilds, but other casual guilds as well planning to make crafting cities, right Oh, and that there is only 1 gathering areas where you find abundance of all crafting items (though you will find the odd node in other areas). Phew, and I'm glad they are working/talking about allowing crafting at level 20 instead of 40 due to tester feedback.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
Well Dameonk, this annoucement has done just that for me. What I mean is: the main reason I was planning on buying AoC over WAR, despite my distaste for AoC's setting, was for the promising crafting system they were developing. With the prestige class of crafter, city building etc it sounded as though it would be rather robust. Now with the annoucement you can not craft until lvl 40, can only have one crafting class and how useless some classes might be without weathering the frustrations of joining a large guild I have well and truely lost interest. The differences between AoC and other games on the market seem to be reducing with every annoucement.
Are you people aware that resources are contested and that there is a steady need of wood and stone to keep buildings up ? In a PvP heavy game this means the battlefield is not only in the borderlands Its not only about siege, its also about cutting supplies. There will be quite some havoc.
I already 'craft' at work, so it makes me happy when I log into a game where I don't have to
For the people that really like crafting there is Vanguard and it is fun for a while but the grind will get you sad and make you silly, it is the best crafting system out there but it takes a lot of time to craft items and get to the max level where every crafter wants to be there to be able to craft useful items.
Crafting has always been the most boring aspect of all the MMOs I have played and you have to do it to be competitive or manage financially and that's bit annoying for the people who don't want to spend their time clicking buttons to craft items for hours and hours - if you don't, then you get ripped off by the crafters or chinese farmers that do the crafting thing. Prices are all about supply and demand after all.
My 2coppers.
Contested areas....well..there is no unwind then...your basically killing and waiting to be killed just collecting some simple resources. And to have to be in a large guild just to craft? bleh.....I love how companies think us crafters are second rate..when in essence we are the ones who help fit a warrior or produce your heal potions. You know what bottlenecking your crafters leads to...
1) small amount of crafters...not many options...price sky rockets
2) large amount of crafters....prices become competitive, due to large amount of crafters...
People, as well as companies, really over look the crafting game. I guarantee you this....if the crafting mechanics dont change (which at this point i doubt it).....your going to see very very few crafters in this game...crafted items will be priced high, with only a handful of crafters.
Gaute made some good replies to the crafting discussion on the official forums, everyone should take a look.
I'll post some tidbits to add to the discussion.
-Age of Conan is NOT a virtual economy simulator. With that being said, noone should expect crafting and the player ecoomy to take a front seat to the pvp, pve and combat side of the game.
-Crafters need guilds. Yep, if you want to craft some of the higher tier items, you need to be in a guild and have access to a better building (the crafting buildings in player cities have different tiers of improvement which unlocks new higher teir weapons) Now some people do not like this aspect of having to be in a good guild but.....its called inter dependance and something mmo's have been missing for a long time.
- Having players only specialize in ONE crafting profession is good for the economy. The tradeposts wont be flooded with stuff becuase everyone can make everything, and it forces players to commit to one specific crafting class and focus on that class. This will make for a more competitive market and result in better items for the players. Who can make the best swords, who has the best resources, who uses good gems etc.
- Fighting over contested resource locations bridges a much needed gap between the crafters and combat players. This is another much needed but missing aspect in mmo's. Both player types have to work together to get the good resources. Once again, theres that "inter-dependance" aspect again.
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To me, i'm disappointed. AoC have such a beautiful landscape but now knowing that i will never attain something very good by accidentally chance upon them in the open world, but rather ive to be in the best guild that always occupied the place or a guild that always raid so i can have the best items, really left a bad taste in my mouth.
Any different about this "end-game" aspect compare to WoW? not to me...... So if i work hard and somehow im not in a good guild (because i will only play this game after most of you have reach the lvl cap and see what you guys have to say about the "end-game", than will i decide to get involve....) i will know that i will just be a average crafter again...
RIP Orc Choppa
QFT! I always liked the Jack o' Trades approach to crafting, myself - as a casual player, I like to do a little of this, a little of that. Limited to only one crafting class stinks! I liked the way Ryzom let you craft anything [though I didn't like the standard "craft 1000 of x to gain enough xp to be able to craft 1000 y"] once you learned the formula.
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The second could be good, though again, one or two guilds will control all access - if you're not in that guild, you lose, go home, no mats for you!
The only way that these could be made to work would be to have resources scattered so that it would be virtually impossible for one group to control the entire area [it sounds like the resources are all in one area atm, unless I was reading some of the posts here incorrectly].
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No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
i think the problem is that people want to be unique where thousands roam with the same reason. If devs. give people what they want freely they are actually not giving it. if they dont, people whine that its grindfest, item centric, raid centric etc.
if crafting was easy to attain, if i was able to craft everything with a single char, if i didnt need anyone else; shouldnt the same rules apply to you? and if same rules applied to you what would you need me for? to who would i sell to, whom would i buy from?
if AO is any indication to how complex they can make crafting, there is nothing to worry. besides they dont code on stones. things can and will change after launch. this is something very hard to beta-test.
I need more vespene gas.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
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Pretty much agree with all you've said Joe with the exception of crafters depending on adventurers for item. Reason is that crafting tier availability is directly related to adventure level. So, it's not like the crafters have to sit at home city and wait for materials to be delivered. They are going to have to level, which means they can go out and gather their own resources. Sure, they may accept materials for other players, but I don't think it'll be on a level to where the term "dependence" can be applied.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
Cant agree more. When will the Devs get a clue especially now when economy can totally ruin a potentialy decent game.
at least its got resource gathering regions. i got so sick of running around the same old lands watching others grind off monsters whilst i ran around...and around...and around gathering resources that were so spread out it made no sense.
MMO wish list:
-Changeable worlds
-Solid non level based game
-Sharks with lasers attached to their heads
I *did* say it was a crazy idea. It's just my weird sense of humor. But seriously, my guess is that, what ever can be crafted can be un-crafted for lack of a better way of explaining myself. As we level up and can mine for better gems, maybe we can market our old stuff in its raw components so people who hate foraging can make use of them.
As a female, I'd like to know if we can mix and match pieces of armor we like for a unique look. When we come across a pattern book, will there be more than one thing in it. I want something between playing in pasties, matching heels and a thong and being covered from head to toe. I really don't want the latter after spending an hour or so making myself beautiful.
This is a huge disappointment to me, and a game breaker at least from the crafting end of it. Seperate zones for harvesting and crafting? Complete joke, and on top of that after 2 delays harvesting in the pvp area is out till sometime in the future....They should just take crafting out of the game and put it in, done correctly in the first expansion.
Oh im pretty such you can mix and match from any of the 1500 Armor sets (4-8 Pieces each) - not sure on the raw component part it might be there at aunch it might not, but good idea though.
You will still need to travel outside the 3 main LARGE zones to get items needed. Especially rarer stuff. The higher tiered gear is not given to you on a plate free.
On a PvP server everywhere is Open PvP apart from in the Hubs themselves.
Hope that clears up your misconceptions.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
Ganker or evil uber guild. It doesnt matter. This is the stuff PvP legends grow on. With or without crafting and gathering there will be a badass guild in AoC. There will be ganking psyco's. And probably there will be a few hitman to hire PvP, actually RP-PvP, at its finest. Not silly player grinding for points... hopefully.If all turns out to be BS there is still a PvE server or a different game.
No, because crafting is quest driven. Everybody will be a maxed crafter. There is no wall of grind to seperate people. This game is about resources not the crafting itself. The game will be different on any available ruleset. Trust me, this will work well. Been playing a similar design before. It will be the counterweight to PvP mania, kind of a peacemaker. People will actually start to think if they want to spent their time on killing or on gathering. If you fight for every node you will waste time and gather less raws.
until a large guild comes in and says "hey we want that node"crafter: /runs for his life
so yes crafting will be bottle necked unless he or she is in a large guild....there will only be a few successful crafters in game....but we will see once the game comes out if i am right or wrong....give it until the 3rd month. After the initial wave of buyers, a second month...by the 3rd you know/see how the community will be. Bet you the best, and most successful crafters will be the ones in the large powerful guilds, and prices will be high for pvp gear (if it is still better crafted as opposed to looted)
It's not just powerfull guilds u have to worry about. In fact the biggest danger will probably come from gankers.
Ganker1: hmmm every1 in t eh border kingdom is grouped, no easy kills for us
Ganker2: oh i got an idea!!!!! lets go kill some crafters, what are they gonna kill us with? pickaxes????!!!!1111
Ganker or evil uber guild. It doesnt matter. This is the stuff PvP legends grow on. With or without crafting and gathering there will be a badass guild in AoC. There will be ganking psyco's. And probably there will be a few hitman to hire PvP, actually RP-PvP, at its finest. Not silly player grinding for points... hopefully.If all turns out to be BS there is still a PvE server or a different game.
Actually, thinking about it a bit more, that's the perfect setting for Mercenaries to thrive on. Think about it! A Crafter is maybe making money, but alone, he's vulnerable while harvesting and whatnot. So he hires Mercs in order to protect him while he gets the materials necessary for his crafting process. ^^
Which Final Fantasy Character Are You?
Final Fantasy 7
... while her badass barbarian ranger hubby is steathed behind a bush, guarding her and ready to smash skulls. Muahaha..