crafting is done at a forge after speaking to an npc. you can find broken stuff out in the world,and then take it to this npc to fix it. you then have to find the ingredients you need and then repair the item using them. same system for creating new itesm entirely,you find a recipe,hunt the ingredients and then forge.
Crafting is not deep, it is performed entirely by a NPC, and the only thing they do is make items without stats because TCoS does not have dropped items or crafted items with stats as is described on site.
Crafting is not deep, it is performed entirely by a NPC, and the only thing they do is make items without stats because TCoS does not have dropped items or crafted items with stats as is described on site.
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
Crafting is not deep, it is performed entirely by a NPC, and the only thing they do is make items without stats because TCoS does not have dropped items or crafted items with stats as is described on site.
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
Crafted by a NPC. The player just fetches the ingredients. That's not real crafting or deep. The player requires no crafting skill or needs to develop any crafting or harvesting skills. Weakness.
This will make it certainly hard for me to convince the dedicated crafters of my guild (which includes me) to make TCoS our harbor after TR closes. Love the gameplay (at least what I see so far from the videos), but lacking some sensible crafting makes the game feel kinda shallow.
I mean, there are very, very few games where crafting is really a worthwhile pastime, where your crafted items actually play a meaningful role in the item market (EvE is the notable and almost only exception that comes to my mind), but usually MMOs at least pay some lip service to the idea that people make their own tools.
Then again, TCoS are allegedly not too item-centric when compared to usual MMOs where items are basically what defines your chances of success, so probably crafting isn't that important either.
Crafting is not deep, it is performed entirely by a NPC, and the only thing they do is make items without stats because TCoS does not have dropped items or crafted items with stats as is described on site.
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
Agree.. isn't that the whole point of not having uber armor drops.. the sigils?
Why didn't they take the approach of a unique crafting system where you are rewarded for building that craft by being able to create bigger and better sigils for use in your armor?
I'd want a system where you can specialize as needed... first step - specialize in creating powders and potions from plant ingredients.
second step, specialize in metalourgy and create alloys from raw materials combined with the powders and potions you made earlier
third step, specialize in a trade so you can now take the alloys and create armor (ie: blacksmith) or clothing (ie: tailor).
Building your skills along the way to advance your character is a great feat... just finding items and taking them to a NPC for a - click - here you go is another cop-out approach... ho hum...
Comments
http://www.spellborn.com/en/index.html
Go nuts...
Unfortunately no housing and no crafting in TCoS as described on site.
I went to the site...Saw NO mention of housing but a deep crafting system was described. Are you saying neither is in the game ?
crafting is done at a forge after speaking to an npc. you can find broken stuff out in the world,and then take it to this npc to fix it. you then have to find the ingredients you need and then repair the item using them. same system for creating new itesm entirely,you find a recipe,hunt the ingredients and then forge.
http://www.tcos.com/en/content,61,crafting.html
no housing at launch,though who knows if it would ever go in.
Crafting is not deep, it is performed entirely by a NPC, and the only thing they do is make items without stats because TCoS does not have dropped items or crafted items with stats as is described on site.
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
--
Delanor
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
Crafted by a NPC. The player just fetches the ingredients. That's not real crafting or deep. The player requires no crafting skill or needs to develop any crafting or harvesting skills. Weakness.
This will make it certainly hard for me to convince the dedicated crafters of my guild (which includes me) to make TCoS our harbor after TR closes. Love the gameplay (at least what I see so far from the videos), but lacking some sensible crafting makes the game feel kinda shallow.
I mean, there are very, very few games where crafting is really a worthwhile pastime, where your crafted items actually play a meaningful role in the item market (EvE is the notable and almost only exception that comes to my mind), but usually MMOs at least pay some lip service to the idea that people make their own tools.
Then again, TCoS are allegedly not too item-centric when compared to usual MMOs where items are basically what defines your chances of success, so probably crafting isn't that important either.
I do not know what you read on whatever site, but Sigils have effect on character performance much like stats and they drop and can be crafted.
Sigils? I thought those were in vanguard.
playing eq2 and two worlds
Agree.. isn't that the whole point of not having uber armor drops.. the sigils?
Why didn't they take the approach of a unique crafting system where you are rewarded for building that craft by being able to create bigger and better sigils for use in your armor?
I'd want a system where you can specialize as needed... first step - specialize in creating powders and potions from plant ingredients.
second step, specialize in metalourgy and create alloys from raw materials combined with the powders and potions you made earlier
third step, specialize in a trade so you can now take the alloys and create armor (ie: blacksmith) or clothing (ie: tailor).
Building your skills along the way to advance your character is a great feat... just finding items and taking them to a NPC for a - click - here you go is another cop-out approach... ho hum...