Throttling on Crafters

I have a question in regards to something that was touched on a few months ago but haven't found a specific answer to. Why is there going to be a throttling system in place on crafters?

Comments

  • SamielLancasterSamielLancaster Member alpha-0-rank
    if its due to a "raid/dungeon" lockout or span spawn restriction which can be considered natural phenomenon i can get behind that but if its something that is placed in just to block crafting like a fatigue system or the like what is the point in being a crafter.  Archeage for instance only allow me to be a crafter roughly 15% of the time.

  • UnknownSystemErrorUnknownSystemError Member alpha-0-rank
    I hit you with the relevant quotes on Discord. All we can do is wait for the development timeline to hit the crafting portion and see what they give us. They are aware what a shit system Trion and others have put in place to piss people off and have promised not to do that, all we can do is make sure they don't break that promise by calling them to account when and if it turns out bad.
  • ArgentdawnArgentdawn Member alpha-0-rank
    With a player driven economy and the way IS intends to handle world resources it doesn't really make sense to have an arbitrary restriction on crafting. Now personally I would like to see a system that requires player attention instead of one click mass producing. 

  • OiraeketOiraeket Member
    I absolutely agree with Argentdawn. The "softcap" on crafting should come from the attention span of the player. Powerful equipment should take effort to create - it should be a process, not a button click. By doing so, there will naturally be a limit because people simply won't want/ have the capacity to spam make items.
  • RodzorRodzor Member ✭✭
    I really hope it wont have some energy stat like BDO that limits all your activities.
  • KraveiKravei Member
    Oiraeket said:
    I absolutely agree with Argentdawn. The "softcap" on crafting should come from the attention span of the player. Powerful equipment should take effort to create - it should be a process, not a button click. By doing so, there will naturally be a limit because people simply won't want/ have the capacity to spam make items.
    Same here. softcap should come from effort to create stuff. for example materials that hard to get cause of the dangerous zones, drop rates from dg's and extreme dedications for crafting class so your character is able to create to high tier items.
    I am even ok with rng involvmenet with base items crafting instead of limiting crafting with some kind of labor system which is is just annoying.
  • FerrymanFerryman Member ✭✭✭
    Crafting is one of my favorite aspects of mmorpg's and i am also expecting to see rich and complex crafting instead of mass productions system. Crafting process should take some time, but also be rewarding because of that. So even crafting a sword f.e. would take some time, it does not matter if you get good amount of xp and that sword has some real value. 
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  • Crusader2010Crusader2010 Member
    edited April 18
    The time crafting takes should not be interpreted as "click a button and wait 3h after spending 1 week gathering the materials".

    Please, for the love of god, do not put useless time sinks and pauses in this game.
    Yes, I do want a simple system - click a button and craft something almost instantly or in a few seconds - but getting to that point should be the fun and difficult part!!

    Waiting 3h on an item to get done is not difficult, it just eats away from my subscription time for nothing.

    Of course, instead of the simple click some nice mini games could be made to craft slightly better stuff (e.g. crafting puzzles, hidden recipes, experimentation with different materials, etc). I think "The Repopulation" did some good things in terms of crafting.

  • FerrymanFerryman Member ✭✭✭
    Well i gues no-one would like to see crafting where you need to sit down and wait hours to get something done. Or maybe there could be something like that if you dont need to be online at the same time. Maybe you can leave you character to study new recipe while you are offline or something like that.

    I personally mean by time, that time you spend before the final crafting. Ok first items does not need to take ages to craft and should contain just some common materials. What it comes to higher level items i would like to see more complex crafting. You need more rare and/or different kind of materials. Some can be found from open world, some from dungeons, some from raids, some from open world bosses, some from rare drops from mobs, some from gathering, some from crafting, some from trading, some from salvation etc. etc. .. Just pointing out that there can be lots of variations.

    Maybe something needs to be done to some ingredients before you can use them to craft the final piece. That can be related to crafting too. So it is better if you need to see some effort to make the crafted items. That will also give your product some real value and it is easier to sell those forward with less competition. So that you can craft 1 sword instead of 10 is always better option. You can still get same xp and at least same amount of money if you sell 1 valueable sword than 10 mass producted.

    It is important to avoid easy mass production at any cost. That will only have negative effect to markets, because then those will be overflooding the same products with no value. Mass production style also open spossibility to guilds centralize all materials to few alt characters to progress instantly to end game gear f.e. This is where i want devs to pay attention.
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  • LyiatLyiat Member
    Well the cap in crafting I imagine is going to come from the fact that resources aren't globally available. If you live in a metro that produces lumber you're going to have to import iron to make a sword. That means travel time (as fast travel is a limited thing), getting to the foreign place with iron, purchasing it at a reasonable price, setting up a caravan, and then guarding it all the way back to your city.
  • FerrymanFerryman Member ✭✭✭
    Lyiat said:
    Well the cap in crafting I imagine is going to come from the fact that resources aren't globally available. If you live in a metro that produces lumber you're going to have to import iron to make a sword. That means travel time (as fast travel is a limited thing), getting to the foreign place with iron, purchasing it at a reasonable price, setting up a caravan, and then guarding it all the way back to your city.
    Oh yes, really good point. They tried this same in Albion Online, but failed. There you can get three different resources from one type of biome. There are only five different resources at total and five different kind of biomes. So it is relatively easy to get all resources by yourself and you dont need to travel far.

    So IS devs should think this through wisely. One thing which will help for sure is if there will be good amount of different resources and one specific node has just few of them. Now balancing this can be a nightmare. Systems needs to work so trading is really needed maybe about half of the craftable stuff. Some products should be possible to do easily with local resources, some after effort and some cannot be done without ingredients from nodes at distance. I guess finding balance between these is the key to success. 
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  • Rune_RelicRune_Relic Member ✭✭✭✭
    @Ferryman
    Yes exactly. Economic node treaties and such will be built upon mutual dependency. If a node can get everything they need...there is no need for mutual dependency. So collaboration is not required, although it doesnt prevent collaboration. Which means the game would probably decay into the typical all out war and kill what moves scenario. But it depends if the player base supports civilization (collaboration) or the law of the jungle (competition).

    The problem is the bigger the node gets....the more space it covers....so the less dependent it becomes. Which means it could potentially wipe out all the smaller nodes that dont have any option but to work together to have any hope of creating a comparable resource bank.
  • Santy182Santy182 Member ✭✭✭
    Jahlon asked Steven about this on discord and this is what Steven had to say about it.



    It is When We Hit Our Lowest Point That We Are Open to Our Greatest Change
    -Avatar Aang
  • RodzorRodzor Member ✭✭
    Santy182 said:
    Jahlon asked Steven about this on discord and this is what Steven had to say about it.


    Quite an appropriate reply for something that is still very early in development. Still good information, at least we know his intentions.
  • SikubaSikuba Member ✭✭✭
    Part of the incorporation of crafting limits may be to discourage attempts at botting. I know that the devs are working a lot to combat this issue, and maybe this is a part of it.

    I was very pleased to learn that Intrepid has someone with a PHD in Economics as a part of the team. I'm optimistic that they know what they're doing when it comes to building an economy, but like @Rodzor said, it's still very early in development. Testing will be a huge part of it.

    - Sikuba
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