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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
UO + SWG + YOUR pick crafting systems = AOC crafting
granthor
Member
Hi guys, I will speak on this later, I need to rush off to work soon. But mainly what I am saying. Will we see the best of crafting from those older games, with a touch of something more added? I only used the two games I know about, but please use examples of games you have played. I think the crafting in AoC should be very deep and very entertaining. Not boring, and give you the feeling of doing something of meaning in-game. So strike that GM mark on your item and let's talk about it.
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Comments
If I remember correctly some of the Ashes team worked on SWG... So there is hope... I have the feeling we are going to get click n' craft with, perhaps, a pinch of points to enhance this or that... or the ability to a add 'skills/abilities' to items (armor/weapons).. something along those lines.. but nothing complex like the days of SWG.
Unfortunately. I truly hope I'm wrong...
By contrast I'm currently levelling up a character with crafting in GW2 and it's far easier to keep up with. The items I make can be used on my character at the appropriate level all the time. Anything surplus that I make can be broken back down into component parts and sold or stored for later use.
The next big difference between WoW and GW2 is that in order to make the best gear in GW2 you have to combine low level materials together. This means there is always a healthy market for low level materials and reasons for high level players to visit low level zones, keeping them populated.
The reason why I point this out is that the success of the crafting system is dependent on how it interacts with the other game systems. You can have the best, most in depth, enjoyable crafting system in the world, but if it doesn't fit with the rest of the game it will fail.
It would take you as long to level your crafting profession as it did your combat levels, you had a complete set of non combat gear that provided stats related to either refining, harvesting or crafting and you could not do it all, if you wanted to master all professions it took a long time and several characters to do so. The process of making an item was a whole mini game in its self that could fail if you were too ambitious in the level of what you were trying to craft, yes you lost your materials.
Harvesting provided the raw materials of different rarities with numerous materials being needed to produce a final product. Then there were the materials needed to build houses and ships with quests telling you where to go and study or rather try and find things like key stones to study and there were at time in not so easily accessed areas that would require a group to clear mobs so you could get near them. Constructing housing and ships would require huge amounts of materials and the input of other players to help construct the different components for the final product.
How I made my gold and platinum was simply by making horse shoes that provided a few % to movement speed, they were always my top seller.
I'd like to see low lvl gears be rise to mid late lvl gears by master artisans.
I think it could be good thing if masters could us height ranks resources on low recipes to buff them up.
Some things like a balance between the rank of the resources and the rank of the recipes.
If you choose to go for height rank on both you'll have low chances of success but it will be outstanding stuff in the others hand if you go for both low you'll got height success rate but normal stuff. So all depends on the risks vs rewards that Steven like .
I think it could increase the offer and us of all gears and create a resources sink that will push back the moment where it will be easy to have height ranked stuff all over the server
Being able to raise the level and stats of armour pieces would certainly be interesting, not to mention providing more work for the crafters.
1. Get your materials to work with.
2. Set up a work station or use the local work stations in towns.
3. You start off making simple items, ones to require little to no skill to use.
4. As you gain in skill, so goes the level of materials need, and how complexed the item you make can be.
5. Complex items in the craft will need multiple items to make.
6. High-level items should have higher chances to fail, but the reward for striking a master item will be great.
7. You should be able to mark your top-level GM items with your name or name it within reason.
Mind you this is only crafting, not selling or gathering of items, both of which will have its own areas you have to work on to get better with them. How you gain the MATS you need in crafting, you have to figure that part out, and how you sell again this is a choice you need to make. I keep this as simple as I could, but if you want details, then break down the following if you will.
1. Armor craft
2. Weapon craft
3. Bowyer
4. Potions
5. Clothes
6. Food & Drinks
7. Enchantments & Scrolls
8. Wood Crafting (Carpenter)
Just using the professions I seen from other games, might have more in AoC, but we will see.
Like x:5
y:5
z:5
And choose to put all 15 point in only one.
But it won't matter on early gears ...
And we will have to see if Blacksmith's can increase the levels of any gear.
Yes.
In terms of the art on low level items - most games reuse art assets from gear multiple times, and many games also let you equip gear in an appearance only slot ao that you can make use of the art on any item regardless of its level.
You could even upgrade loot drops/quest reward gear with crafters possibly. That way they’re participating even if they aren’t making gear themselves.
Intrepid would need to be a little bit careful with it though. If you make the crafting professions too impactful you get a situation like WoW had a few years back, where every single raider had to have maxed out crafting in order to be competitive.
There is also the problem of players being able to buy the best gear and using it to beat others who are more skilled than them.
There will always be people who will buy the best gear somehow. People sell high end runs in wow raids for gold or rl money. The current direction will be 50/50 crafted/obtained through raids and dungeons gear. The problem with the needed endgame raid gear from crafters, was that the needed gear was totally rng for the crafters, and the other gear that they normally could craft was pretty useless.