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High Level Dungeons Drops and Crafting

Now I haven't had all the time to really dig deep into exactly how the crafting is going to be in this game. And also since it's in pre-alpha it is surely going to change. But I wanted to disucss the crafting and how to obtain various gear in the game.

Since it seems the game is going to be heavily based around economics and the node-structure so some nodes are better at getting certain materials it would in my opinion make sense if crafting played a huge part in the gameplay. Since this will be an western mmo I'm guessing raids and dungeon will also play a big role in end game contents, but what I often find in mmos where dungeons play a huge role is that crafting often becomes completely unecessary after a while. Alchemy and such professions often stay relevant throughout the entirity of a game but other professions such as blacksmithing often becomes useless when people can find better equipment in dungeons.

So how would it be if the best equipment in the game would be crafted from materials which could be found in raids and dungeons. Of course this could make progression slower which I know alot of people dosen't like nowadays but a nice trade-off might be that you can find almost the best gear in dungeons but then for the very best you need to farm materials that either you or more preferably a master blacksmith can use to create the best equipment. This would result in both the people enjoying dungeon and raiding content as well as crafters would stay relevant throughout the lifetime of the game and both could focus solely on what they enjoy doing in the game.

Tl;dr Dungeoneers find materials that blacksmiths or other crafting proffesions can use to make the best equipment in the game.

Sorry if this has been posted before or more information actually exist about how equipment, loot and crafting will work which makes this post irrelevent. But I couldn't find much information about this based on my somewhat limited googling and information gathering.

Comments

  • There will be material drops from endgame PVE wich wil be usable for crafting or enhancing gear.
  • [quote quote=18385]There will be material drops from endgame PVE wich wil be usable for crafting or enhancing gear.

    [/quote]

    Ah okay I see that does sound promising, do you have any source on this information, would be nice to read up a bit exactly what this implies and how it will affect gameplay.
  • From Q&A and some players vocal sentiment, there is item decay. No gear will be permanent and you will have to pay for either upkeep or re-craft said items when your gear breaks.
  • As long as gear decays and breaks, then I think a loot economy can co-exist with a crafting economy!

    Perhaps some of the best gear *can* come from PvE... in the very rarest of circumstances (low chances). But if you end up with that item - knowing it can break - perhaps you choose to only equip it for particularly important moments. For every-day use, your local crafter can supply equipment nearly as good?

    Maybe something along those lines...
  • They said that the best gear will come from a combination of pve and crafting. Gear will decay, hopefully we can prolong their life by repairing them. If you find a really awesome piece of gear in pve you will have the option of breaking it yourself to learn its properties to potentially learn how to craft it. So it works well for both the pve aspect (selling that piece to crafter) and crafters to learn them and selling them to pve'ers.
  • Has any of you ever read 'the kings avatar'? The novel is also about a mmorpg and apart from different tiers of equipment there is also a 'silver' tier. This is amor and weapons that are researched and made by the people themselves. You start with a basic weapon and by with rare materials gained from dungeon bosses, raid bosses or even world bosses, you can upgrade that weapon. Depending on the material your weapon will lvl up and gain certain traits. The weapon can be further upgraded by using adding new materials that can be gained at higher lvl's.
    However, The weapon or armor can be destroyed in the process if materials are used that do not work with specific piece of equipment so a lot of research is needed in order to make these weapons as strong as possible and in this way the weapons can be adjusted to the specific players liking. If you want to focus on defence than you have to use material x, but if you want to focus on offence you have to use material y.
    Of course the materials needed for upgrading a piece of equipment will be hard to come by and will become harder and harder to get the higher the lvl of the material.
    These equipments will make you stronger, but because of these weapons other players also want to pk you in order to have the chance that your equipment drops.
  • This sounds good, I think a crafting system that relies on PVE drops for materials would be the way to go. If possible I would think a system has some randomness in it would be great, so that you could have different attributes even for rather low level weapons, like for instance a 1-100 points for 10 characteristics and when you craft you get a value in each randomly with a plus for you skill level.
    This would make it possible to have weapons built by different smiths be valued.

    Say for instance a Grand Master Smith (+50 to all base stats ) creates - Sword, Sharpness (150), Weighted (150), Durability (85), Speed (87), Piercing (97), the first set of characteristics are fixed the next set are random, One Handed Speed Enhanced (+30), Weighted Damage vs Armor Enhanced (+20) , Blocking Disadvantage (-30), Monster damage enhanced ( +40), Magic Affinity reduced damage from Fire (-80).
    So the first characteristics would be fixed and fall in a range modified by skill, materials , enchantments on the smith etc, the second set of characteristics would be assigned randomly from a pool that can manifest from the materials used.
    By trying different combinations of materials you might get different results, but hopefully this will be random by play so no online sites pop up with complete lists of what to do get the God Sword of Death.

    This would make crafting important and fun, each weapon might be desired for different situations. This is beyond enchanting with I would think would provide some different effects.

    I think by adding this randomness quality you make it more fun to craft even at lower levels, because who knows you might hit on a really powerful weapon just by combination, not necessarily power -

    A Journeyman smith (+30 to all base stats) makes a sword,
    Sharpness (130), Weighted (130), Durability (95), Speed (100), Piercing (120), the first set of characteristics are fixed the next set are random, One Handed Speed Enhanced (+30), Exceptional Sharpness (+30) , Stone Cutter (+30) , Affinity to Sharpness (+30),
    Blade of Attack (+30)

    So as you can see this Journeyman smith just made a blade that puts the Master Smith to shame, with qualities that the master may never see. While the Master Smith has higher fixed stats and on average can create better weapons the Journeyman can luck In to a seriously powerful sword just by chance.

    This makes craft spamming for levels of skill way more fun and valuable. Plus who's to say that after you make said sword your next stop might not be the enchanter to improve the blade even more.

    So in short, please add a set of fixed characteristics that come from skill, materials or magic, then add an equal number of random attributes that can pop up randomly perhaps hiding in different materials. Also make the characteristics of numbers variable adjusted by skill of course but still a bit random.

    This would make crafting grinding 1000 daggers way more fun and profitable.

    Apprentice +0
    Journeyman +20
    Adept +30
    Master +40
    Grandmaster +50

    A large pool of say 500 random characteristics with each metal having 10 or 20 would be awesome, so basically even an Apprentice could make powerful weapon, but a Grandmaster would be more likely.

    It's all about making the crafting grind fun, who knows what cool combinations might make Excalibur?

    Since Apprentices make lots and lots of swords they just may make one that is perfect for what is needed, not necessarily the most powerful. It makes crafting much more exciting.
  • Can someone confirm the following for me ?:

    Bosses will drop gear that will be the same quality as something crafted?
  • They've said in some of the q&a's that the crafters might have the ability to break down a drop in order to be able to get its "recipe" and recreate it. They've also said that there will be epic drops though. I'm not sure if the first one applies to epic drops too, but basically they want crafting to matter.
  • [quote quote=23244]Bosses will drop gear that will be the same quality as something crafted?[/quote]

    Yup. In their earlier Q&As this is what they said will be possible.

    Also as someone mentioned, you can break down gear for their parts and reconstruct them to be more tailored to your needs.
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