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All About Crafting with Mark Jacobs

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

imageAll About Crafting with Mark Jacobs

Today, the folks behind Camelot Unchained at CityState Entertainment unveiled their master plan for crafting in their upcoming MMORPG. Ahead of that, Mark Jacobs was kind enough to share said plan with MMORPG.com, and we went right back at him with over a dozen questions about the systems therein. Read on for all of MJ’s thoughts!

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Comments

  • TamanousTamanous Member RarePosts: 3,030
    edited December 2015
    Still watching live review. Good stuff. Game is really starting to come together in concept. It is really a living, breathing player driven world. Hope next year goes well for them so we can start seeing these indie games released. I still plan only putting more serious testing in the game when beta arrives (early 2016). It is when actual classes enter the game.

    You stay sassy!

  • WizardryWizardry Member LegendaryPosts: 19,332
    True i started to make a simple 2 map game years ago and was doing decently well but when my HD fried i sort of felt depressed and relieved at the same time.

    It is just too much work and you can really see when small teams have to do it it looks sort of like not good enough.I was watching a bit of that VOD and yeah it looks like perhaps for assets they should have aimed at using some freeware stuff,especially for trees and stuff.

    I simply cannot get into pvp or rvr in a rpg,it does nothing for me.RVR would need to be 20 or 30++ realms before it carried any meaning to me.

    Auction houses,to me that is an automatic include that needs to be there.I thought it complete nonsense the way Asian games had those stalls because unlike real life you can't see what they are selling until you actually go around clicking 100+stalls...no thanks.The ONLY reason FFXIV tried to leave it out was they were going big time cheap on that game because it was taking too long,costing them too much money.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Mouloxtos85Mouloxtos85 Member UncommonPosts: 66
    I like that both the developers of Camelot Unchained and Crowfall don't aim to make the next ''wow'' and definetely don't aim for the greatest subscription numbers. They want to make good original mmos in order to revive the mmo - genre. Hurrah!
  • GdemamiGdemami Member EpicPosts: 12,342
    edited December 2015
    "There's method in somebody's madness"

    There is a reason why genre has moved on from ideas presented in the interview...they simply do not work.
  • Soki123Soki123 Member RarePosts: 2,558
    Nothing to say but, Mark please give me the DAOC feeling again. Thanks.
  • redonyouredonyou Member UncommonPosts: 33
    Gdemami said:
    "There's method in somebody's madness"



    There is a reason why genre has moved on from ideas presented in the interview...they simply do not work.


    Care to elaborate on what ideas that don't & that the genre has moved away from were presented in the interview? There have been a lot of unsuccessful games in the genre lately and really not all that many truly successful ones.
  • odinthor021odinthor021 Member UncommonPosts: 40
    EverQuest 2 has a very robust crafting and housing system, also Runes of Magic also has a housing and crafting system that also utilizes the Guild Castle where you can have gardens, quarries and production areas. How is this game going to be any better than those? I will be wanting to check this out for sure as I have always enjoyed the crafting in the aforementioned games.
  • olepiolepi Member EpicPosts: 3,076
    DAOC had decent crafting, until ToA came out and ruined it. First rule is: crafters make the best stuff. No drops can equal what crafters make. If you don't do this, then forget crafting.

    ------------
    2025: 48 years on the Net.


  • Karnage69Karnage69 Member UncommonPosts: 323
    olepi said:
    DAOC had decent crafting, until ToA came out and ruined it. First rule is: crafters make the best stuff. No drops can equal what crafters make. If you don't do this, then forget crafting.


    I understand what you're saying, but the items required to craft said items need to come from top-end drops. You want to craft that Red Dragon Shield? Great, go kill a few red dragons and get the scales, then craft it. There needs to be incentive on both sides.
  • NanulakNanulak Member UncommonPosts: 372
    Great Q&A. I am excited to try out a combat crafter. Not only can this be fun helping the siege equipment / defense building / repair but also in demand for equipment repair and ammunition crafting. The crafting whole this is going to be exciting and fun.

    Nanulak

  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    edited December 2015
    Just to remind you that the stream is still on, and with some luck we will see live gameplay in couple minutes (currently, Max is reading Frost Giants lore while CSE tries to talk more alpha/IT testers into logging in).

    Edit: It's over, was fun and for what it's worth here is Vellic's summary (with Q&A part to be added bit later, I guess!?), Massively OP's stream announcement and crafting interview with Mark, together with the new crafting document.
    Post edited by JamesGoblin on
     W...aaagh?
  • olepiolepi Member EpicPosts: 3,076
    edited December 2015
    Karnage69 said:
    olepi said:

    DAOC had decent crafting, until ToA came out and ruined it. First rule is: crafters make the best stuff. No drops can equal what crafters make. If you don't do this, then forget crafting.
    -----




    I understand what you're saying, but the items required to craft said items need to come from top-end drops. You want to craft that Red Dragon Shield? Great, go kill a few red dragons and get the scales, then craft it. There needs to be incentive on both sides.
    -----

    Totally agree. Nothing should drop any finished anything, only mats to make things. Like in Ryzom, no weapons or armor ever drops from anything. Weak generic items can be purchased from NPC's, but anything worth anything is made by a crafter.

    They ruined DAOC crafting, let's see if they learned anything.

    ------------
    2025: 48 years on the Net.


  • AberiusAberius Member UncommonPosts: 37
    I suddenly care about this game. How exciting!
  • Ammon777_newAmmon777_new Member UncommonPosts: 306
    I watched that whole thing, was awesome.
  • Ammon777_newAmmon777_new Member UncommonPosts: 306
    Those forests are wickedly kewl !!!
  • AlomarAlomar Member RarePosts: 1,299
    City State's transparency and openness is refreshing as always. Not many developers, literally countable on 1 hand, that have these types of qualities anymore. Once again a great update, look forward to more tomorrow!
    Haxus Council Member
    21  year MMO veteran 
    PvP Raid Leader 
    Lover of The Witcher & CD Projekt Red
  • rodarinrodarin Member EpicPosts: 2,611
    PvP centric games will have a hard time. The irony is to make a good not even great PvP game you need massive amounts of people. The fact PvP deters most people basically makes PvP moot.

    Like I have said all these games where you get the best crafting from the hardest areas all sound cool until theyre implemented. Then they fall flat, fail and/or are changed.

    Until someone makes a game and implements a crafting system where the finished product is worth more than the sum of the parts crafting is still going to be fail in MMOs. That is nearly impossible to do with an 'open' market because prices are set by players, and most of the time the prices are stupid.

    The 'simplest' solution to this is have all those rare (and expensive) drops be usable only by a mastercraft tier crafter. Meaning only a very small segment can even make the item. That way the 'value' of the items isnt lost and the CRAFTER, not the supplier sets the price for the hard to make item. In most game a lot of people can get the item but even more people can use it. It dilutes its 'value'. But if a small number of people can get something, and an even smaller number can make it that makes the finished products 'value' more realistic. And like I said lets the crafter (the true creator) of the item sett he price based on what he wants not trying to eek out a tiny profit (if he can even do that) after he weighs the prices of the items it takes to make the finished product versus what he can realistically expect to get for it.

    Now that may touch on economy as well but crafting and economy go hand in hand, and no MMO in the past decade has made it where CRAFTING was the best way to make money. It has been the SUPPLIERS who are the ones making the money, and that is just backwards.
  • GdemamiGdemami Member EpicPosts: 12,342
    redonyou said:
    Gdemami said:
    "There's method in somebody's madness"



    There is a reason why genre has moved on from ideas presented in the interview...they simply do not work.


    Care to elaborate on what ideas that don't & that the genre has moved away from were presented in the interview? There have been a lot of unsuccessful games in the genre lately and really not all that many truly successful ones.
    PVP centric, combat system, no auction house, "building the social network in-game", "provide incentives for crafters to venture further out into the wilderness" and trying to get crafters into PVP in general, etc. all that wrapped in unsustainable subscription payment model.

    Games based on those ideas and models are being considered "old-school" and are dead by now, for a reason.

    Yet, we can see a handful of sentimental indie devs who now and then think it will for some reason work - most successful examples being Mortal Online and Darkfall.... That is where the game is heading....

    But seeing your comment on recent "unsuccessful" releases and no "truly" successful, I think this discussion will lead nowhere...
  • Marcus-Marcus- Member UncommonPosts: 1,012
    edited December 2015
    Gdemami said:


    Games based on those ideas and models are being considered "old-school" and are dead by now, for a reason.

    Yet, we can see a handful of sentimental indie devs who now and then think it will for some reason work - most successful examples being Mortal Online and Darkfall.... That is where the game is heading....

    But seeing your comment on recent "unsuccessful" releases and no "truly" successful, I think this discussion will lead nowhere...

    -----------------------
    The two examples you used are ffa, full loot, pvp games, as opposed to an rvr game with a focus on realm pride. There's a bit of a difference. We'll see how it all works out of course, but I'm looking forward to it.

    Crafters will be able to get started on day one, make gear for combatants, hopefully start a social network right there.

    As opposed to crafters stepping a single toe out of their starter city on day one and getting muckled (and looted) by 15 or so high end characters with nothing better to do in the game but kill fresh noobs, because that's part of the proceeds of a "hardcore" game.
    Post edited by Marcus- on
  • GdemamiGdemami Member EpicPosts: 12,342
    Marcus- said:
    The two examples you used are ffa, full loot, pvp games, as opposed to an rvr game with a focus on realm pride. There's a bit of a difference. We'll see how it all works out of course, but I'm looking forward to it.

    Crafters will be able to get started on day one, make gear for combatants, hopefully start a social network right there.

    As opposed to crafters stepping a single toe out of their starter city on day one and getting muckled (and looted) by 15 or so high end characters with nothing better to do in the game but kill fresh noobs, because that's part of the proceeds of a "hardcore" game.
    FFA nor full loot is a problem, the detrimental factor is open world PVP. OPvP = ganking, people do not like that much and prefer instanced, structured PVP where they have a "fair" chance. 

    Whether there are safe zones or not is just minor difference, the push for crafters into PVP is present in both cases and it never works.


    I do not follow the game very closely but there are some fundamental issues with crafting that weren't addressed in this QA - ie. most importantly how they want to tackle crafting vs gear progression issue since those two makes it incredibly difficult to work out together, especially if you want to avoid "creating 1000s of useless items" and I haven't seen any solid concept layout for crafting role in the game.


    Do not take me wrong, it is nothing personal nor my bias, what I am just wondering where is a business sense in all that - trying to re-create a business that already died? It truly seems to me the game is being made out of sentiment rather than thinking about their customers - players. Similarly as is refusal of auction house which means they are shooting crafters in the foot big times, again I guess the decision is purely sentimental.
  • JermzyJermzy Member UncommonPosts: 211
    edited December 2015
    Gdemami said:

    Marcus- said:






    The two examples you used are ffa, full loot, pvp games, as opposed to an rvr game with a focus on realm pride. There's a bit of a difference. We'll see how it all works out of course, but I'm looking forward to it.



    Crafters will be able to get started on day one, make gear for combatants, hopefully start a social network right there.



    As opposed to crafters stepping a single toe out of their starter city on day one and getting muckled (and looted) by 15 or so high end characters with nothing better to do in the game but kill fresh noobs, because that's part of the proceeds of a "hardcore" game.
    FFA nor full loot is a problem, the detrimental factor is open world PVP. OPvP = ganking, people do not like that much and prefer instanced, structured PVP where they have a "fair" chance. 

    Whether there are safe zones or not is just minor difference, the push for crafters into PVP is present in both cases and it never works.


    I do not follow the game very closely but there are some fundamental issues with crafting that weren't addressed in this QA - ie. most importantly how they want to tackle crafting vs gear progression issue since those two makes it incredibly difficult to work out together, especially if you want to avoid "creating 1000s of useless items" and I haven't seen any solid concept layout for crafting role in the game.


    Do not take me wrong, it is nothing personal nor my bias, what I am just wondering where is a business sense in all that - trying to re-create a business that already died? It truly seems to me the game is being made out of sentiment rather than thinking about their customers - players. Similarly as is refusal of auction house which means they are shooting crafters in the foot big times, again I guess the decision is purely sentimental.



    First of all, this is a niche game. They are not going for the normal, 2 realm, mirrored classes with a rush towards clearing content to get the uber gear drops. That is obviously what you want. Which is fine btw.

    And a lot of folks are truely naive about the no auction house statement. If it will be anything like DAoC, then yes, there will be no auction house. However, crafters and gatherers will have a very viable option to sell their goods. If they want it, they buy it. No auction. Pretty simple really.

    Saying the game is being made without thinking about their customers is....to be blunt, about the dumbest thing that could be said about this game. Sorry you are not part of the niche. Peace. :)
    Haroo!
  • danwest58danwest58 Member RarePosts: 2,012
    DMKano said:
    I once thought I could make a MMO, then I read a CU design doc, bowed deeply and backed out of the room. Humbling how much has to go into making a MMORPG. I should have known better, one does not design a living virtual world with ease.

    Exactly - it is common to see players post about making a new MMO idea - you can see posts like that often on this forum.

    I chuckle every time, the gap between an actual game designer with a mmo or 2 under their belt and your average player who thinks they can do better is enormous. 
    Yea and this is why MMOs should not be for your average gamer because they take too dam long to make because all the work that goes into world building as well as everything else.  Your Average gamer that game hops today is not a good base to focus your attention on vs the old school game who will play an MMO for years.  I played UO for 5 years, SWG 2 years, FFXIV 1 year, WOW god knows how many years, FFXIV 2 years.  MMOs should be an investment not a quick throwaway game.  
  • GdemamiGdemami Member EpicPosts: 12,342
    Jermzy said:
    First of all, this is a niche game. They are not going for the normal, 2 realm, mirrored classes with a rush towards clearing content to get the uber gear drops. That is obviously what you want. Which is fine btw.

    And a lot of folks are truely naive about the no auction house statement. If it will be anything like DAoC, then yes, there will be no auction house. However, crafters and gatherers will have a very viable option to sell their goods. If they want it, they buy it. No auction. Pretty simple really.

    Saying the game is being made without thinking about their customers is....to be blunt, about the dumbest thing that could be said about this game. Sorry you are not part of the niche. Peace. :)
    Ah, good old "niche" mantra...

    Do you know what very niche games are called? Closed games.
  • MitaraMitara Member UncommonPosts: 755
    The best AH system I tried was in Ultima Online, where you could own a shop and had to lure people to your shop to sell something... It was exciting, involving and the best fun.
  • fxfighterfxfighter Member UncommonPosts: 3
    edited December 2015


    EDIT: God this site has the worst commenting system...
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