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One persons junk, is another's treasure, and should there be scrapping?
Not looking for a survival game, if I was, I will just keep playing Fallout 4.
Anyway, playing that game reminded me of a few things from playing UO, that was crafting items into different things you find in the game, one man's junk was another's treasure in a ton of cases. I hope we will see that in AoC too. Give everything a purpose in the game, just makes for better crafting in the long run.
What I really , really hate is the JUNK items, they have no use, and all it's good for is trading it in to the NPC vendors for a few pieces of gold. If that's your thing fine, but I still would like even these items usable to the crafters. Not everything will be top of the line, so why not have these items open to crafting as well.
Also, IMO we should have a scrapping option too, so you can reclaim some of what was made, or break down items you don't like, so you can use it in a different build. Sometimes you need to reclaim a few resources, so you can make something bigger and better.
What do you guys and gals think?
Comments
One thing I would like to add - scrapping should be more complex in my opinion. For example, make it a secondary profession that anyone can learn and level up without constraints (like cooking is in WoW, for example).
Just pressing a button to scrap some item isn't going to be too fun... Should be more complex than that (but having no idea how crafting looks in AoC I cannot really give ideas here).
There can also be all sorts of bonuses that could come up the more skilled you are in scrapping: more materials, getting materials from all other gathering professions (but in lower amounts), being able to scrap some derelict metal/stone/etc thingies that spawn in the world and are reminiscent of the older populace (yet independent of the common gathering nodes), etc.
What do you guys think could enhance scrapping as a profession?
I see two options for scraping. Related to profession or NPC. If there will be weaponsmith as profession for example, then he/she can scrap weapons to get some materials back and/or maybe there is NPC blacksmith which can do this for you.
I also prefer the scrapping option, matched with a base/improvement model (like turning an Iron Sword into a Steel Sword or scrapping it for iron) would make the game, imo, more fun for those that prefer crafts.
That's my biggest pet peeve the concept of "junk items". AoC devs if you're making crazy item tables where 95% will be relegate to scrapping. You're not innovating.
[21:40] If most items will be player crafted, it can easily lead to where loot tables be extremely poor and narrow. How will you make them interesting and rich?
Would be nice if resource spawn rates were dependant on votive offerings with associated materials.
In tOR you could reverse engineer items.. some of those items you had a chance of learning a new upgrade or alteration to it. I don't really care for the way they handled it because their crafting system was pretty awful.
However if you are scrapping a bunch of swords it'd be cool to learn a more optimal mix of alloy to make a better weapon. If you scrap a lot of belts maybe you could get an idea on how better to distribute weight so you can carry a little more or move faster. Scrap vanguards to come up with a better design to block blows better. Helms for better detection (unobstructed for hearing or better designed eyeholes) for enemies.
If the game has a more GW2 crafting you should be able to break down armor/weapons into their components to reuse or replace. Take that grip off for a better leather. Love that crossguard but the blade is broken, replace that blade. Reinforce that chest piece so it has more armor but makes you a little slower.
There are so many systems and mechanics you can add to the crafting in this game and I'm really hoping it is in-depth. Too many games have lost my attention because of a lackluster/vapid crafting system.
Ok, that sounds acceptable.
A broken sword can be functionally useless, and yet its components make it priceless.