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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

  • ArchivedUserArchivedUser Guest
    edited April 2018
    @Granthor Yep, it would be nice. Scrapping - gets some amount of materials dependent on what the item is (even from junk!), OR you can vendor it for gold.

    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?
  • ArchivedUserArchivedUser Guest
    edited April 2018
    I second the feeling of hate toward purposeless junk items. Mob drop currency can just be buffed to compensate no junk, if anything. Definitely not opposed to a scrapper secondary profession or even just as a feature of a primary profession, but I'd still like to see it done without junk items.
  • I am pretty sure there will be option to scap/salvage items to get some materials and maybe few coins back. It will be definitely needed to prevent overflooding markets. Also i don't want to see any junk items and every items should have a purpose. Even a small one.

    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 no junk items unless they are disguised as valuables, i.e. golden goblets, ivory carvings, etc. I consider those collectibles with a gold value.

    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.
  • There is already a plan in place to implement recovery of materials through "scrapping," Since the details of the crafting system were in its infancy when most of those discussions took place, we have no details on how much the system will utilize it. We only know that you will be able to break down certain things and you will gain a chance at a recipe and recover some crafting materials.

  • #NoJunkItems

    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?

    1. You won’t be able to get them only from farming, and growing. You’ll need them you can only get from killing creatures.
    2. The adventurers will need things from the crafters and crafters from adventurers.
    3. Dropped items will be relevant and sought after
  • And what if you need offerings to placate the gods ?
    Would be nice if resource spawn rates were dependant on votive offerings with associated materials.
  • And what if you need offerings to placate the gods ?
    Would be nice if resource spawn rates were dependant on votive offerings with associated materials.
    if you have any bones I will gladly take them off you hands
  • I'm all for scrapping or deconstruction, it's a must in my humble opinion.
  • I really do like the idea of scrapping. Just some ideas from other games or thoughts.

    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. 
  • I liked the system of breaking down items in DAoC that gave you raw materials.  BUT I also like junk items to make some coin.  Junk items are what help put coin into the game.  If people don't have coin to spend it fouls the system up.  Who's going to purchase items if coin isn't being generated?
  • Granthor , I love your idea. I would always check vendors in EQ 1 .Some people would vendor say ...Iron Oxide a hard to get substance ( early on ) to craft with...I didnt play much more than casually so I was always in dire need of money for my spells. So i would get some of these and sell to finance my enchanters early spells. Vendors sell inventory expanded as you sold them new items other than what they offered.
  • T-Elf said:
    I liked the system of breaking down items in DAoC that gave you raw materials.  BUT I also like junk items to make some coin.  Junk items are what help put coin into the game.  If people don't have coin to spend it fouls the system up.  Who's going to purchase items if coin isn't being generated?
    To put coin in game does not need any junk items. Just make mobs (humanoids) to drop coins and adding hidden treasures to open world and dungeons are more than enough. There is no need to have that junk item if that can easily be replaced with money.       
  • Ferryman said:
    T-Elf said:
    I liked the system of breaking down items in DAoC that gave you raw materials.  BUT I also like junk items to make some coin.  Junk items are what help put coin into the game.  If people don't have coin to spend it fouls the system up.  Who's going to purchase items if coin isn't being generated?
    To put coin in game does not need any junk items. Just make mobs (humanoids) to drop coins and adding hidden treasures to open world and dungeons are more than enough. There is no need to have that junk item if that can easily be replaced with money.       

    Ok, that sounds acceptable. 
  • Pointless junk items yea don't like them I'd rather them being static decorations instead, but if they have some lore behind it (legendary spoon for example) then I actually don't mind since I like collecting those types of trinkets :3
  • Pointless junk items yea don't like them I'd rather them being static decorations instead, but if they have some lore behind it (legendary spoon for example) then I actually don't mind since I like collecting those types of trinkets :3
    Well there could be collectable vanity items separated and those could also be used as decorations to players holds. I just dont see any reason to have junk items. Money income can easily made just with money drops and all items drop can easily have some kind of meaning related to vanity, crafting and gearing.
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Junk items that have no inherent value as a unit would not exist if the elements & composites it was constructed from were a desired commodity.
    A broken sword can be functionally useless, and yet its components make it priceless.
  • Junk is life #JunkratMain
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