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Masterwork Professions Detailed - Making Crafting Relevant | Neverwinter | MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited November 2015 in News & Features Discussion

imageMasterwork Professions Detailed - Making Crafting Relevant | Neverwinter | MMORPG.com

The Neverwinter developer blog has been updated with a new post by game designer Douglas "Asterdahl" Miller in which he discusses upcoming Masterwork Professions.

Read the full story here



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Comments

  • TalonsinTalonsin Member EpicPosts: 3,619
    Crafting has always been a weak point in Cryptic products. It will be interesting to see how this works out.
    "Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game."  - SEANMCAD

  • JudgeUKJudgeUK Member RarePosts: 1,701
    Looking at the requirements, another Neverwinter feature that 1% of the population will experience. Mind you, with the rate they've lost players maybe 1% is all they've got left.
  • OlgarkOlgark Member UncommonPosts: 342
    The crafting in Neverwinter is sub par to say the least. It is one of the worst crafting system I have seen in a game. The whole system needs a complete over haul to make it worth my time to invest in. I spent a few hours to try and make some level 20 armour and then got a random drop from a mobs latter in the game which was a lot better than anything I could of crafted. This is not a fault with Neverwinter but quite a few mmo's where dropped loot is always better than the stuff made by players. As a gamer and someone who enjoys to craft in the mmos I play I like to see crafted and dropped loot being on the same level of power. One of the best crafting systems I have seen was in SWG before SOE messed that game up with the NGE. After that it was the old Ultima Online before the land split and Eve Online. The only crafting system since those games where I have invested a lot of time in is Elder Scrolls Online as the equipment I make in that game as it is of the same quality in stats as that dropped from mobs. For a game to have a true crafting system though there needs to be item destruction over time and upon death, but most gamers now a days don't want that and so we are left with weak crafting systems that have no real meaning.

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