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crafter's dream game for sure.

Bobbie203Bobbie203 Member Posts: 136

Are you tired of your end game items, food and harvestors useless at end game. Are you tired of developers ignored your crafters items being non- useful at end game? Ever wished your crafted stuff sells in any levels of tiers and not worried about not getting profits from your hard work craft materials?

 

This game is for you.

:D

It has not been released in korea o china yet, so its another year before it gets to NA.

 

This game solves crafter's needs, all materials is not useless.

Comments

  • kantseemekantseeme Member Posts: 709

    Originally posted by Bobbie203

    Are you tired of your end game items, food and harvestors useless at end game. Are you tired of developers ignored your crafters items being non- useful at end game? Ever wished your crafted stuff sells in any levels of tiers and not worried about not getting profits from your hard work craft materials?

     

    This game is for you.

    :D

    It has not been released in korea o china yet, so its another year before it gets to NA.

     

    This game solves crafter's needs, all materials is not useless.

    As much as i hope this to be true, only time will tell if AA will be a crafters dream. If crafting is made to easy to do then no one will really need other crafters. they can just make more toons that can do other crafts and so on.

  • CyclopsSlayerCyclopsSlayer Member UncommonPosts: 532

    While I am NOT in beta, this is what I have gathered.

    There is a Labor Point systems that limits and controls crafting and gathering. Players earn 1 Laobr point every 5 minutes real time. Only 1 character on an account will earn Labor points at a time, you can select which at the character select screen. So a player will earn 288 Labor Points a day, no idea what if any cap there is on stored Labor points. So no crafting alts, without a seperate account. Every Crafting or Gathering operation consumes some number of Labor Points.

    In CBT4 crafting would earn skill, and from what I can decipher, at 0 skill the Labor costs would be doubled, at max skill the Labor would be half base. There seemed to be 1000 points on the skill bar to max, but there seemed some discussion to make that 10,000 come live. In CBT4 it was stated as taking 3.5 days concerted effort to max a skill, so if it does gor to 10K that would be ~35 days.

    All items have a durability and receive damage from usage. Quested items cannot be repaired. Regular items can be repaired, taking a vendor bought item, a Player crafter and of course Labor points.

    Here is a guide from the Russians - http://forums.goha.ru/showthread.php?t=740065

    Basically there are 8 tiers, each tier consumes an item of the previous tier in its recipe. So you make a raw T1 dagger, to make a T2 takes resources, vandor items and a T1 dagger. Stats can be assigned during crafting. Additionally items in a tier can be upgraded, although the exact procedure is uncertain, so Common to Uncommon to Rare to ....

     

  • kantseemekantseeme Member Posts: 709

    Originally posted by CyclopsSlay

    While I am NOT in beta, this is what I have gathered.

    There is a Labor Point systems that limits and controls crafting and gathering. Players earn 1 Laobr point every 5 minutes real time. Only 1 character on an account will earn Labor points at a time, you can select which at the character select screen. So a player will earn 288 Labor Points a day, no idea what if any cap there is on stored Labor points. So no crafting alts, without a seperate account. Every Crafting or Gathering operation consumes some number of Labor Points.

    In CBT4 crafting would earn skill, and from what I can decipher, at 0 skill the Labor costs would be doubled, at max skill the Labor would be half base. There seemed to be 1000 points on the skill bar to max, but there seemed some discussion to make that 10,000 come live. In CBT4 it was stated as taking 3.5 days concerted effort to max a skill, so if it does gor to 10K that would be ~35 days.

    All items have a durability and receive damage from usage. Quested items cannot be repaired. Regular items can be repaired, taking a vendor bought item, a Player crafter and of course Labor points.

    Here is a guide from the Russians - http://forums.goha.ru/showthread.php?t=740065

    Basically there are 8 tiers, each tier consumes an item of the previous tier in its recipe. So you make a raw T1 dagger, to make a T2 takes resources, vandor items and a T1 dagger. Stats can be assigned during crafting. Additionally items in a tier can be upgraded, although the exact procedure is uncertain, so Common to Uncommon to Rare to ....

     

    reading this made my pants tight. Im glad to see that crafting is made to be something usefull and at the same time, time consuming. A time investment needs to be made to be of worth. Cant just make a mad dash to max lvl.

  • nateslonateslo Member UncommonPosts: 49

    If I am understanding the system correctly, I really like the idea of having to wait a certain amount of time irl for in game benefits. This reminds me a little bit of eve , where you need to set skills and wait the time out to complete them, either in game or out of game. I personally really enjoy having my characer progress in game while I am away. It is a very strong motivating factor that draws me back to a game. I understand the system is quite a bit different from eve, one system having the character essentially level up while out of game and the other having the character accumulate points that can be used for leveling up. Anyway, sounds like a cool system to me :)

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