Crafting

What part of crafting excites you the most? 
and why?

as we all know crafting is going to be a big part of the game as you will need to do this in order to get equipment. 
So having friends or guild members co ordinate different resources together would make things more efficent.

What ideas have people come up with in terms of trying to make their crafting most efficient?
Do you have friends that will take this part of crafting and compliment each other in terms of demand of resources.
How many types of resources will there be and how will this value change depending on the node we are in?

These are all questions that interest me and i would love to know what you all think or have planned to prepare for the crafting part of the game.

Comments

  • When a rare craft is successful. Nothing more satisfying than that xD

    I usually do alchemy in games because I like supporting my guild mates in what ever way I can ^^ I like the extra buffs alchemy potions usually give :3


  • Right now I'm just excited to hear more details about it!

    But what I hope to end up hearing is more about how collaborative a process it can be... how crafters can work together for a common goal. 

    But, only if the system in place for it is enjoyable and not tedious...
  • I usually have an alt for each tradeskill, so I'm just hoping it's not too time consuming.

  • There is so little info at the mo it is hard to say.  However being able to make an adjustment to stats of final product to make things more unique sounds cool as well as being able to label your goods so you can build a reputation is awesome too.
  • I'm personally trying to get the large guild community that I joined from other games to play Ashes when it comes out. This way I can have a competitive PvX guild that I can focus on crafting and/or gathering specifically to help gear the guild. If they don't play Ashes, then I'll end up joining a competitive guild that is in need of a specialized crafter/gatherer. 
  • I want to kill a super hard boss, get a rare material, and use it to smith a badass/unique weapon.
  • Beep said:
    I want to kill a super hard boss, get a rare material, and use it to smith a badass/unique weapon.
    Don't we all, Beep.... don't we all... 

    ;)
  • I usually have an alt for each tradeskill, so I'm just hoping it's not too time consuming.

    Which is cool, and I am not begrudging your playstyle. But  hope that isn't a viable thing in Ashes... I hope there isn't anything "usual" Ashes that we bring from other games.

    I really want them to design a crafting system for players that love crafting. I want crafting to be not something that players "also do" as an aside.

    I want craftingto be a fir st class citizen whereas if I put effort and time into it, anyone who doesn't do the same won't be able to do the same things as me.



  • @Lethality I can totally understand where your coming from and I think that would be great as well.  But most of the time with the insane mark up people think their stuff is worth, it's cheaper to level up a crafter and make it yourself.  Like take WoW for example, to make a gem for a socket, they might spend 100 gold and will charge 5k for the socket.  For 5k and about a two hours of my time, I can level a jewelcrafter high enough to get my gems, and make them as I need them.
  • @Lethality I can totally understand where your coming from and I think that would be great as well.  But most of the time with the insane mark up people think their stuff is worth, it's cheaper to level up a crafter and make it yourself.  Like take WoW for example, to make a gem for a socket, they might spend 100 gold and will charge 5k for the socket.  For 5k and about a two hours of my time, I can level a jewelcrafter high enough to get my gems, and make them as I need them.
    Yep I hear ya! And I think that's the failing (or maybe the intent?) of system designs in other games. 

    In most other games, ore nodes pop and repop on a regular schedule and in the same spots. So there's an "infinite" source of whatever is needed. And transporting that resource anywhere in the world isn't an issue, as you can stack as much of it as you want in your inventory or pull it out of the magic bank in a remote city (that players likely teleported to anyway :)

    Based on what we know about the goals of Ashes, none of those things will hold true...  Resources are finite. Getting them from one place to another takes time and is risky, not to mention logistical.

    I'm hoping those things are able to put value back on the resources and the crafted items that we haven't seen in a game in a long time. 

    In other words, it should be much easier and cheaper for you as a player to buy a sandwich from me (even if you think it's overpriced) than to grow the grain to bake the bread, farm the lettuce, raise the pig for the ham, the chickens for the eggs for the mayo, etc.  (sorry for a weird example!)

    It's really hard to balance an economy and at the same time make it truly dynamic based on player actions. !

    I think (and hope) we will be able to leave our expectations from what we can do in other games behind, and think about this in an entirely new way.


  • For me so many games have just made crafting feel like a chore of a game like just added it in because other games have it.

    dont really make a effort into I think bdo did a good job on making crafting a bigger part of the game

    i just hope if they plan on making crafting a key pillar of the eco emy then they do it right :)
  • kinky said:
    For me so many games have just made crafting feel like a chore of a game like just added it in because other games have it.
    Crafting will be always a chore, and most players wouldn't like it, it doesn't matter what do they do with it.

    But if it will be complex and time consuming, then at least the very crazy ones can play as a full time crafters, which is nice.
  • I've always found crafting an enjoyable facet to mmo's - there's just something to be said about successfully creating an item from a random horde of goods. (Never mind the rage-fits I encounter when the RNG God refuses my cookie sacrifices...)  It's the lack of end-product diversity that gets to me.

    From my reading - see: snooping - thus far, it seems the AoC system is striving to include that very diversity. We don't have enough information on crafting in circulation for my tastes, but I'll be keeping a close eye on any leaks I can get a hold of.

    @Lethality
    I also agree with your assessment of other game systems.~ Most game-based economies, unfortunately, fail to follow the trends of most real life ones. AoC's prospective system should help curb that. Hopefully.
  • I want to see a quick vid of work in progress or screen shot!
  • I'm hoping crafted items will hold more weight rather than in other games. In many MMOs, you spend so much time and energy leveling a trade and building something awesome, only for it to be censored pretty quickly in favor of a new weapon.

    Upgrading will always be a factor as that is the big draw of MMOs, however it would be nice if crafting items meant something again.

    It would be cool to have well known player smiths on a server where people flock to get rare items made. It would be cool to sink a lot of time and materials into an awesome weapon and it holds it weight to other weapons that drop in high dungeons.

    It would just be cool to be known for your work and to enjoy the fruits of your labor!
  • @Lethality You make some great points, and I hope your right.  I'm optimistic about all this, and will remain so till the game goes live and we get to see how it works out.
  • Another thing I'm curious about is how big will the variation be in resources.
    how big the crafting are will be if based on a 3 point learning pillar so you can't do it all yourself.
    id have to buy said resource from bob or get from my members 
    should be interesting to see how they differentiate that' hurdle.

    like will it be you news 3  or 4 types of gatherers just to have access to all the resources to craft in one tree maybe in teams of 5s you work together in creating things

    How often can you get caught in this caravan system how hard is it to defend.

    id assume it will be asking guild members to come protect the transport for some time. Or alliance

    is it at all rewarding for those that successfully escort a caravan.
    or is it just the general satisfaction that you protected your guilds resources 

    it would be interesting if you got guild contribution for helping protect one.

    something small but not game changing 
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I hope crafting doesn't end up like most MMO's crafting. Enter a number, press a button. AFK till done.

    The best crafting I saw in an MMO was Vanguard's crafting system (might have missed some MMO =P). You would often need items from other crafters and you actually needed to work though the whole crafting process with, depending on you class, quite a bit of tools. In the end some badass complication popped and you masterwork could fail. Loved the system. (altough i raged a lot when another complication came :D)

    What I would like to see for, let's say Alchemy is that I actually need bottles for my drinks, mixing the ingredient taking time, that I would have a chance to fail (with a big KABOOM) or have a chance to enhance my drinks because I used rarer materials.
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