Glorious Alpha Two Testers!
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.
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.
Comments
What I loved about SWG (I know it has already been mentioned) was that you didn't loot THAT legendary weapon that were the ONE AND ONLY best thing in the game and made crafted weapons useless. You looted parts for weapons or armor and you went to your trusted armorsmith or weaponsmith and ordered that special gun/chestplate your wanted. That made good crafters valued allies. The crafters could in turn ask PvE people to harvest a special kind of fur or meat that had good stats this week (cause it kept changing and it was never the same numbers). It balanced the economy. Even low level weaponsmiths had a market in new players who needed a low level gun and as you rose in level you had a new clientel.
The fact that you could run your own store, decorate it and have it in a good spot, like right near the shuttleport or close to Mos Eisley. You could show of what you sold and make it personal (and also ban griefers or trolls). My favorite pasttime was just to browse around peoples stores.
As for recipes, maybe there are a few hidden in the world. Maybe some will be given to you as questrewards, maybe you'll unlock more as you level up or learn new skills or experimenting with new materials.
I'm not for minigames in crafting. A good crafter is good cause they know what they are doing, they have researched the right material, learned how to get the forge the right temperature to get it just right.
I believe that the "joy of manufacturing" can be broadly categorized into the following three points
1. the never-ending challenge to acquire skills !
2. the production process itself !!
3. the joy of having others use what I have made !!!
The first and second points are related to the crafting system.
With that in mind, at the risk of sounding like an idiot, what I'm looking for is "Ironsmith Medieval Simulator" level crafting.
I'm sorry, I know my love for making things is too deep ......X(
I can't involve you all in my warped love, so I'll answer with "a system that tests the player's skills in moderation and is challenging".
I think that's too abstract to be helpful ......
(I will shed tears of joy if it really becomes an Ironsmith Medieval Simulator )
*Sorry, I know it's a small thing, but I made a mistake with the name of the game, so I fixed it
×Ironsmith Simulator → Ironsmith Medieval Simulator
The only RNG will be in Animal Husbandry and over enchanting. We might get SWG Styled components for crafts though. You could experiment with different materials of the same type to get different results but it won't be rng and the effects should be replicated with the right knowledge/notes/plans.
I knew that would happen ......
But the node system alone is going to be enough to keep me excited about this game!
Whatever the crafting system is, I'm looking forward to one day having lots of people wearing the armor I made
Edit: Spelling mistakes.
well that depends on your concept of strenuous, I believe Steven stated that he want crafting to be time consuming....I just hope we don't get boring wait games to artificially consume time.like "put the ingot in the oven and come back in 2 hours"
Bold = confirmed
Strikethrough = confirmed not to be in the game
Cursive wasn't mentioned yet.
I don't get this quote...do he wants crafting to be easy?
Crafting itself in the menu should be easy. Collecting the mats and recipes should be the hard part.
If the devs want CRAFTing to be a one-button click without minigame, and the argument for that being "it gets tedious quickly", can we move the mini-game from the actual crafting to "recipe formulating" instead?
i.e. Whenever a crafter acquires a recipe, he gets a "base recipe". Then allow the crafter to play a "recipe improvement / customization / whatever" mini-game (player skill/knowledge/creativity/experience/level focused, master-able (but reasonably difficult), minimal RNG) to acquire a "my recipe" version of that base recipe??
Then the crafter can one-button craft off his own customized (better) version of the base recipe forever. Tedious-ness avoided.
How's that?
Let me tell you one thing. It's perfect.
You are the bridge between crazy people like me, who take pleasure in fixing my car's A-pillar with resin paint purchased from home improvement store when it's damaged, and sensible people who want a pleasant gaming experience.
I would even like him to be next to me if possible, and always be in charge of translating my passion to others. !!!!!
-PS-
I'm sorry.
I was bored with the lack of information on crafts and was just a little excited to come across this great suggestions.
Anyhow, I'm in favor of his idea.
Oh this IS a good idea!
It means a crafter might buy 2 of the same recipes - one which he will customize for STR focus swords and another one focused on Attack Speed.
Just had some more thoughts:
Along the same line, we could let the crafters have different options to modify the base recipes, e.g.
- customize: Each "try" consumes ... some consumables (notes? paper? ink?), and allow the player to reallocate stats of the base recipe with no to little overall improvement. (e.g. sacrifices durability for sharpness (crit rate / atk))
- experiment/prototyping: Each "try" consumes a portion of the materials as required by the base recipe (e.g. if the base recipe for mithril 1h sword costs 10 mithril ingot, may be make the prototype skill cost 5 mithril ingots to cast), starts a crafting minigame which let the player actually improve the overall stats (and may be altering the cost) of the recipe (e.g. end result being a custom mithril sword recipe which gives +20 durability but costs 11 mithril bars to craft).
- imagine/simulate: play the recipe improvement minigame at no cost, but you don't get to keep the resulting recipe. this exists purely for trial / exploration purposes.
The idea is to add a certain cost to recipe customization, so a crafter can't just sit there all day trying to improve recipes at zero cost (other than time)