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"Crafters in Pantheon will be able to customize the stats (and the appearances) of items that they make.
There will be some limitations. The system won't be completely free-form, but you will have a wide variety of options available. The customizations you can choose from while creating items will depend on several factors, including (but not limited to) your skill and level of advancement within your profession, the facilities and tools you are using, and most importantly the ingredients or materials that you use. You'll find that some types of customization, like attribute bonuses, are relatively easy to access. More exotic bonuses or special effects will be both rare and challenging to apply to items. And yes, before you ask, customization applies to consumable items as well as finished items."
https://seforums.pantheonmmo.com/content/forums/topic/12580/a-quick-word-about-crafting-in-pantheon
For those that don't know, Nephele has been a Pantheon content creator and crafting advocate for a while prior to recently being hired on as crafting designer. His biggest influence for crafting is SWG. Now we won't get anything that complex but complexity and meaningful crafting is the goal. In one of the PantheonPlus streams he does mention aiming for something in between SWG and Vanguard.
Comments
Abilities and traits is where it is at.So for example a sword that can proc 2/3/4/5 hits instead of one.Stats can and usually are VERY misleading numbers and i would have hoped MOSt realize that by now.
I think it is a joke because it starts out +1/2 then mid levels +30-40 then end game +200 +500 it gets ridiculous.Those numbers only match the numbers of your content so they are in reality pointless,no different than being level 1.
Yes i know abilities and procs are also just numbers/stats but there are ways to further manipulate them to make them VERY powerful if done right and used within a group using player to player combos.
Way too many if not all mmo's are in reality single player games and groups are just a group of soloists with a healer.
There is a very fine line to how you do crafting AND to make it a valuable trade within the game and economy.This is why i say games must be completely designed from front to back from day 1 and not just winging it as they go.So for example a sub class design creates longevity,it means crafting is important for years and even for the lower levels both player wise and zone wise.
The other design idea needs to make sure levels are not fly by night,done every hour and end game within a week or a month.Each and every level should last a very long time,this way items and crafts hold importance for more than 20 minutes before being replaced.
Bottom line it takes a very smart designer to make a great crafting system and i have yet to see one EVER.
Never forget 3 mile Island and never trust a government official or company spokesman.
blocking and dodging are design mechanics that work for pvp fps'rs,they do NOT make for a better mmorpg.As a matter of FACT they deter from making a better mmorpg because dodging and blocking requires the player to be completely focused on those ideas only and cannot perform any other actions of reactions.
Like i said you either GET IT or you don't.
These guys are just following the same trends as everyone else,COPY CAT gaming all around the globe,NOBODY can think for themselves.Every frigging game now has somersaults and to me it is sickening to see it.
Never forget 3 mile Island and never trust a government official or company spokesman.
It's clear he's never designed anything properly in his life, after reviewing that thread.
It's been 7 years, and they don't even have the database layer? Hardcore fail-whale. No design document? W.T.F.
All Nephele is guaranteeing is that pretty much no-one will want to craft anything, with that 'design'. Just like any other game that's tried the same broken design. It has to be fun first. What he's describing? Not fun.
Oh well, at least all the failure checkboxes have been checked. Terrible climbing? Check. Terrible zone layout? Check. Terrible combat? Check. Terrible class design? Check. Terrible crafting design? Check. No product that the public can buy after 7 years? Check.
Ha, I just read some of their other threads in the crafting & harvesting sections. Wow, they just... do not get it at all. How can so-called veteran developers be so out of touch with their customers? Static guarded harvest nodes in dungeons? smh. Who even does that anymore? Great, so to be a chef you have to be a level 50 warrior.
Wooo, that sounds super fun. Please sir may I have another?
Logic, my dear, merely enables one to be wrong with great authority.
EQ is a very bad example. Mudflation is obviously an issue there which seems expected after 20 years. EQ didnt start out with horizontal progression and a mindset of minimizing mudflation.. They implemented it later in various forms when they realized the multiple issues caused by purely vertical progression.
VR is in a much better position to mitigate mudflation over the long term by staying ahead of it. Not to mention a purely subscription model lends itself to being able to manage mudflation while cash shops force the devs to keep 1 uping what was in thr cash shop last to make money thus increasing the inflation.
Granted, if the game lasts 20 years and 20+ expansions power creep is a given...but it can definitely be handled much better than EQ did it.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Materials?.... Uses peoples money.
I knew it was a weak development for at least two years when all they were doing is loading up files and pretending they were zones.
Kicker is, how are so many people here get tricked so easily. Worst yet, blind to awful development in all categories.
Will their be a game some day?.... Most likely, but will run worst than Vanguard.
Never forget 3 mile Island and never trust a government official or company spokesman.
Logic, my dear, merely enables one to be wrong with great authority.
That doesnt solve the problem. You still end up with stat bloat over the long run regardless.
Logic, my dear, merely enables one to be wrong with great authority.
Too much of the first, too little of the second.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Crafting in General:
Harvesting in General:
Blacksmithing (an example for all non-consumable crafting)
Mining:
Celestrium Lore and uses:
Nothing really striking my interest so far.
Everything described in Trasaks post has been done before and then subsequently improved upon, in many games in the past 25 years or so.
Just the fact that they say "trust us", instead of transparently describing how they're going to fix the glaring mathematical problems with percentage based RNG is enough for me to cringe and walk away. They had the chance to shine, and instead, took the wrong path, again.
They seem to be building the combat part of the game for groups, but the rest of the game for solo players, and.. harvesting is some broken hybrid of the two play styles. The other elephant in the room is that when you guard resource nodes, the guards only matter if the player is the same level as the guards.
Once the player is higher level than the guards, the guards don't matter.
As pointed out in that same thread, they have three sources of dust, and two of them are controlled by players actions. Terrible, terrible design.
You never let players control resource generation in that way. Looking back at what other amateur devs have attempted and using 10 seconds of logic, the only reason they won't say how they're doing it is that it's worse than a straight percentage. Otherwise, they would share.
They seem to be under the impression that guilds won't steamroll their entire game, and they're so incredibly wrong, it's painful to watch.
Oh well. Not my game.
Logic, my dear, merely enables one to be wrong with great authority.
Logic, my dear, merely enables one to be wrong with great authority.
Im still not sure how I feel about crafted matts being gated behind raids. I am losing interest in raids and the guilds that do them. It seem to make MMOing into a job more then a game but who knows what VR has planed for that.