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Crafting Customization

achesomaachesoma Member RarePosts: 1,768
There was a post from Crafting Designer, David "Nephele" Beach, on the official Pantheon forums regarding visual and stat customization of items.


"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.







Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
Post edited by achesoma on
Nanfoodle

Comments

  • WizardryWizardry Member LegendaryPosts: 19,332
    Appearance is ok'ish but stats are just a waste of time,imo unimportant.

    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.

  • WizardryWizardry Member LegendaryPosts: 19,332
    How do i know this team does NOT "get it?"
    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.

  • goldwheatgoldwheat Member UncommonPosts: 69
    Yeah, that design is going to fail, hard.
    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. :open_mouth:

    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?
  • TwoTubesTwoTubes Member UncommonPosts: 328
    Some thoughts on the above posts.

    You are right that Nephele doesn't have developer experience...like a lot of the team.  This is definitely concerning and a major problem with Pantheons development as a whole.  No one in charge at VR has extensive development experience.  To say they are industry veterans is incorrect.  This has been a major factor in delays and having to "redo" content.  They don't have a lot of funding and you get what you pay for.  That is why we are in the situation we are in at this point in development.

    Wizardy obviously hasn't been paying close attention to development because VR has talked about mudflation and stat bloat multiple times.  The way stat increases are described in the post above is not how pantheon is implementing stats.
  • MendelMendel Member LegendaryPosts: 5,609
    TwoTubes said:
    Some thoughts on the above posts.

    You are right that Nephele doesn't have developer experience...like a lot of the team.  This is definitely concerning and a major problem with Pantheons development as a whole.  No one in charge at VR has extensive development experience.  To say they are industry veterans is incorrect.  This has been a major factor in delays and having to "redo" content.  They don't have a lot of funding and you get what you pay for.  That is why we are in the situation we are in at this point in development.

    Wizardy obviously hasn't been paying close attention to development because VR has talked about mudflation and stat bloat multiple times.  The way stat increases are described in the post above is not how pantheon is implementing stats.

    It may indeed be how VR is implementing stats *now*.  Mudflation is something that happens over time, like when new items/zones/expansions are added.  The initial game is very closed, but will it remain so?  After all, EQ1 started with very similar stats and ideas about stats.  Log in and look where it is now, even with a moderately leveled character.



    Logic, my dear, merely enables one to be wrong with great authority.

  • TwoTubesTwoTubes Member UncommonPosts: 328
    edited December 2020
    That is very much stating the obvious.  We are all aware some inflation is inevitable.  All any team can do is take steps to minimize it.

    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.
  • AmatheAmathe Member LegendaryPosts: 7,630
    This is reminiscent of SWG crafting, which many people, myself included, liked. 
    achesomasvannNanfoodle

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • delete5230delete5230 Member EpicPosts: 7,081
    edited December 2020
    Crafting?...... They should craft a game.
    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.

     
    MendelAmatheKyleran
  • WizardryWizardry Member LegendaryPosts: 19,332
    I hope most realize now that they are just winging it when building this game and that is a travesty,you CAN NOT build a quality game like that.This is also why i do not ever want to see ANY crowd funding games because NOTHING is organized long term,everything is organized as money comes in and they never know what that will be long term.
    Mendelsvann

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

  • achesomaachesoma Member RarePosts: 1,768
    Amathe said:
    This is reminiscent of SWG crafting, which many people, myself included, liked. 
    It is fascinating the impact SWG crafting had on the psyche of MMO players. To this day, SWG is considered the pinnacle of MMO crafting. Whenever crafting is brought up in discussion SWG is always mentioned. Even people that never played SWG will bring it up. Yet, no major developer has tried to implement that style crafting since.
    Amathe
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • achesomaachesoma Member RarePosts: 1,768
    Stat inflation is almost always an inevitable trap, even with "horizontal" progression.

    I know it's an unpopular opinion but it's one of the reason I believe attributes shouldn't be on gear. Attribute points should only be obtained through leveling.

    Armor should only have AC, defenses, resists.

    Weapons should only have damage amount, damage type, and attack speed. Maybe +damage to certain mobs on rare weapons.
    SovrathMendel
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • MendelMendel Member LegendaryPosts: 5,609
    Mudflation isn't a problem that players created.  It is a problem that developers create.  Until we get developers that are somehow immune to the easy lure of adding HPs to anything and everything in order to make a game more difficult, we will have mudflation.



    achesoma

    Logic, my dear, merely enables one to be wrong with great authority.

  • TwoTubesTwoTubes Member UncommonPosts: 328
    @achesoma
    That doesnt solve the problem.  You still end up with stat bloat over the long run regardless. 
  • svannsvann Member RarePosts: 2,230
    You can put the improvements into something besides stats and then call it something else, but if people are improving gear year over year you will have bloat.  If you dont want bloat then dont have gear improvement.  Simple as that.
    Mendel
  • MendelMendel Member LegendaryPosts: 5,609
    svann said:
    You can put the improvements into something besides stats and then call it something else, but if people are improving gear year over year you will have bloat.  If you dont want bloat then dont have gear improvement.  Simple as that.

    Bloat occurs when developers can't keep their hands off a functioning system.  That's one reason I am not a fan of HPs.  I saw too many DM/GMs stuff mobs with extra HPs to increase difficulty, then offset that difficulty with extra HPs for players (in the form of gear usually).

    The problem isn't new, and can only be countered by discipline.  As simple as it sounds, no one has found a good way to enhance a system without disrupting it.  Maybe far more rigorous testing would help spot issues before they are released to the wild, but that costs money and takes time, commodities that the accounting and marketing departments are unwilling to accept.



    Logic, my dear, merely enables one to be wrong with great authority.

  • KyleranKyleran Member LegendaryPosts: 44,057
    achesoma said:
    Amathe said:
    This is reminiscent of SWG crafting, which many people, myself included, liked. 
    It is fascinating the impact SWG crafting had on the psyche of MMO players. To this day, SWG is considered the pinnacle of MMO crafting. Whenever crafting is brought up in discussion SWG is always mentioned. Even people that never played SWG will bring it up. Yet, no major developer has tried to implement that style crafting since.
    There are several good reasons for this, here's a few hints, cost, popularity.

    Too much of the first, too little of the second.


    achesoma

    "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

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  • achesomaachesoma Member RarePosts: 1,768
    Trasak from PantheonPlus put together some bullet points on what we know about crafting to this point. 


    Crafting in General: 

    • Crafters in Pantheon will be able to customize the stats (and the appearances) of items they make.  Currently the template will set the 3D model and the materials will dictate the skin used. 
    • Crafting will NOT be a simple combine button or passive timer.  Players will have to intelligently use the tools and abilities available in order to succeed. 
    • Certain templates will require unique crafting stations to complete. 
    • Crafted items stats and appearances are not going to be modifiable after creation. 
    • There will be some subtle differences between looted and crafted items so that both will have value to players. 
    • Adventuring class level will not restrict crafting progression directly. 

    Harvesting in General: 

    • Tools and equipment will matter for harvesting. 
    • Crafting materials can be gained through harvesting natural resources, salvaging dropped items, and as loot directly from NPCs (likely those near harvesting node concentrations). 

    Blacksmithing (an example for all non-consumable crafting) 

    • Blacksmithing will use one-use molds.  Common molds will be from open access NPCs.  Uncommon molds will be unlocked through gameplay such as from faction locked NPCs.  Rare, limited quantity molds, will come from adventuring. 
    • Molds will be templates that tell you what generic materials or processed goods needed to complete the item.  Some molds will include optional material slots to add things like Celestium Shards but are not required to complete an item. 

    Mining: 

    • Nodes will be ore deposits.  Ore deposits will have a “lowish chance” of being found in appropriate terrain, larger nodes or clusters will be found in certain locations and often guarded, dangerous and remote locations will have ore with higher quantities of exotics materials and higher yields. 
    • Each Ore deposit type will have a slightly variable mixture of Primary Metals, Precious Metals, Exotic trace elements, Celestium Shards, and Celestium Dust. The mix will be discovered when smelting.

    Celestrium Lore and uses: 

    • Celestium comes in Dust (refining additive), Shards (special material component), Crystals (primary component), Cores (magic engines for big things), and Clusters (big dangerous magical deposits) 
    • Celestium Dust come in types, “of might” for example, and when added to raw materials during the material refinement process it will confer a magical bonus on the processed material.  The magical enhancement on processed material will then be passed onto the final product that they are used in. 
    • Celestium is a material inherently important to the magic of Terminus and is found nearly everywhere but in very small quantities.

    Nothing really striking my interest so far.


    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • goldwheatgoldwheat Member UncommonPosts: 69
    That's because everything they've demoed or talked about in the past 7 years is not new.
    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. :smile:
    Mendelachesomadelete5230
  • MendelMendel Member LegendaryPosts: 5,609
    goldwheat said:
    That's because everything they've demoed or talked about in the past 7 years is not new.
    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. :smile:

    I'd even question the 'demoed' aspect.  I haven't seen this in action, only in text descriptions of action they want to see/implement.  Then again, I don't live and breathe Pantheon.  What I've seen isn't really much more than CoE tried to do with their longish narrative of how they wanted a craft to work.  Pure and total fiction.

    Your points about the resource generation controlled by players and the simplistic guard mechanic are particularly apt.  Neither idea is going to work out how the developers intend.

    Another game built for some mythical player with a developer-envisioned ethical makeup that doesn't mesh with the real world.



    Logic, my dear, merely enables one to be wrong with great authority.

  • achesomaachesoma Member RarePosts: 1,768
    Yeah, I feel Nephele is out of his element. And I don’t mean that as an insult either. He is a fan of MMOs and passionate about crafting but lacks experience. I really wish they got someone with crafting design experience. 
    Mendel
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • MendelMendel Member LegendaryPosts: 5,609
    achesoma said:
    Yeah, I feel Nephele is out of his element. And I don’t mean that as an insult either. He is a fan of MMOs and passionate about crafting but lacks experience. I really wish they got someone with crafting design experience. 

    The problem with that idea is that you get more of the same.  I think the genre needs a complete overhaul with new, innovative ideas.  Don't bother to look to hire guys with experience, they tend too often to do things the same way they did before.  Find those people who can think outside the box.



    Logic, my dear, merely enables one to be wrong with great authority.

  • NanfoodleNanfoodle Member LegendaryPosts: 10,900
    Amathe said:
    This is reminiscent of SWG crafting, which many people, myself included, liked. 
    I really hope they make crafting meaningful in this game and not just in the reach of the most hardcore player. I did like in SWG and games like ESO that even casual gamers could make top end items with time and effort being that only barrier. I dont mind it taking me longer, I just want to be able to make anything I need or want. 


    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. 
    QSatu
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