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Information about WildStar has come largely from Carbine Studios....until today. We have a full suite of articles that cover the game in general, PvP, crafting, the Medic and Engineer classes and housing. It's a ton of information that you simply do not want to miss. Read on!
The world of Nexus is crammed full of useful stuff. It might be stuff that you loot from the stomach of a panthera, or stuff that you buy from an entrepreneurial Protostar Corporation employee. And now, thanks to WildStar’s tradeskills, it can be stuff you create yourself. After all, nothing is quite as special as when it has your own name stamped on it. Right?
Read more of Gareth Harmer's WildStar: Crafting - A Deep Experience.
Comments
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There are a lot of us crafting/econ meta players that are hopeful the amount of creativity we have seen in the game play and questing is fore-shadowing for the crafting options we all will see at launch. I am sure its a challenge for any studio. Most players want crafting to be either easy or not impact-ful if they choose not to pursue it, but to many of us its as important to our 'stickiness' to a game as PvP and Raiding.
I look forward to a lot of creative dev speak videos talking about Professions, the replacement of CBC, the Exchanges, and a few funny ones about Gathering where an Aurin gets eaten by an Ore Worm!
I'm a little uneasy about random mobs you have to fight while gathering. But other than that it seems pretty good.
Perhaps the random mobs that spawn while you are picking flowers or chopping rocks, end up dropping some materials once you kill them?
In WoW, "Skinners" have to kill their bounty before they get the crafting materials. It's fun to see that other Gathering professions might be subjected to the same in Wildstar
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There's two elements of depth that I drew attention to:
Currently playing: WildStar, Guild Wars 2, EVE Online, Vain Glory.
[quote] although it feels as though it can be a long process that requires both dedication and a bountiful supply of raw materials. [quote]
This is the part that concerns me.
How costly is crafting?(especially at lower levels). Typically, it's much better to craft on alts after you've built up a healthy supply of gold and resources. Otherwise you go broke trying to level up crafting. Any idea how crafting will fair in WIldstar since it's a loot-based economy? Was crafted gear any better than equivalent level looted gear?
I can mention that on my Medic, right out of the gate I was able to make a level 12 pair of resonators that was better than the 12 pair I was wearing from quest gear. How well that translates to later items, we'll have to see.
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In WoW, "Skinners" have to kill their bounty before they get the crafting materials. It's fun to see that other Gathering professions might be subjected to the same in Wildstar
Farming mats off mobs is fine. Adding combat to mining is kinda meh. As if its not tied into 95% of what you do these days anyway. Mining type activities area nice break from killing stuff. Hopefully its a rare occurrence.
Ruins those plans for afk macroing huh
Winner
hehe no not really. I can see how this would be a good bot deterrent, which is nice. I guess Im a purist. Dont feel the need to have combat in my gathering.
Farming mats off mobs is fine. Adding combat to mining is kinda meh. As if its not tied into 95% of what you do these days anyway. Mining type activities area nice break from killing stuff. Hopefully its a rare occurrence.
It could be an interesting attempt at breaking mining bot scripts which is pretty clever. I think bots are able to deal with these things much better than they used to. Rift had that problem with fishing bots and Trion added the mob spawn to the fishing area and the bots were able to handle them if they were appropriate level.
The problem is the mob spawn can't overpower the node harvester so it's not necessarily going to be that useful against a bot. It's more of a time-consuming inconvenience for them, and the player.
It would work if you had no choice but to run away as fast as you can as soon as it spawns. Maybe a 3% chance or something just to make sure everyone is at the keyboard hehe
For those concerned on the random rare spawns on mining nodes, they're all tradeskill-related: for instance the node might jump up and run away (it is on the back of a bug type creature) and you can run after it knocking more ore goodies off its back as it tries to break for freedom.
About 1% of the time it's on the back of a giant ore worm which jumps out of the ground and summons more ore-bugs to attack you. As you fight it and its minions bits of ore fly off, and if you can defeat it it falls to the ground and its mouth is a cave opening where you can run into the stomach and mine as much ore out of the interior of the creature as possible until the cave collapses.
We do that to limit bot-farming (write a bot that can fight the oreworm and I'll be impressed) and to add some variety so that it's not always just a trivial bar-watching experience, but most of the time it's zen like you would expect from gathering. I forget the % of uncommon/rare spawns but it's on the order of 15% or so (at least in the areas I've mined).
So the creature spawns grant more (sometimes MUCH more) ore in penance for us springing them on you. And to mean that real players will get more ore than bots.
Different harvesting types have different random events.
Jeremy Gaffney
Executive Producer, Carbine Studios (Wildstar Online)
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