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Is the ingame crafting limited by a kind of labor points?

Hey community,

are there already any information about, if the ingame crafting  is limited by points? For working people like me, its a problem when other player can progress without a limit, making gold or craft without any limit. Some games limit crafting and other stuff with implementing a labor point system. Somebody know about this?

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    Not as far as we know. There will be a talent tree for proficiency points to specialise in a particular area e.g. taming and these points will be limited like with a skill tree.
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    Labor points are rubbish, I think if they want to throttle the speed you craft it should be by putting items in dungeons that are needed for crafting quests and make it level specific as well.
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    I like a labor system IF they dosen't sell additional labor points.
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    Falmin said:
    Labor points are rubbish, I think if they want to throttle the speed you craft it should be by putting items in dungeons that are needed for crafting quests and make it level specific as well.
    That means, more time = more items = no chance for player with limited time.
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    blyce said:
    That means, more time = more items = no chance for player with limited time.
    But Players who put in more time should be rewarded better than ones who didn't. Also dungeon drops are RNG, with possibility for someone to get lucky.
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    I hate labour systems, why not allow people with more time to get further?? They are putting in more time and effort to get there.
    I don't have much time my self and I don't grumble if some one who puts more time into a specific part of the game beats me too it.
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    Falmin said:
    I hate labour systems, why not allow people with more time to get further?? They are putting in more time and effort to get there.
    I don't have much time my self and I don't grumble if some one who puts more time into a specific part of the game beats me too it.
    Couldn't agree more, very well said.
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    Falmin said:
    I hate labour systems, why not allow people with more time to get further?? They are putting in more time and effort to get there.
    I don't have much time my self and I don't grumble if some one who puts more time into a specific part of the game beats me too it.

    Same here.  Let the people work if they want to work.
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    So Students and workless people will dominate ! When I was student, I played ~10h/day, always hardcore crafting and trading. Looks like it will be impossible to compete with that when you have only a few hours after work.
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    blyce said:
    So Students and workless people will dominate ! When I was student, I played ~10h/day, always hardcore crafting and trading. Looks like it will be impossible to compete with that when you have only a few hours after work.
    So let them "dominate"? If they want to sink 10 hours a day or more into the game then they should have something to show for that.

    Why does everyone think we all should be on the same level? If you spend time playing a game you should be good at that game, an artist who spends 10 hours a day drawing should and most likely will be better then someone putting in 2 hours a day. 

    A person who plays a game for 10 hours a day probably doesn't have the same perks IRL as someone who only plays 2 hours. When I had that kind of time to play games I didn't have a social life, a car, was making 8.75/hr and lived with my dad.
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    I agree with not having a labor system too, if you got the time to dive in like that more power to you. You good sir deserve somthing to show for it in game.

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    I'm going to side on the lack of a labor system also.  If you put in more time than me, and your better at the game then you should see benefit from that

    What I have always wanted to see was an active crafting system so that your skill in a mini-game of some sort would have an effect on the outcome of the craft. The way I see it this would do two things. It would allow the creation of more premium items based on the skill of the craftsman. It would also remove the ability for people to just sit and click the craft button while watching youtube on another screen so that the crafting process is actually engaging.
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    I am also against the labor system.
    Although, with no labor points that means the 2-4 hours a week you do get to craft will be unabated and not circumvented by p2w mechanics.
    Besides, if you are worried about the progress of those that play more in an open PvP world, I would be more worried about the difference in gear and level. But that's always a thing and should be.
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    Mechanics that limit a player's progression are not something that I myself am a fan of. As long as there is not a way to supplant systems with cash, I will be fine with it, as everyone is subject to the same rules.
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    The first comment links the relevant Discord quotes that we have on this and we already know from multiple examples Steven's abhorrence to the current state of p2w mechanics from other games that had labor systems that could be bypassed through purchases. I expect them not to limit how much crafting you can do in a day through artificial time gates, but more through scarcity of resources and how crafting is leveled and realized. We have a few different Bard quotes from livestreams where they don't want the crafting to be, take 1000 units of copper, smelt into 500 copper bars, turn into 250 copper swords to level, with those copper swords having no value beyond vendor trash. Until they release more on crafting all we have to go on is what they have said, but once released for testing it is sure to be heavily tweaked as people find the sweet spots overlooked in the rush to get it to alpha and report exploits and balance.

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    ArchivedUserArchivedUser Guest
    edited February 2018
    I like, that with a labor point system where no extra points can be bought, we have to choose what we wanna learn and craft. 

    Without that, everybody can just buy and craft easy every proffesion to max lvl. Labor points mean to me, that I have to use them strategical and also to decide for what proffession invest my labor points.

    If they dosen't limit the crafting progression, it will be like 95% other mmorpg's. Even, if they limit crafting supplys just mean that big guilds control the crafting materials etc. can be bad for player which like to play in smaller groups or alone. Also, progress of proffesions is in this case only depending on gathering/grinding resources. boring.
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    You will only be able to focus on a few crafting styles, characters will not be masters of all trades.
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    I don't like labor systems either - they remind me of phone apps. I'd like it so that some materials are just hard to get, like in a dungeon or something. Maybe a rare mob spawn or boss spawn? 
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