ESO is by far the most useful and money making crafting system of any game. And you dont need a high end guild behind you to make millions or gold. You can gather and craft end game sets, weapons and consumables that are 100% needed and sought after. Crafting is such a large part of the game, there are many, many guilds that crafting is their focus. Only game that had as good a crafting was SWG.
ESO is by far the most useful and money making crafting system of any game. And you dont need a high end guild behind you to make millions or gold. You can gather and craft end game sets, weapons and consumables that are 100% needed and sought after. Crafting is such a large part of the game, there are many, many guilds that crafting is their focus. Only game that had as good a crafting was SWG.
Hrrm, I totally missed that crafting was deep or profitable in ESO and I played that one for 9 months, at least not without running it on multiple characters and quite a bit of effort.
I actually did try to skill it up as recommended but it never paid out for me much.
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
I missed alot in ESO....Everyone keeps saying it has all these great things, and all I ever found was boring questing....I dotn remember any tradeskilling at all...maybe I just didnt reach a high enough level or wasnt in the right area or something.
ESO is by far the most useful and money making crafting system of any game. And you dont need a high end guild behind you to make millions or gold. You can gather and craft end game sets, weapons and consumables that are 100% needed and sought after. Crafting is such a large part of the game, there are many, many guilds that crafting is their focus. Only game that had as good a crafting was SWG.
Hrrm, I totally missed that crafting was deep or profitable in ESO and I played that one for 9 months, at least not without running it on multiple characters and quite a bit of effort.
I actually did try to skill it up as recommended but it never paid out for me much.
No one in our guild rated ESO as "excellent" for crafting, but many thought it was "good". This is all second hand as I never crafted myself. I guess its down to what MMOs you have crafted in before and how much you can realistically expect a MMO to devote to the crafting element these days. It is a lost art and the economy suffers for it and therefore the MMO does overall too.
As others have already said, UO crafting was the best I seen.
Relevant at all levels, lower levels could make money while skilling. Tradeskills were the same way. Plenty of different items to sell, many different useful professoins. With a working thriving economy.
Why games are not replicating UO's crafting/tradeskill/economy is crazy.
I haven't read on to if this is touched on later, but did UO start that way, or did it take years to implement so many items?
Most MMOs today launch with a distinct disadvantage to the older (20+ years) MMORPGs.
I wish way back when I started playing, I would have chosen UO instead of EQ 1 (2001?). I admit the graphics factored highly in my decision
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
As others have already said, UO crafting was the best I seen.
Relevant at all levels, lower levels could make money while skilling. Tradeskills were the same way. Plenty of different items to sell, many different useful professoins. With a working thriving economy.
Why games are not replicating UO's crafting/tradeskill/economy is crazy.
I haven't read on to if this is touched on later, but did UO start that way, or did it take years to implement so many items?
Most MMOs today launch with a distinct disadvantage to the older (20+ years) MMORPGs.
I wish way back when I started playing, I would have chosen UO instead of EQ 1 (2001?). I admit the graphics factored highly in my decision
Have to admit graphics were a strong factor in me going with AC, otherwise UO was a natural fit considering most players solo RPG experience.
As others have already said, UO crafting was the best I seen.
Relevant at all levels, lower levels could make money while skilling. Tradeskills were the same way. Plenty of different items to sell, many different useful professoins. With a working thriving economy.
Why games are not replicating UO's crafting/tradeskill/economy is crazy.
I haven't read on to if this is touched on later, but did UO start that way, or did it take years to implement so many items?
Most MMOs today launch with a distinct disadvantage to the older (20+ years) MMORPGs.
I wish way back when I started playing, I would have chosen UO instead of EQ 1 (2001?). I admit the graphics factored highly in my decision
UO had a decent core crafting system and economy at the start, however I dont know the exact time line, but a couple years in they added a bunch of different types ores, woods, etc... and just buffed crafting professions big time and I mean HUGE.
Pretty sure by 2001 most was in but some more probably did get added later.
After 2000 they put in a PVE Only World called Trammel which essentially made PVP non-existent in that world, that zone was absolutely Jammed with players, once the team seen PVE was so popular, from that point on content was PVE focused.
Do that in the big popular mmos and see how many raidloggers start screaming about being "forced" to do casual grindy crafting content or how their "l33t" raid loot does not make them special enough.
Crafting is something I absolutely enjoyed, it is a core part of mmorpgs, spending time farming things in the open world and after a long amount of grinding creating a really strong or useful item
Crafting can be a great part of mmos, many people might not want to be interested in it since it is not their thing but they could always just grind gold and buy what crafters make but at the end of the day it is raidloggers that will cry about not being rewarded enough for logging in 6 hours per week for the raid and never touching the game until next reset.
And these are also the people who will accuse others for "wanting rewards without playing the game"
This has happened because gamers as per usual due to their self esteem issues started obsessing over "skill" (in video games with enormous enemy telegraphsed attacks lmao) so suddenly more and more rewards needed to be placed in what they considered "skillful activity" and less on what was considered skill less activity like crafting hence why some mmos have trash rewards from all content bar raiding.
Do that in the big popular mmos and see how many raidloggers start screaming about being "forced" to do casual grindy crafting content or how their "l33t" raid loot does not make them special enough.
Crafting is something I absolutely enjoyed, it is a core part of mmorpgs, spending time farming things in the open world and after a long amount of grinding creating a really strong or useful item
Where most MMO's go wrong is they try to get crafting to compete with looting. The problem is looting is WAY WAY more popular. What they need to do is use crafting in conjunction with looted items. Allow crafters to enhance or change the best looted items. Sure you can allow crafters the ability to make some decent gear, but to not interfere they need their skills to turn looted items into masterpieces. This way crafters need looters and looters need crafters in a symbiotic relationship.
Also crafters should be able to change items by crafting skins or altering items into unique designs/colors that can be sold, all using rare components that can be traded back and forth between looters and crafters. This way they both synergize with eachother instead of competing.
Even allow highly skilled crafters to use VERY rare compenents that can be made into dyes etc... All these professions needs to be working independently so people can place the dye or rare dye component on the auctionhouse so it will be a profession in a thriving economy and not just something a solo person does for themselves only.
As others have already said, UO crafting was the best I seen.
Relevant at all levels, lower levels could make money while skilling. Tradeskills were the same way. Plenty of different items to sell, many different useful professoins. With a working thriving economy.
Why games are not replicating UO's crafting/tradeskill/economy is crazy.
I haven't read on to if this is touched on later, but did UO start that way, or did it take years to implement so many items?
Most MMOs today launch with a distinct disadvantage to the older (20+ years) MMORPGs.
I wish way back when I started playing, I would have chosen UO instead of EQ 1 (2001?). I admit the graphics factored highly in my decision
UO had a decent core crafting system and economy at the start, however I dont know the exact time line, but a couple years in they added a bunch of different types ores, woods, etc... and just buffed crafting professions big time and I mean HUGE.
Pretty sure by 2001 most was in but some more probably did get added later.
After 2000 they put in a PVE Only World called Trammel which essentially made PVP non-existent in that world, that zone was absolutely Jammed with players, once the team seen PVE was so popular, from that point on content was PVE focused.
UO also added Imbuing and Enhancing , what these 2 trade skills do is let you take that Great drop from an Elder Dragon and tweak its abilities and stats to become a Truly One of kind Epic item.
Some other things they have implemented well is the actual useful and meaningful symmetry of Trade skills to Combat , for ex . Logging gives a Str bonus and melee bonus Inscription gives a Magic Resist and Damage bonus etc..
Also in there gathering , mindless gathering is gone you must for ex, carry imbued mining hammers for a chance to strike a rarer higher tier ore but also the added risk of say Gold Golems being angered and spawning on you , you had better have your wits and skills about you or you are dead.
The core was very well done and over the years they have enhanced the system to truly be the best crating system in the genre , imo ..And I have played them all to endgame .UO crafting stands out. And should be copied by other dev houses.
UO will be launching new Legacy servers thru Steam this year , with very unique rulesets , would be a good time to jump in for anyone new or returning.
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
The topic or the question doesn't need a scale or barometer. All mmorpgs are easy now.
Gather up everything on the map and press the "boom button" and everything is dead.
Back on topic : Crafting is a dead art, because you don't need crafting.
Crafting is dead because MMOs became predominantly theme parks. The pinnacle of theme parks is the raid. If the developers make rewards available that are equivalent to raid rewards without doing the raid no one does the raid due to path-of-least-resistance gaming. Developers don't want this because raids take thousands of man hours to build, so to not squander that investment they want people doing the raids. Raiders don't want this because their fragile egos require them to have exclusive gear that no one else can get so they can feel like they have been appropriately recognized above the unwashed masses for their efforts. Most of the streamers for an MMO are also raiders which is a primary source of marketing for MMOs, so developers also cater to raiders.
This is why crafting will never be worthwhile in a theme park game.
In a sandbox, however, everything is different. This is why everyone points to SWG as having amazing crafting. It's a sandbox game. The developers actually want crafting to be significant because they want a player driven economy. They want to build interdependence between players because it fosters community building.
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
The topic or the question doesn't need a scale or barometer. All mmorpgs are easy now.
Gather up everything on the map and press the "boom button" and everything is dead.
Back on topic : Crafting is a dead art, because you don't need crafting.
So from World of Warcraft on, they became easy?
That would make sense because I don't recall, from my short stint in World of Warcraft, that crafting was needed. At least as far as gear and regular questing. Now, raiding is another thing all together.
I think Angrakhan has the right of it in that a lot of theme park games offer raiding and quest rewards to replace crafting.
Elder Scrolls Online offers decent crafting for players who don't want to run high level anything but I can't think of another theme park that does.
Get a game where gear is removed regularly because of "reasons" (in Lineage 2 you could blow gear up when enchanting) or they deteriorate over time and you'll find that crafting is important.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
In Ryzom, there are no drops. Everything dropped is just a mat to be used in crafting. So everything is player made.
And there are no recipes. You experiment with different combinations and discover how to make things. For example: you need a knife. It has three parts: a blade, a handle, and a binding. For the blade, you could use a tooth, or a shell, or perhaps some flint. There are about 5-6 different types of each material, and each of those has 5 quality levels.
Everybody comes up with their favorite combination, and these are not usually shared. So my knife will most likely not be like anyone else's knife. Using the highest quality of material doesn't always give the highest stats, so it isn't that easy to make the best.
And there are no resource nodes just lying around to gather, like in most other games. You have to go out and prospect (prospecting is a skill). You might find a good digging spot to dig up shells to use to make knives. Since the world has weather and seasons, you might ony be able to get those in winter, at night. Of course, you won't tell anybody else where that is.
No other crafting even comes close, athough from what I've heard, SWG might.
I don't really like crafting in games like LoTRO and ESO, where you collect obvious resources on the surface, and hit a button to craft. Not much skill in that. At least Vanguard had a mini-game for crafting.
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
The topic or the question doesn't need a scale or barometer. All mmorpgs are easy now.
Gather up everything on the map and press the "boom button" and everything is dead.
Back on topic : Crafting is a dead art, because you don't need crafting.
So from World of Warcraft on, they became easy?
That would make sense because I don't recall, from my short stint in World of Warcraft, that crafting was needed. At least as far as gear and regular questing. Now, raiding is another thing all together.
I think Angrakhan has the right of it in that a lot of theme park games offer raiding and quest rewards to replace crafting.
Elder Scrolls Online offers decent crafting for players who don't want to run high level anything but I can't think of another theme park that does.
Get a game where gear is removed regularly because of "reasons" (in Lineage 2 you could blow gear up when enchanting) or they deteriorate over time and you'll find that crafting is important.
I would say WoW is a good barometer for difficulty, it
started the shift to easy-mode, but still had one foot in the "earliest
school" MMOs. Not only that but nearly all of us have played it.
The problem is that there is not a standardisation of difficulty in any MMO,
they all pitch it at different points for different gameplay and over the years
they get "ever easier", so it is hard to pin down. For example if we
use WoW we would not even be talking about corpse runs (thankfully) as
something we might want to bring back in.
Where I agree with Delete is that MMORPG's are a holistic game, the various
parts of the game play feed of each other, which does not happen much in other
games because they don't have so many interlaced gameplay elements. Driving is
just driving, MOBA is just MOBA. That includes difficulty, MMORPG's are like a
building, if anything is off kilter it has knock on effects for everything else.
I am going to bring this up, because it is a good example of crafting and economic structure.... but I do realized that it is not an MMORPG. The game is Foxhole. For those of you that don't know about this game (https://store.steampowered.com/app/505460/Foxhole/); it is a MMO PVP WW2 style game where players are both the combatants, as well as the manufacturing/logistics for the war effort. The two sides battle it out using the gear created and supplied by the players on their side.
It is as much an economics/logistic battle as it is battle of strength/tactics.
This game is an excellent example of what can be done when the game is seen as more than just a platform for the action/adventure player mindset.
This general approach could easily be re-tailored for a more traditional MMORPG game (or even just lessons learned applied to other games). This is a 'fairly' newish game (recent official launch, but several years in early access), and shows that developers can still think outside the standard box, and that the value of player crafting/supply can still be appreciated in new(er) games.
I don't see why this is even a topic. Everyone here seems not to care how easy the combat is in every mmorpg, where you don't need to craft ANYTHING !!
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
The topic or the question doesn't need a scale or barometer. All mmorpgs are easy now.
Gather up everything on the map and press the "boom button" and everything is dead.
Back on topic : Crafting is a dead art, because you don't need crafting.
So from World of Warcraft on, they became easy?
That would make sense because I don't recall, from my short stint in World of Warcraft, that crafting was needed. At least as far as gear and regular questing. Now, raiding is another thing all together.
I think Angrakhan has the right of it in that a lot of theme park games offer raiding and quest rewards to replace crafting.
Elder Scrolls Online offers decent crafting for players who don't want to run high level anything but I can't think of another theme park that does.
Get a game where gear is removed regularly because of "reasons" (in Lineage 2 you could blow gear up when enchanting) or they deteriorate over time and you'll find that crafting is important.
I would say WoW is a good barometer for difficulty, it
started the shift to easy-mode, but still had one foot in the "earliest
school" MMOs. Not only that but nearly all of us have played it.
The problem is that there is not a standardisation of difficulty in any MMO,
they all pitch it at different points for different gameplay and over the years
they get "ever easier", so it is hard to pin down. For example if we
use WoW we would not even be talking about corpse runs (thankfully) as
something we might want to bring back in.
Where I agree with Delete is that MMORPG's are a holistic game, the various
parts of the game play feed of each other, which does not happen much in other
games because they don't have so many interlaced gameplay elements. Driving is
just driving, MOBA is just MOBA. That includes difficulty, MMORPG's are like a
building, if anything is off kilter it has knock on effects for everything else.
The thing is, in our opinion, mmorpg's "should" be a holistic game but they just aren't anymore. They are a collection of things to do, some of them linked to each other and some of them are there but not really that important.
For me and my short stint with World of Warcraft, I didn't need to craft as I just used quest rewards. I seem to remember buying things off the auction house as well which is fine as that is as it should be.
I'm always more for "world" than "game" and would prefer it if players made our equipment. However, I would prefer that if the developers had a way of dealing with inflation as some crafters go nuts with their prices.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
In Ryzom, there are no drops. Everything dropped is just a mat to be used in crafting. So everything is player made.
And there are no recipes. You experiment with different combinations and discover how to make things. For example: you need a knife. It has three parts: a blade, a handle, and a binding. For the blade, you could use a tooth, or a shell, or perhaps some flint. There are about 5-6 different types of each material, and each of those has 5 quality levels.
Everybody comes up with their favorite combination, and these are not usually shared. So my knife will most likely not be like anyone else's knife. Using the highest quality of material doesn't always give the highest stats, so it isn't that easy to make the best.
And there are no resource nodes just lying around to gather, like in most other games. You have to go out and prospect (prospecting is a skill). You might find a good digging spot to dig up shells to use to make knives. Since the world has weather and seasons, you might ony be able to get those in winter, at night. Of course, you won't tell anybody else where that is.
No other crafting even comes close, athough from what I've heard, SWG might.
I don't really like crafting in games like LoTRO and ESO, where you collect obvious resources on the surface, and hit a button to craft. Not much skill in that. At least Vanguard had a mini-game for crafting.
I did like how Ryzom did things.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
ESO is by far the most useful and money making crafting system of any game. And you dont need a high end guild behind you to make millions or gold. You can gather and craft end game sets, weapons and consumables that are 100% needed and sought after. Crafting is such a large part of the game, there are many, many guilds that crafting is their focus. Only game that had as good a crafting was SWG.
Hrrm, I totally missed that crafting was deep or profitable in ESO and I played that one for 9 months, at least not without running it on multiple characters and quite a bit of effort.
I actually did try to skill it up as recommended but it never paid out for me much.
Becoming a 9 trait crafter (takes about a year of gaming at it) is where the real money is. Its a fun journey that on its own will make you tones of money. Look up "9 trait crafter ESO" and you will see. I made all my wifes and my gear for end game. I have people lined up waiting for me to get matts to buy things I made. Selling item sets for different level rangers is awesome. I would stand in town and part of 5 guilds and I would get calls for 9 Trait Crafters all day long. I have pulled down 3-5 mill in a day playing just crafting. But what slows you down is getting the mats. Its timely on your own, or you can trade profits to make deals with people for matts. The economy is very alive and active.
I am going to bring this up, because it is a good example of crafting and economic structure.... but I do realized that it is not an MMORPG. The game is Foxhole. For those of you that don't know about this game (https://store.steampowered.com/app/505460/Foxhole/); it is a MMO PVP WW2 style game where players are both the combatants, as well as the manufacturing/logistics for the war effort. The two sides battle it out using the gear created and supplied by the players on their side.
It is as much an economics/logistic battle as it is battle of strength/tactics.
This game is an excellent example of what can be done when the game is seen as more than just a platform for the action/adventure player mindset.
This general approach could easily be re-tailored for a more traditional MMORPG game (or even just lessons learned applied to other games). This is a 'fairly' newish game (recent official launch, but several years in early access), and shows that developers can still think outside the standard box, and that the value of player crafting/supply can still be appreciated in new(er) games.
Game has very good reviews as well, I am sure the economics is part of that.
In Ryzom, there are no drops. Everything dropped is just a mat to be used in crafting. So everything is player made.
And there are no recipes. You experiment with different combinations and discover how to make things. For example: you need a knife. It has three parts: a blade, a handle, and a binding. For the blade, you could use a tooth, or a shell, or perhaps some flint. There are about 5-6 different types of each material, and each of those has 5 quality levels.
Everybody comes up with their favorite combination, and these are not usually shared. So my knife will most likely not be like anyone else's knife. Using the highest quality of material doesn't always give the highest stats, so it isn't that easy to make the best.
And there are no resource nodes just lying around to gather, like in most other games. You have to go out and prospect (prospecting is a skill). You might find a good digging spot to dig up shells to use to make knives. Since the world has weather and seasons, you might ony be able to get those in winter, at night. Of course, you won't tell anybody else where that is.
No other crafting even comes close, athough from what I've heard, SWG might.
I don't really like crafting in games like LoTRO and ESO, where you collect obvious resources on the surface, and hit a button to craft. Not much skill in that. At least Vanguard had a mini-game for crafting.
Ryzom did have the most unique and unusual (for an MMORPG) crafting system. However, crafting was/is a more personal thing than a 'profession'. Everyone could skill up on the various crafting, prospecting and harvesting skills, and many/most did. The low level skills were very much a 'hunt the right location' to get the best materials. A step or two away from the 'sweet spot', and the results were less than ideal, both in material type and quality. The ranges on many skills were pretty pathetic, and only really served as a skill-up to get to the higher level skills. So, it was a self-perpetuating system; you crafted mostly as a means to be able to craft later on.
As for the mini-games, like in Vanguard or EQ2, you can keep them.
Logic, my dear, merely enables one to be wrong with great authority.
Comments
I actually did try to skill it up as recommended but it never paid out for me much.
"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
Isnt SWG crafting/economy like UO/economy crafting? I never played SWG but I heard they were very similiar.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Pretty sure by 2001 most was in but some more probably did get added later.
After 2000 they put in a PVE Only World called Trammel which essentially made PVP non-existent in that world, that zone was absolutely Jammed with players, once the team seen PVE was so popular, from that point on content was PVE focused.
Where most MMO's go wrong is they try to get crafting to compete with looting. The problem is looting is WAY WAY more popular. What they need to do is use crafting in conjunction with looted items. Allow crafters to enhance or change the best looted items. Sure you can allow crafters the ability to make some decent gear, but to not interfere they need their skills to turn looted items into masterpieces. This way crafters need looters and looters need crafters in a symbiotic relationship.
Also crafters should be able to change items by crafting skins or altering items into unique designs/colors that can be sold, all using rare components that can be traded back and forth between looters and crafters. This way they both synergize with eachother instead of competing.
Even allow highly skilled crafters to use VERY rare compenents that can be made into dyes etc... All these professions needs to be working independently so people can place the dye or rare dye component on the auctionhouse so it will be a profession in a thriving economy and not just something a solo person does for themselves only.
Some other things they have implemented well is the actual useful and meaningful symmetry of Trade skills to Combat , for ex . Logging gives a Str bonus and melee bonus Inscription gives a Magic Resist and Damage bonus etc..
Also in there gathering , mindless gathering is gone you must for ex, carry imbued mining hammers for a chance to strike a rarer higher tier ore but also the added risk of say Gold Golems being angered and spawning on you , you had better have your wits and skills about you or you are dead.
The core was very well done and over the years they have enhanced the system to truly be the best crating system in the genre , imo ..And I have played them all to endgame .UO crafting stands out. And should be copied by other dev houses.
UO will be launching new Legacy servers thru Steam this year , with very unique rulesets , would be a good time to jump in for anyone new or returning.
Sure it's a dead art....... what you should be asking is why games are so easy. But then again since you ALL like easy.... why is this a topic ?
Perhaps you could give us a barometer of how you see a difficult game should be? I've never heard you say that you played any difficult games so that would be helpful.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Gather up everything on the map and press the "boom button" and everything is dead.
Back on topic :
Crafting is a dead art, because you don't need crafting.
This is why crafting will never be worthwhile in a theme park game.
In a sandbox, however, everything is different. This is why everyone points to SWG as having amazing crafting. It's a sandbox game. The developers actually want crafting to be significant because they want a player driven economy. They want to build interdependence between players because it fosters community building.
That would make sense because I don't recall, from my short stint in World of Warcraft, that crafting was needed. At least as far as gear and regular questing. Now, raiding is another thing all together.
I think Angrakhan has the right of it in that a lot of theme park games offer raiding and quest rewards to replace crafting.
Elder Scrolls Online offers decent crafting for players who don't want to run high level anything but I can't think of another theme park that does.
Get a game where gear is removed regularly because of "reasons" (in Lineage 2 you could blow gear up when enchanting) or they deteriorate over time and you'll find that crafting is important.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
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2024: 47 years on the Net.
I would say WoW is a good barometer for difficulty, it started the shift to easy-mode, but still had one foot in the "earliest school" MMOs. Not only that but nearly all of us have played it.
The problem is that there is not a standardisation of difficulty in any MMO, they all pitch it at different points for different gameplay and over the years they get "ever easier", so it is hard to pin down. For example if we use WoW we would not even be talking about corpse runs (thankfully) as something we might want to bring back in.
Where I agree with Delete is that MMORPG's are a holistic game, the various parts of the game play feed of each other, which does not happen much in other games because they don't have so many interlaced gameplay elements. Driving is just driving, MOBA is just MOBA. That includes difficulty, MMORPG's are like a building, if anything is off kilter it has knock on effects for everything else.
It is as much an economics/logistic battle as it is battle of strength/tactics. This game is an excellent example of what can be done when the game is seen as more than just a platform for the action/adventure player mindset.
This general approach could easily be re-tailored for a more traditional MMORPG game (or even just lessons learned applied to other games). This is a 'fairly' newish game (recent official launch, but several years in early access), and shows that developers can still think outside the standard box, and that the value of player crafting/supply can still be appreciated in new(er) games.
For me and my short stint with World of Warcraft, I didn't need to craft as I just used quest rewards. I seem to remember buying things off the auction house as well which is fine as that is as it should be.
I'm always more for "world" than "game" and would prefer it if players made our equipment. However, I would prefer that if the developers had a way of dealing with inflation as some crafters go nuts with their prices.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Logic, my dear, merely enables one to be wrong with great authority.