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I was wondering how much choice a player have in the game?
I mean, if someone want to be the best crafter in the whole world, what does this game mechanic expect him to do? A game like EQ expect him to combine about 3000 times and raid to acquire the component. What is HJ views on this? Also, if someone like to solo or group in PvE but are allergics to raiding and PvP, will they be happy or limited to be second class heroes?
- "If I understand you well, you are telling me until next time. " - Ren
Comments
- "If I understand you well, you are telling me until next time. " - Ren
At this time I do we do not know for sure how every system will look . There are still many systems we're storyboarding and others that are just starting to be developed and coded. Though I'm a critter guy and I don't know much about crafting and stuff like that, for PvE and PvP I believe the brass have stated we will support multiple servers with various Rules of Engagements. So you should find one or more servers with the ROE you like when we deploy. But overall we're not going to make it boring. - More Fun, Less Tedium - is our motto.
GameMonster Uska
Critters Rule
It is likely you'll have to raid for the material, patterns, etc.
Hero's Journey looks like it is continuing the EQ trend of having equipment be valuable and unique which limits the crafters role to the role of a filler between uber drops. Personally, I hate this idea and think that weapons/armor should be losable so that crafters are useful as a supply of usable weapons/armor without having to hunt/raid. Rome Victora (sp) has a good model for looting in pvp vs. pve, but it does not look like HJ will let players lose items of consequence.
Also it is unlikely that you'll be able to level up blacksmithing outside of leveling up characters. While they may have some blacksmith quests, its unlikely (unless they make blacksmithing a seperate profession) that you can level up blacksmithing without hunting monsters and gaining it incidientally when you spend your skill points (or whatever equiv the game has).
Currently, HJ has items that have abilities just like your character does. The cool then, then, is that you advance your items in a similar way to how you would level up your character. As you do, you enhance those abilities, choose sub-abilities, go down different enhancement branches, etc.
In this way you create unique items of significant in-game value.
This is a type of crafting, but quite different than anything anyone else is doing. In point of fact, I consider what most games call "crafting"... that is, clicking a button to create a 100 blue feather arrows... not crafting at all... that sounds more like manufacturing to me!
In HJ, you actually invest yourself in the craftmanship of building something unique. Perhaps something suited to a particular character (on comission?) or a particular use. So instead of mass-producing generic stuff, you are making things that... if you are good.. have your unique signature and style.
-- David
Man, this game keeps sounding better and better...
You know, you Sim guys and gals aren't just making all this up, telling us exactly what we want to hear, only to pull a big SIKE!! on us later on, are you?
JUST KIDDING, JUST KIDDING
Thanks for the answer!
I am definitely going to look more and more forward to HJ!
(Despite my pro-solo and crafting stances, I am mostly a grouper who is on a crusade against PvP and raiding alike)
- "If I understand you well, you are telling me until next time. " - Ren
Dave, this sounds great. Their is still just one of my questions that has still not been answered. How will materials for item production be acquired? Combat, harvesting, combination of the two? It may seem trivial, but as I stated before, sometimes I just want to craft without killing mobs to get the necessary items. Will this be possible?