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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
What would you guys like to see regarding the crafting system?
ArchivedUser
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Title says it all. Since AoC still has a lot of time until launch, they can pretty much experiment with whatever they want regarding crafting. So if you have any ideas or anything, comment below!
Personally, I'd love to see a crafting system that doesn't limit the player at all by day/account/whatever. The production points system in Tera absolutely KILLED the crafting for me, because I couldn't craft as many things as I'd wanted, and once I'd crafted too much, I couldn't gather either, so I'd really appreciate it if AoC didn't have any similar systems. The "Crafted by: " on every item seems to be a nice touch, and I'd appreciate it if top-tier items were all crafted, so crafters would feel actually needed; maybe specific crafters would commonly be recognized in the community, and praised for their top tier crafts.
Personally, I'd love to see a crafting system that doesn't limit the player at all by day/account/whatever. The production points system in Tera absolutely KILLED the crafting for me, because I couldn't craft as many things as I'd wanted, and once I'd crafted too much, I couldn't gather either, so I'd really appreciate it if AoC didn't have any similar systems. The "Crafted by: " on every item seems to be a nice touch, and I'd appreciate it if top-tier items were all crafted, so crafters would feel actually needed; maybe specific crafters would commonly be recognized in the community, and praised for their top tier crafts.
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Comments
https://forums.ashesofcreation.com/discussion/38882/the-crafting-and-gathering-economy
https://forums.ashesofcreation.com/discussion/39170/crafting-systems
https://forums.ashesofcreation.com/discussion/39264/crafting-and-professions
https://forums.ashesofcreation.com/discussion/39537/what-can-we-expect-from-the-crafting-system
I would like to see crafting happen less often, but be far more satisfying when you go to craft, like each time you have actually accomplished something. I want to see it being done more too. I want it to feel like I have really smashed out a piece of metal, or stitched together a coat. Nothing over the top, just a more meaningful experience overall.
Especially with freeholds being a thing, I think the act of crafting could really shine and maybe even be interesting to watch as you march by the forge on your way to the tavern. I really do believe this kind of vision fits into what the rest of AoC is doing. They are making everything in a way that has impact on the world, and is visible to others (Caravan system as an example). I expect nothing less for the way we will be carefully creating the items that will protect and sustain us on our journeys.
@StarFoxWasHere If you want to truly 'feel' like you've stitched together a coat or smashed out a piece of metal, do you think that it would be beneficial to make crafting an active, non-AFKable process? Maybe like a minigame or something? Or would you simply want the investment to truly feel rewarding as a whole?
Primarily, I would want crafting to be something that has weight to it. One way to do this, is you put more emphasis on finding materials, recipes and other rare items and make everything that leads up to that satisfying smell of strength imbued stew very worthwhile. From my experience, especially in Gw2, you just press a button and watch stacks of sword handles pop out the other side like a magic kids oven. Making just one thing should feel like an accomplishment, not just a grind.
The second big thing would be simply time and animation. I want to have to start up my forge and wait for it to heat up. From there, not a mini game, but just act of bring a golden hot piece of rare metal with tongs, to the anvil, where some hammering leaves me with the blade I'm looking for. Then maybe a heat-treatment stage, followed by a Polish stage.
So still not a mini game, but you would lose the metal if you just left it in the forge for 20mins unattended, or your soup would burn if not removed in time, or stirred.
I know some of this may sound tedious, but if you only had to do it every so often (for the average player gearing up), then the process would only build the excitement to see the final product and go shred some monsters with it.
Now for the deticated craftsmen, as they increase in skill, they might have 6 forges running at once, carefully and masterfully managing them to print out a surplus of weapons and armor. The more skilled, the better the quality. They then have a full blown trade to make their way in the world of Verra. As they slowly but surely become master craftsman, their rank would allow them to grant quests for much of the materials they would otherwise have to spend hours aquiring.
One player soon becomes node famous for his cookhouse, and soon becomes the go-to tavern for the rarest of foods and a fantastic opportunity for up and coming adventures to make a quick buck filling out quests.
On a side note, I think it would be sweet if those who invested in a certain trade, and in high-end equipment for that trade, should be more successful and quick in producing those items than the average joe chucking chickens at frying pans like a madman.
I really believe that if they are going to have a game so rooted in economy, they need to make it valuable for players to pursue mainly one trade. So each player can soon take up niche places in the node.
The only real issue with some of my ideas, is that the player who wants to be a hermit, and do everything for themselves, will struggle a lot. But really, I think AoC is already driving towards a community game that demands players to band together and build sustainable economies and defenses to survive.
Edit: Sorry I realize this turned into a small book. Most of it is really unrealistic too, but hey, here is to hoping!
A system where the actual task of creating an item is enjoyable. When you initiate a craft you have a small mini-game, but a mini-game that is different based on what you are crafting, and that somewhat mirrors the task you are performing.
As an example, if you are a smith and you are hammering out an iron ingot to make some armor, you may get a mini-game that is mechanically similar to a whack-a-mole game, where you are heating up the iron and have to strike it with your hammer in spots as they heat up.
Then when you are riveting the armor together, you have a tetris-style game.
The difficulty of the mini-game can be tied to the quality of the item being made, and then character level and apparatus quality can be used to adjust that difficulty downwards. Ingredient quality should only ever impact the final product, not the process getting to it.
What I expect;
A system that is broad, but shallow.
I don't expect crafting itself to be overly exciting. I expect the game to provide us with a whole lot of recipes to go out and collect, whether by quest, drop, purchase or discovery.
I expect there to be a wide variety of recipes, and I expect components to come from all sorts of places. This doesn't add depth to a system though, it simply adds more manure to pick through in order to get to the few gems that players want.
Once a character has the recipes and the ingredients in hand, I don't expect Ashes crafting to be any different from 90% of the MMO's out there. Sadly.
Please.
For example, if you make a bow from pine or fir, it will have basic stats. Make a bow from Willow that one will resist breaking (wood is springy) and from oak, the bow can do a tiny bit more damage as the wood has a faster snap to it.
Combine willow and oak into a composite, and you get a more durable bow, with a slightly faster snap to it.
Add something odd to that mix, like rose wood, or cinnamon wood, and you get a nicely durable faster action bow, which is rather fragrant. The scent could even add a masking effect for rangers, making them less detectable(trackable) by scent.
This would give people opportunities to harvest normally overlooked materials, and see what mixing them into a known design might accomplish.
It could be too complex to pull off, but some minor effects based on materials used would be cool.
I want it to be as engaging and interesting a pastime as adventuring or questing can be - however that is accomplished.
Do prefer Soft Crafting
BrainStorm more >~>