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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Hard vs. Soft Crafting
ArchivedUser
Guest
I've been turning this over in my mind for a while, and want to see what the community thinks.
First, let me define what I call hard and soft crafting.
Hard crafting is pretty structured. You have recipes for specific items, such as an iron sword, obtain the proper materials, and then make the item according to the recipe. A stereotypical example of this is vanilla Minecraft, where there are a very limited set of tools you can make, and they all have very specific recipes.
Soft crafting is much looser and gives more freedom to the player. You can create different parts of items seperately out of different materials, and then mix-and-match parts to get whatever unique item you want. A stereotypical example of this is the Tinker's Construct mod for Minecraft, which allows you to make different parts of your tools out of different materials. A Flint pickaxe head with a wooden rod would get you a pickaxe that mines quickly and breaks quickly, whereas a Stone pickaxe head with a stone rod would get you a slower pickaxe with more durability.
There are a few pluses and minuses to each system. Hard crafting is more beginner friendly, and lets you make things like set bonuses because you already know all available items. Soft crafting is truer to the real world, gives the player more options, but makes it harder (or nearly impossible) for the devs to do things like give set bonuses.
So far, I'm fairly sure Ashes is leaning towards a hard crafting system (they said in the most recent livestream that we'll be using one of the top-tier armor sets, which means there are sets). My question is - how hard do you like your crafting?
Please keep in mind:
- For now, let's ignore how long it'll take for the team to develop a given crafting system.
- In soft crafting, generally the best materials are only found as drops from high-tier bosses; thus, it's still difficult to craft the very best weapons possible.
First, let me define what I call hard and soft crafting.
Hard crafting is pretty structured. You have recipes for specific items, such as an iron sword, obtain the proper materials, and then make the item according to the recipe. A stereotypical example of this is vanilla Minecraft, where there are a very limited set of tools you can make, and they all have very specific recipes.
Soft crafting is much looser and gives more freedom to the player. You can create different parts of items seperately out of different materials, and then mix-and-match parts to get whatever unique item you want. A stereotypical example of this is the Tinker's Construct mod for Minecraft, which allows you to make different parts of your tools out of different materials. A Flint pickaxe head with a wooden rod would get you a pickaxe that mines quickly and breaks quickly, whereas a Stone pickaxe head with a stone rod would get you a slower pickaxe with more durability.
There are a few pluses and minuses to each system. Hard crafting is more beginner friendly, and lets you make things like set bonuses because you already know all available items. Soft crafting is truer to the real world, gives the player more options, but makes it harder (or nearly impossible) for the devs to do things like give set bonuses.
So far, I'm fairly sure Ashes is leaning towards a hard crafting system (they said in the most recent livestream that we'll be using one of the top-tier armor sets, which means there are sets). My question is - how hard do you like your crafting?
Please keep in mind:
- For now, let's ignore how long it'll take for the team to develop a given crafting system.
- In soft crafting, generally the best materials are only found as drops from high-tier bosses; thus, it's still difficult to craft the very best weapons possible.
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Comments
This can be applied to every craft as well as gathering and processing. Gatherers could choose to gather slowly to gather higher tier ingredients and processors could mix various types of ore to make special alloys suitable for various purposes. In cooking and alchemy your ingredient grade and choices would affect the final product. Enchanting can also have various components to make up the recipes on the fly to get exactly what you are looking for.
I need to have more info as well before I can make a decision on thus one... will also have to explore the ideas of each as well
there are various ways to go about it, one is the blueprint route, another is a specific constructed ingredient in the soft recipe that must be discovered.
For example, lets say an effriti camp is found, and a player wishes to make "effriti armor". One would obviously have to get thematically appropriate resources, like effriti steel. But swapping out effriti steel for your normal steel may only produce something like "flaming armor". To make effriti armor, you would have to create or have created for you an additional piece to include in your recipe something like an "effriti sigil" that would be added to each piece.
Further, having a recipe that a player can read to get started mitigates some of the issues with newbie friendliness.
Now if the game really wants a good crafting system they'd need to go with quality variety on everything. Craft a sword with all grade-a materials and sharpened flawlessly by a master. Maybe mix in some ember ore to add fire damage. Add or subtract carbon to affect it's toughness.
Another simple crafting system that has a lot of variety to it is Dragon Age Inquisition. You craft the components of your gear but what you make the components out of affects the stats and bonuses as well as the visuals of the gear. There are different tiers of types of components that have many different stat-attributes depending on what they are used for. A metal may give strength or endurance when used in armor but would give armor piercing when used in the creation of weaponry.
DAI gives you the recipe but allows you to select the stats based on what you compose it out of.
I'm watching (not playing) 'Crowfall' at the moment; I like their way of crafting, which offers plenty of options to craft items from a range of materials in a 'soft-crafting style, and also involves a 'Timing' element to qualify for each particular skill, similar to EVE Online.
However, till we see how AoC crafting is presented, I'm 'ambivalent' poll-wise.
I personally don't like the idea of every piece of armor to have " sets " .; because then ... it'll bring forth incentives to solely seek out the highest Tier Set / Gear Set ... even if they're multiple Sets for that Tier ... it'll still lack the uniqueness . IN other words, eventually, everyone is going to have that same Gear for that particular tier ... all looking the same & not diverse.
In fact, i thought of crafting completely different - i was hoping that ... the gear that we earn / find / create / " given-to " ( etc ... ) ... i was hoping the each gear can be altered separately & independently - without a " recipe " , without a guide.
Because Recipes Spoon-feed the Player. Without ever having to wonder.
Basically, I'm hoping that Enchantments can be applied on Crafting Materials in order to produce something entirely different if that same Material had no enchantment. Also hoping for there to be " certain parts " that can be altered:
( Probably " not the best example " ,its two Completely different Swords, but the point is to make small Modifications where ... " Hard Crafting " usually doesn't allow )
I prefer if all Crafting Materials can interact with each other & other things, as opposed to Crafting Materials being restricted by Recipes ... and thus having a Universal use for them ( if Soft Crafting )
Instead of an enchantment on the crafting material wouldn't that be incorporating a different material into the grip of the weapon? I think we are both looking for the same thing though Eragale. The point is to be able to mix and match each individual component that goes into the item. In this instance you want to be able to define what the handle for your specific sword is and how it effects the overall performance of the weapon. This would allow players to make or order customized gear for their characters that fit the players individual vision for their character and play style.
A system that is soft can still be hard for players that want a less intensive system. A hardwired hard system can never be soft to accommodate the players who want more control over their creations though.
Some Mmorpgs jsut have to many sub componets or steps to make a final item or apply minigames that after a while can make the crafting tedious.
I don't see how a gear sets cant be based on function rather than material looks.
Some components may modify the Set bonuses, some components may modify the item stats itself.
The way I understand is crafting will be a customisable thing, and hopefully a tunable thing. So soft and hard are irrelevant. It simply is both by default.
Even the gear is designed to be modular so that you can swap out components. Those components would probably be functional as well as visual.
This involves necessity to find recipes for stuff before you are able to craft them.
I also don't enjoy crafting becoming too complicated and complex. Crafting is only means to an end for me.
I'm a bit up in the air about hard vs. soft. But one thing I really don't want to see is sets being broken up by level restrictions.
"A'right, I can make the iron scale leggings and chest, but, oh ... I have to be 4 levels higher to make the gloves and boots and 7 higher for the helmet."
This hurts me when equipping items, too. I can finally equip a full matching set then next level sees me collecting the next tier one piece at a time.
Different materials allow you to build a weapon that matches your playstyle.