To start a game must have item destruction. If no items are leaving the economy then no need to replace them with new ones.
Crafted gear must be a better option to dropped gear and quest rewards or there is not reason to bother with crafting.
nah .. just do what Marvel Heroes does. Use crafting to upgrade and make consumables instead of making gear.
If that is what you are into good for you. I wouldn't call that crafting.
You are not the one who decide what is crafting and what is not.
If devs call it crafting, and if industry articles call it crafting, i will use the term.
And yes, that is the best casual crafting system i have seen. No fuss, no spending time crafting unwanted stuff, and always useful.
I decide what crafting is to me, which is the only person I can speak for. To me that is not crafting. You and everyone else can call it whatever you want. I'm not arguing that your opinion is wrong I am simply stating to me that is not crafting.
Your last line is interesting though. When I read that I pretty much hear "I hate crafting and this is all I can stomach".
I decide what crafting is to me, which is the only person I can speak for. To me that is not crafting. You and everyone else can call it whatever you want. I'm not arguing that your opinion is wrong I am simply stating to me that is not crafting.
Your last line is interesting though. When I read that I pretty much hear "I hate crafting and this is all I can stomach".
That is totally fine when you state as your personal opinion.
Oh i don't hate crafting. I only hate crafting defined by you, and l like this crafting system in MH, defined as crafting by me, the developers, and the industry.
Crafting needs to be as independent from adventuring as possible. What I mean by that is UO crafting was pretty independent of adventuring where WoW, LOTRO, Rift, etc. are all very dependent on adventuring. A crafter should be able to be a crafter and that is it.
All crafting resources should be either gathered or created. Hated in LOTRO how you constantly had to buy crap from npcs.
Crafting needs to be as independent from adventuring as possible. What I mean by that is UO crafting was pretty independent of adventuring where WoW, LOTRO, Rift, etc. are all very dependent on adventuring. A crafter should be able to be a crafter and that is it.
All crafting resources should be either gathered or created. Hated in LOTRO how you constantly had to buy crap from npcs.
At the same time, do you require the "adventurers" to be dependent on crafters?
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
I wouldn't say that crafting has to be independent, in fact I think that's just not good wording of what you're getting at.
I'd rather say that I want crafting to be self-sufficient.
You can make systems of invoices and orders and contracts and what not so that adventurers who want their DAILIEZZ can just look at a request board by a buncha crafters and pick and choose which orders to fulfill.
This gives adventurer types endless quests, and crafters a steady supply of material without having to level up an adventurer.
I wouldn't say that crafting has to be independent, in fact I think that's just not good wording of what you're getting at.
I'd rather say that I want crafting to be self-sufficient.
You can make systems of invoices and orders and contracts and what not so that adventurers who want their DAILIEZZ can just look at a request board by a buncha crafters and pick and choose which orders to fulfill.
This gives adventurer types endless quests, and crafters a steady supply of material without having to level up an adventurer.
Independence is good for me. If i am an adventurer, i don't want my fun to depend on some player crafters.
Hmm... I don't see quite the difference if you have X amount of quests from NPCs giving you gear, versus X amount of quests from players giving you gear/money/etc. ^^
Edit-I also need to learn how to use forum functions -.-;
I should state that all my comments are based on gear being an enhancement not a requirement. UO vs well mostly everything else. If your perception of gear is based on WoW or similar games where gear defines your character then we really aren't talking about the same thing at all. Also if I implied that adventures should have no crafting input at all I apologize that was not my intent. There should always be a give and take between crafters and adventures.
The problem is crafting as a game play option is impossible. Sure you can craft as an add-on to your adventure class but being a "crafter" is impossible. I don't want crafters to rain supreme over adventurers but there needs to be some balance returned to the formula.
What I think needs to be completely reworked is how nodes (which I hate) and dropped resources are staged per level area. So even if I wanted to create a crafting character once I get to the next tier of crafting my adventure class better be equal or I can not hope to gather my resources. The other option is to have a adventure gather and then have the crafters buy resources off a auction house. I'm not completely apposed to this but npc better pay the crafter more then the resources cost or there is no way a crafter could continue.
I am only here to agree with everything Venger said.
I'll wait to the day's end when the moon is high And then I'll rise with the tide with a lust for life, I'll Amass an army, and we'll harness a horde And then we'll limp across the land until we stand at the shore
Resource gathering and crafting should be two of the most important things in a MMO...The problem is that now almsto every MMO blows through all the leveling process so that makes these two null and void....It doesnt do any good to gather tier 1 stuff then make a tier 1 armor, when in 2 hours I'll be in tier 2 or 3 and getting better items through easy quests or dungeons?....Once these easy means of acquiring things came into MMOs the old school ways went by the wayside.....I'm under the impression that the 2013 MMO player wnats nothing to do with crafting or gathering...Now its all about fast and easy dungeon farming and way overpowered gear from them....And yeah i'm looking at WoW again to blame for this.
Comments
I decide what crafting is to me, which is the only person I can speak for. To me that is not crafting. You and everyone else can call it whatever you want. I'm not arguing that your opinion is wrong I am simply stating to me that is not crafting.
Your last line is interesting though. When I read that I pretty much hear "I hate crafting and this is all I can stomach".
That is totally fine when you state as your personal opinion.
Oh i don't hate crafting. I only hate crafting defined by you, and l like this crafting system in MH, defined as crafting by me, the developers, and the industry.
Crafting needs to be as independent from adventuring as possible. What I mean by that is UO crafting was pretty independent of adventuring where WoW, LOTRO, Rift, etc. are all very dependent on adventuring. A crafter should be able to be a crafter and that is it.
All crafting resources should be either gathered or created. Hated in LOTRO how you constantly had to buy crap from npcs.
At the same time, do you require the "adventurers" to be dependent on crafters?
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I wouldn't say that crafting has to be independent, in fact I think that's just not good wording of what you're getting at.
I'd rather say that I want crafting to be self-sufficient.
You can make systems of invoices and orders and contracts and what not so that adventurers who want their DAILIEZZ can just look at a request board by a buncha crafters and pick and choose which orders to fulfill.
This gives adventurer types endless quests, and crafters a steady supply of material without having to level up an adventurer.
Independence is good for me. If i am an adventurer, i don't want my fun to depend on some player crafters.
Hmm... I don't see quite the difference if you have X amount of quests from NPCs giving you gear, versus X amount of quests from players giving you gear/money/etc. ^^
Edit-I also need to learn how to use forum functions -.-;
I should state that all my comments are based on gear being an enhancement not a requirement. UO vs well mostly everything else. If your perception of gear is based on WoW or similar games where gear defines your character then we really aren't talking about the same thing at all. Also if I implied that adventures should have no crafting input at all I apologize that was not my intent. There should always be a give and take between crafters and adventures.
The problem is crafting as a game play option is impossible. Sure you can craft as an add-on to your adventure class but being a "crafter" is impossible. I don't want crafters to rain supreme over adventurers but there needs to be some balance returned to the formula.
What I think needs to be completely reworked is how nodes (which I hate) and dropped resources are staged per level area. So even if I wanted to create a crafting character once I get to the next tier of crafting my adventure class better be equal or I can not hope to gather my resources. The other option is to have a adventure gather and then have the crafters buy resources off a auction house. I'm not completely apposed to this but npc better pay the crafter more then the resources cost or there is no way a crafter could continue.
I'll wait to the day's end when the moon is high
And then I'll rise with the tide with a lust for life, I'll
Amass an army, and we'll harness a horde
And then we'll limp across the land until we stand at the shore
Says who? You?
I say combat is more important. It is just your opinion vs mine.