BerenErchamion wrote: » (I could like describe it more in detail or link recipe making site for this game if anyone is intetested)
Tyranthraxus wrote: » While crafting is super-important to me, yours truly has no worries that they'll do it right. There are multiple people who'd also worked on Star Wars: Galaxies on the Intrepid team - including the former lead-designer. SWG's crafting was the best and most in-depth crafting system I've ever seen in an MMO. It featured a lot of what you're talking about in their *schematics*.
Wasn't there a ton of RNG in the gathering though? I wonder if Ashes really will introduce something like "quality" for their mats. Maybe doesn't have to be as complex as having qualities for conductivity and malleability and a ton of other qualities, could just be one overall quality for a material.
Tyranthraxus wrote: » Wasn't there a ton of RNG in the gathering though? I wonder if Ashes really will introduce something like "quality" for their mats. Maybe doesn't have to be as complex as having qualities for conductivity and malleability and a ton of other qualities, could just be one overall quality for a material. *SOME* materials will be loot-able from bosses, and their quality is universal - BUT, as the Wiki states: "Resources will have differing tiers of quality for the same resource type.[22] This is somewhat similar to Star Wars Galaxies.[29]" I really don't want to see a crafting system geared towards casual players; I want a crafting system where time and investment are involved. It took me many, many months to get all the best/near-best materials to make Starfighter parts in SWG, and I really, REALLY hope that AoC's system will be quite similar.
JamesSunderland wrote: » Even tho interesting, "puzzle-like recipes" only last until the puzzles are solved out and the most optimal meta recipes are put in an spreadsheet. i'm more aligned with a certain degree of unpredictability, not necessarily unpredictability in the stats received on the crafted gear, but unpredictability in the numbers range of the stats provided and thing like the possibility of lucky results like very small chances of getting double results or the item getting an extra stats as a rare bonus or bad outcomes like a chance of failing to craft the item(and the mastery of the crafter influencing the odds of those possibilities), those are things that provide excitement and expectation and makes crafting way more fun and kinda of a gamble. Those who played Lineage 2 will most likely recognize that the crafting system i described is quite similar to the one Lineage 2 had back in the day, i wouldn't be surprised if Ashes takes some inspirations from it.
JustVine wrote: » There is already randomness in crafting. It's called open pvp. You never know who is going to take half your mats or more. Full of wonderous surprises! And if you somehow beat a fully geared gankered in your pve crafting gear you get a reward. 'Whatever they took from the last person they ganked'. Oh the possibilities.
JustVine wrote: » More seriously, I personally hate gambling centric crafting. That leads to mindless grind. It should be more about making the right choices in the lead up process combined with the decision making for maintaining the freehold/node facilities. The goal should be creating a healthy economic ecosystem and an engaging play loop. Dopamine hit style gambling is the lowest form of 'engaging play loop' in my opinion.
JustVine wrote: » I'm sure there are people who disagree with me on this, and that's fine. I just feel like Ashes has the potential to make much richer crafting experience in it's risk reward model than the gambling style you proposed. Yes there will obviously be some rng involved, but that shouldn't be the largest focus of the game play loop.
JamesSunderland wrote: » JustVine wrote: » There is already randomness in crafting. It's called open pvp. You never know who is going to take half your mats or more. Full of wonderous surprises! And if you somehow beat a fully geared gankered in your pve crafting gear you get a reward. 'Whatever they took from the last person they ganked'. Oh the possibilities. I mean you could certainly call it indirectly randomness in Gathering or Processing as raw and processed materials will drop in random pvp encounters in the open world, but actual crafted gear would only drop from corrupted players so not sure if it could apply as getting corrupted is a decision and getting ganked isn't.
JustVine wrote: » More seriously, I personally hate gambling centric crafting. That leads to mindless grind. It should be more about making the right choices in the lead up process combined with the decision making for maintaining the freehold/node facilities. The goal should be creating a healthy economic ecosystem and an engaging play loop. Dopamine hit style gambling is the lowest form of 'engaging play loop' in my opinion. Sure, i definitely understand your personal opinion, i know a lot of games that implemented such crafting gamblings in terrible ways that made me hate crafting in those games(PoE crafting for example is a sh1tshow heavy grinding ultra-RNG fiesta), but gambling on crafting when well implemented is fantastic and leads to a better economy as chance to fail crafting aswell as trying to hit a Lucky extra bonus on the crafter gear works as an extra material sink that raises and maintains the materials demand and relevancy and in my opinion the thrill of gambling on crafting is the crafters highest form of dopamine hit, other than having your name stamped on BIS Gear.
Just out of curiosity, could you name a game where you really disliked its gambling centric crafting system?
Yeah, the good thing about discussions is clashing different opinions and arguments against each other trying to reach common ground, for me the risk reward idea will always involve gambling as those concepts can be quite directly correlated...
JustVine wrote: » That was me being mildly sarcastic. However, we should be clear here. I am definitely including Gathering and Proccessing as part of AoC's 'crafting system'. So the fact that they are dropping mats is still 'part of crafting' to me. You are free to disagree and have a different definition for crafting. Just know that it's just a a 'difference in definition' that could make discussions with me on the matter unclear sometimes.
JustVine wrote: » Well I'll be even more clear. It's not that 'getting a bonus' isn't 'fun'. I just want the bonus to come from something more abstract than 'random number generator go brr'. If I'm not involved in the bonus, I'm sure it triggers good feelings for someone, but it makes me quite detached and indifferent. Kind of the opposite of the intended dopamine hit. As an example of a game with rng that I think meets in the middle, fishing in FFXI has rng and 'extra bonus' and'lose material on fail' built in, yet it never registers to me as 'gambling centric'. There is a lot of fine tuning and decision making that you have to make, that effect your outcome and efficency. There is definitive skill you can build. Yeah the minigame is part of why there is skill, but it's a lot more nuanced than just shoving in a minigame. The risks to your materials are there. You can definitely push to fish something outside of your skill level to make something more rewarding. But it mostly does not stray away from the skill in your decision making and preferred non-crafting areas/activity effecting what you are doing. I tend to drop games with bad crafting systems fairly quickly. And not even because the crafting systems are bad, just due to other systems also being neglected. Is it unfair of me to say Neverwinter? It's been awhile since I've played an mmo with crafting I'd say is 'entirely bad' so you'd have to tell me if my memory wasn't right on that one. I also remember not being too keen on Star Wars Galaxies but I played that game even less than Neverwinter so that's just 'a shot in the dark'.
JustVine wrote: » I'm sure Steven would agree with you given the most recent livestream. I definitely disagree. Gambling to me, to clarify, is 'betting on something that is purely rng with no agency in the matter'. You can create risk with agency. That happens when you design a craft around 'skill'. It's the difference between blackjack(with card counting) and slots. I think we can start referring to it as 'skill based risk v reward' and 'luck based risk vs reward'. For example again fishing. Let's say RNG decides what the size/weight (maybe this effects quality, but it should probably effect difficulty of catching) and species (determines what recipies and therefore how economically valuable it is) of the fish is. It's up to you to: 'choose bait for your desired end goal,' 'find a safe fishing spot,' 'get a gauge on the weather and maybe prepare your rod and bait accordingly,' and obviously 'reel it in efficiently'. Now let's say this may result in you having reeled in 100 sea bass for the hour and only 10 tuna. It's still better (to me) than all fishing taking the same amount of time to reel in with no skill input, all of the choices before you started fishing being 'realistically only a few choices/meta-optimized'. Even if I got 100 tuna per hour because I used a more hq rod that was more prone to randomly snapping in that scenario I'd still have less of a dopamine hit than in the 100 sea bass scenario. Because I could have 'used the wrong rod when it was raining and struggled with the larger sea bass more as a result and therefore only got 70 flippin sea bass'. Or if it wasn't raining and I used the rod that did better with larger ones, maybe it's 'overkill'. After all there is always some chance the rod may snap on a failed fish and now I'm out more mats than if I just 'used the less expensive rod that can deal with large ones in a pinch, but is more of an all-arounder'. You feel me? I'm not actually sure if we are talking about different concepts. Which one of these is gambling to you and do you see how the 'sea bass' scenario can have much more opportunity for risk that is an agency driven choice and therefore a 'skill one could master' over a gambling guided concept of 'risk vs reward'? In fairness, you can definitely have systems with agency on the risk as well that are bad. After all I think everyone can agree that if the choices you build into the system result in 'on average reducing risk gives you the most dollars per second' then you haven't really made a choice and just made things 'default'. The same problem I have with 'gambling centric systems' occur in that case. Either way, I think there will be varying levels of 'how much skill based risk v reward' is in a craft vs 'luck based risk vs reward' depending on what the craft is. Some crafts are hard to translate differently from 'gambling' and make fair in a risk vs reward game like ashes. I just hope they can apply skill based risk v reward in more crafts often so there is a large variety to choose from.