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Crafting: shuffled progression factor

Arya_YesheArya_Yeshe Member
edited November 2022 in General Discussion
Would love hearing about what you guys think about this

What if AoC brought a crafting system that under the hood shuffles how players progress in crafting?

So each day, each player will have a different progress factors?
So if a player follows a "craft 100 iron daggers then 100 copper daggers" roadmap from the internet then his progression will always come different than the roadmap suggests

Role play wise this could be justified by saying that someone has to craft many different things so they can improve their skills

So each day the player would have to figure out what is more interesting within his skill reach

Such system could be done by heatmaps and randomizers... in the long run this could be used for helping economy imbalances.

AFAIK this was never done before, this idea comes from my head and we have no real world examples of this
PvE means: A handful of coins and a bag of boredom.

Comments

  • So everyday the system would randomize where your character is at the heatmap of your skill range

    Then you log on and start you crafting pummels and seeing that you are barely progressing with that, so you start crafting something else and you realize this is the sweet spot for the day

    This is more engaging because it's based on your character and based on the feedback

    Also such system goes under any other systems, any other system could go on top of this
    PvE means: A handful of coins and a bag of boredom.
  • Im not sure I follow 100%. Do you mean specifically for craftables, that the ingredients are randomized? Or do you mean that the rate of leveling is randomized? Im kind of confused

    So everyday the system would randomize where your character is at the heatmap of your skill range

    Not understanding what you are trying to say here
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I'd prefer a really dynamic economy where the thing that shuffles your progress is 'availability of materials', or 'cost of materials'.

    If the game has enough crafting options for the heatmap to make sense, it should support this equally well.

    I don't hate the heatmap idea at all, but if it's invisible, it's kind of stressful for some players, and if it's totally random per player, I feel that the negative sentiment would outweigh the benefits. Most imaginative players I know will manage to be immersed without 'having the heatmap hidden'.

    As example I offer an FFXI Concept as always.

    Is this an acceptable compromise for you relative to heatmap?

    You could change the reward from 'special items' to 'slightly extra progression', if that was the important thing.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • neuroguyneuroguy Member, Alpha Two
    edited November 2022
    I am not 100% sure I follow, but if you are suggesting a system that randomizes your xp gain/efficiency based on what items you can craft I really dislike the idea. First off, it would be exponentially more difficult to identify what your sweet spot is the further you progress in the system and more recipes you have unlocked. This also means that as a crafter, you may feel like you should wait to craft something you want just to be maximally efficient, and the more recipes you have unlocked, the less likely the system is to make your desired crafting good your 'sweet spot'.

    Second and more importantly, I think ashes should provide a world that ~dynamically changes player demand for crafted goods. Your suggestion seems predicated on the idea that players will try to rush to max crafting as soon as possible. I think having high customization in the crafted item stats should discourage something like this. Imagine the crafter can determine some stats on the dagger (+fire damage or +crit for example). Based on player needs, meta shifts, world events etc the high demand stat on the dagger may change. So if you stockpiled a ton of iron daggers with one stat, you may not be competitive in the economy.
  • Ace1234 wrote: »
    Im not sure I follow 100%. Do you mean specifically for craftables, that the ingredients are randomized? Or do you mean that the rate of leveling is randomized? Im kind of confused

    So everyday the system would randomize where your character is at the heatmap of your skill range

    Not understanding what you are trying to say here

    I meant for professions progression, the amount of skill/xp for creating a dagger should be different each day

    So when you look on the internet for those profession leveling guides they would not work

    This wouls stimulate people into crafting different things instead of just doing 100 daggers, then 100 short swords, then 100 long swords thing

    PvE means: A handful of coins and a bag of boredom.
  • Azherae wrote: »
    I'd prefer a really dynamic economy where the thing that shuffles your progress is 'availability of materials', or 'cost of materials'.

    If the game has enough crafting options for the heatmap to make sense, it should support this equally well.

    I don't hate the heatmap idea at all, but if it's invisible, it's kind of stressful for some players, and if it's totally random per player, I feel that the negative sentiment would outweigh the benefits. Most imaginative players I know will manage to be immersed without 'having the heatmap hidden'.

    As example I offer an FFXI Concept as always.

    Is this an acceptable compromise for you relative to heatmap?

    You could change the reward from 'special items' to 'slightly extra progression', if that was the important thing.

    I meant shuffling the amount of XP for leveling the profession

    So those profession leveling guides would be useless, so each crafter would craft differnt things and find out what's best for him on that day

    This would makes things more interesting instead of just following crafters leveling guide and we would have a huge amount of daggers in the market since everybody would craft a bit of everything
    PvE means: A handful of coins and a bag of boredom.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    neuroguy wrote: »
    I am not 100% sure I follow, but if you are suggesting a system that randomizes your xp gain/efficiency based on what items you can craft I really dislike the idea. First off, it would be exponentially more difficult to identify what your sweet spot is the further you progress in the system and more recipes you have unlocked. This also means that as a crafter, you may feel like you should wait to craft something you want just to be maximally efficient, and the more recipes you have unlocked, the less likely the system is to make your desired crafting good your 'sweet spot'.

    Yes, that's what I suggested, it would randomize the xp gains a little for each item in your skill range

    So you would have to find for yourself what you want, if you want to craft based on xp gain or based on gold profitability in the market

    This would turn useless those crafting leveling guides which tell people exactly what to do so you can as fast as possible come from level 1 to max level

    Yes, it would be more difficult finding your own sweet spot, it would be pretty much a quest. I was a crafter in almost all games I play and its quite mind numbing leveling, it's just an uninteresting grind
    neuroguy wrote: »
    Second and more importantly, I think ashes should provide a world that ~dynamically changes player demand for crafted goods. Your suggestion seems predicated on the idea that players will try to rush to max crafting as soon as possible. I think having high customization in the crafted item stats should discourage something like this. Imagine the crafter can determine some stats on the dagger (+fire damage or +crit for example). Based on player needs, meta shifts, world events etc the high demand stat on the dagger may change. So if you stockpiled a ton of iron daggers with one stat, you may not be competitive in the economy.

    Yes, my idea is based on the fact that people follow crafting guides and since AoC has no direct item destruction, then the market will become extremely unbalanced

    We don't know yet how customizable will the items be, we don't know if it will be like SWG
    Even if the items are very customizable, there are components to be made anyway

    What the people will do is grinding as much gold as possible and then following a crafting leveling guide and then becoming max level in a weekend and dumping all items in the market, which is exactly what milions of people in MMOs since always

    People are doing like that since the 90s and they didnt stop, I am pretty sure people will do it again
    PvE means: A handful of coins and a bag of boredom.
  • FreyaFreya Member, Alpha Two
    i like the thought behind it, and i think with that thought there are many ways to approach it - the thing is we live in an age of information so we can optimize everything to a massive degree and precision farm, which takes a lot out of the sense of wonder and exploration, unfortunatly that sense is literally derived from us being essentially dumb/uneducated on something because it hasnt been figured out yet, so having a degree of randomization that cant be figured out could get a long way in making crafting more engaging and also diversify the market - it probably should still tell you what to you specifically is more efficient to craft though, or maybe this could be handled by randomized npc contracts that have you craft random craft items or a crafting list of stuff they want, it would essentially be the same but that way a player might view it in a different light and less like a punishment for not doing x, but a reward for doing x
  • Arya_Yeshe wrote: »
    Would love hearing about what you guys think about this

    What if AoC brought a crafting system that under the hood shuffles how players progress in crafting?

    So each day, each player will have a different progress factors?
    So if a player follows a "craft 100 iron daggers then 100 copper daggers" roadmap from the internet then his progression will always come different than the roadmap suggests

    Role play wise this could be justified by saying that someone has to craft many different things so they can improve their skills

    So each day the player would have to figure out what is more interesting within his skill reach

    Such system could be done by heatmaps and randomizers... in the long run this could be used for helping economy imbalances.

    AFAIK this was never done before, this idea comes from my head and we have no real world examples of this

    I am not sure if this idea is good, it could work, but what I would like to see in newer MMOs is crafting without skill ups. This wouldn't overflood market and it would have stable economy. For progress I would sink gold via vendor recipes, high tier recipes could also need reputation from your node and a lot of gold (at least 20 hours of farming per 1 recipe), consumables would work the same, learned via recipes and restricted with level of your character, same way gear would work.

    I am telling this not because of economy, but mainly to do whatever we want to do, without grinding skill ups. There could be some progression on crafts for example if you crafted bags of 6 slot at start, it would have 70% chance to drop quality of bags and turn them into 4 slot bags, this chance would decrease with each few crafts. I see progression that is meaningful and realistic is better then having skill ups that timegate your character.
  • Freya wrote: »
    i like the thought behind it, and i think with that thought there are many ways to approach it - the thing is we live in an age of information so we can optimize everything to a massive degree and precision farm, which takes a lot out of the sense of wonder and exploration, unfortunatly that sense is literally derived from us being essentially dumb/uneducated on something because it hasnt been figured out yet, so having a degree of randomization that cant be figured out could get a long way in making crafting more engaging and also diversify the market - it probably should still tell you what to you specifically is more efficient to craft though, or maybe this could be handled by randomized npc contracts that have you craft random craft items or a crafting list of stuff they want, it would essentially be the same but that way a player might view it in a different light and less like a punishment for not doing x, but a reward for doing x

    Definitely there's more ways of doing it.

    The soul of my idea is simply countering leveling guides, keeping things interesting and have a bigger variety of items in the market

    Yes, having a degree of randomness it's just like adding a bit of spice in the pot, whatever it gives!

    The edge in having heatmeaps that contain the information about how skill should be gained is that it could be manipulated by Intrepid if they want to fix the market. The market gets broken in any game because changes in the game, updates and leveling guides, so having a heatmaps under the hood would allow Intrepid influencing and slowly and healthy fixing the economy
    PvE means: A handful of coins and a bag of boredom.
  • eaningful and realistic is better then having skill ups that timegate your character.

    Veko, you don't really understand what is a sink, right?
    You don't get it my friend

    Sink = when you lose something, that's all

    If you farm for 20 hours and than buy a recipe, that's just an exchange, you exchanged something for something else... that is a ONE TIME exchange. Plus, after buying the recipe you will never have to buy it again

    Don't even get me started with bag's limited to number of slots, thats pure garbage, the inventory and caravan systems are the only things in AoC that are really bad
    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    Arya_Yeshe wrote: »
    What the people will do is grinding as much gold as possible and then following a crafting leveling guide and then becoming max level in a weekend and dumping all items in the market, which is exactly what milions of people in MMOs since always

    People are doing like that since the 90s and they didnt stop, I am pretty sure people will do it again

    I don't quite follow, then what does your proposed system achieve? Just create another hoop for them to jump through? If they find their daily hot spot, won't they be able to do this even easier?

    While most normal players will just have a strange system that doesn't quite motivate them enough to alter their behavior, but again, adds another hoop to jump through.
  • @neuroguy the sweet spot would probably give the standard xp and other stuff would give a little less xp, if you are a smart guy and you are paying attention then you would level "faster"

    Yes, you would have to check it out everyday where's the sweet spot, this would also create a demand a larger variety of materials

    In the market in the long run the difference would be noticed, because then you won't have an excessive amount of a few items in the market, beacuse usually following leveling guides overflow the market with a few items and they become valueless

    Also having the possibility of following leveling guides makes the materials more expensive then the items themselves

    For the crafter the difference won't be huge, but in the market we should see the difference
    Also for Intrepid the ability of slowly healing the economy in the long run would be good tool
    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    I see, but practically, I think what would just happen is people hoard resources until the sweetspot is an easy to craft item or 'resource efficient'. I think instead of utilizing it as you suggest to try new things, people will just check if the sweet spot is any 1-3 of the items they have hoarded resources for (probably by following a guide) and players will simultaneously flood the market with the same item. If the sweet spot is calculated for all players per day, there would just be a website where people write out what they tested to be it, if it is calculated for each player differently, it would be slightly better but people would complain about personal bad rng.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    neuroguy wrote: »
    I see, but practically, I think what would just happen is people hoard resources until the sweetspot is an easy to craft item or 'resource efficient'. I think instead of utilizing it as you suggest to try new things, people will just check if the sweet spot is any 1-3 of the items they have hoarded resources for (probably by following a guide) and players will simultaneously flood the market with the same item. If the sweet spot is calculated for all players per day, there would just be a website where people write out what they tested to be it, if it is calculated for each player differently, it would be slightly better but people would complain about personal bad rng.

    Have you ever did that in a game? Because I did, doing that is really hard, never put the "just"word in that phrase. Hoarding forces you into poverty for long periods of time

    I have experience in this, i hoarded items for many months in a row while waiting market opportunities, this is really hard and engaging

    Also, are you serious about being worried that for one day it could have a chance of "flooding" the market and being ok with it being flooded everyday on a daily basis?

    Like I said, the sweet spot is different for each person, since each person would be appointed to a different spot in the heatmap... so there would be no "overflooding" of anything ever
    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    Arya_Yeshe wrote: »
    Also, are you serious about being worried that for one day it could have a chance of "flooding" the market and being ok with it being flooded everyday on a daily basis?

    Thinking your idea is not a good solution is not the same as not thinking the problem is a problem. Anyways, I truly don't think this would have the same effect you are hoping for and most importantly, it sounds annoying to deal with rather than fun but maybe that's just me.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    neuroguy wrote: »
    Arya_Yeshe wrote: »
    Also, are you serious about being worried that for one day it could have a chance of "flooding" the market and being ok with it being flooded everyday on a daily basis?

    Thinking your idea is not a good solution is not the same as not thinking the problem is a problem. Anyways, I truly don't think this would have the same effect you are hoping for and most importantly, it sounds annoying to deal with rather than fun but maybe that's just me.

    You don't know the reason why you think it's annoying.
    Let me teach you about yourself, I'm not even joking, I will explain why you think it's annoying.

    The truth is that crafting is boring, it sucks, it's uninteresting, also PvE is shit in general, playing solo nearly all crafting systems is pure shit, crafting is a disgusting grind in almost all games

    Almost all crafting systems in nearly all games in history are total boring shits

    So, if you think you detected anything that could bring any kind of hurdle to the shitty crafting systems then you think it's bad, well it's not the fault of bit of randomness. Having a bit of randomness just rips the band aid off

    Well, Star Wars Galaxies has the best crafting system there is, hands down the best and it's full of randomness to it... people don't see it as a problem

    EVE Online has probably the second best industry and science system, it has randomness too with it's discoveries for high tier industry, people don't complain about it and there's even items that you can add for better numbers in the discovery gamble

    If you think that the crafting system is shit and that it's just a grind, then a bit of randomness on top of it could be bad for sure
    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    Arya_Yeshe wrote: »
    You don't know the reason why you think it's annoying.
    Let me teach you about yourself, I'm not even joking, I will explain why you think it's annoying.

    The truth is that crafting is boring, it sucks, it's uninteresting, also PvE is shit in general, playing solo nearly all crafting systems is pure shit, crafting is a disgusting grind in almost all games

    Almost all crafting systems in nearly all games in history are total boring shits

    So, if you think you detected anything that could bring any kind of hurdle to the shitty crafting systems then you think it's bad, well it's not the fault of bit of randomness. Having a bit of randomness just rips the band aid off

    Well, Star Wars Galaxies has the best crafting system there is, hands down the best and it's full of randomness to it... people don't see it as a problem

    EVE Online has probably the second best industry and science system, it has randomness too with it's discoveries for high tier industry, people don't complain about it and there's even items that you can add for better numbers in the discovery gamble

    If you think that the crafting system is shit and that it's just a grind, then a bit of randomness on top of it could be bad for sure

    I'm actually quite amazed as to the leaps you not only take yourself, but take on my behalf too. I have no issues with crafting in most games, in fact I absolutely love gathering in many games. If crafting is made to be fun and great, you would reduce the number of people trying to speed level it with a guide as well, maybe that's a better solution than what you propose. Also, you are not just 'adding randomness', randomness can be added in a variety of ways. Your suggestion is just randomizing xp gain. It is uninteresting and minimally impactful (you say a small amount, because a large change would actually be terrible and I agree).

    Let me have a go at being condescending for a second. If you ever have an idea that has never been done before, that is not reason enough to do it. You always need to start an idea with what you are trying to achieve or accomplish, maybe you've identified a problem you are trying to solve, maybe you are trying to discourage/encourage some player behavior. Critically, you have to be open to the fact that there may be a better solution, at least concede that your solution is not the only one (and be ok if someone doesn't like your idea). Other important things to do in order to gauge the quality of your idea should include looking at the extremes. What if your suggestion changed the xp gain super dramatically? What if it barely made a difference? This will give you an idea of how easy it is to tune/balance and how universal may the right number be for different players. Lastly, maybe it's worth thinking about what level of engagement with your system is required. How will it impact a hardcore crafter who is leveling up gradually? What about a casual crafter? A speed leveler (as you suggest)?

    My understanding of your system is that it only impacts speed levelers in a way they don't want to be impacted (they will complain). While it provides randomness that can't really be engaged with by players who don't hoard and try to mass produce a crafting output, so... literally every other player type. Your proposed system needs to be minimally impactful so it doesn't randomly punish players for crafting what they want, when they want while still being annoying enough to discourage guided speed leveling, a balance that I would argue is hard to strike. All of this, just to avoid what you say will always happen anyways and could be addressed by having an interesting crafting system, a system which we don't even have many details for, and yet you assume there will be the same problem and propose some solution.

    Let me improve your bad system to achieve your goal better: there is diminishing returns in xp for mass producing the same item within some time window. If you create >20 of the same crafting item in <8 hours, you get 5% less xp down to a maximum of -50%. Less lines of code, easy to test tuning, no impact on most players who do not try to speed level by mass production and curbs undesired behavior in a non-random way that is easy to justify therefore reducing negative backlash.

    And before you even think about mentioning "what about the positive side of the randomness? the xp bonus?", if this is not a small xp bonus on the 'sweet spot', then you are literally promoting the behavior you are trying to prevent. If this xp bonus is large, players will rush purchase (or hoard) and mass produce some good to farm bonus xp making the market randomly volatile and resource values unpredictable.

    So yes, I absolutely know the reason why I think it's annoying, I was trying to be polite and not tell you your idea is bad but let you think and develop it yourself, and the only thing you've taught me about myself is that I really hate it when people try to make large leaps in assumptions about what others think (actually... I already knew that).
  • CROW3CROW3 Member, Alpha Two
    edited November 2022
    It's an interesting idea, and I wondering if I can propose a variation. What if the randomization occurs at the component level instead of the end result? So instead of crafting 50 copper daggers, I'm crafting 25 copper daggers with peened steel pommels?

    I'm going to take a practical example. I do some carpentry on the side, mostly tables. When I first started, I learned a TON - mostly about what not to do. ;) Over time, I learned how to taper legs - so I made of number of tapered legs, then I changed the scale and type of wood, all learning. I could go back and quantify that learning as xp. Where the more table I repeatedly make, the faster I approach a threshold where my xp begins to approach zero. At the point I'm making a thousand tables a week, I'm not longer learning anything about the crafting of the table itself, but I'm learning about economies of scale - and tweaking efficiency. That could be a whole other track for xp.

    On the other hand, if I continue to vary the component elements of each table I make, my xp gain is still focused on the crafting of the table. Different woods, different supports, different joinery, different blends / inlays, different patterns for the top, live edges v. cut edges - there's so many ways to keep growing - and that's just tables.

    Same basic concept as you're proposing, but a little more 'in the weeds' for crafters who enjoy the process of crafting, not just the end product.

    What do you think?

    AoC+Dwarf+750v3.png
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    CROW3 wrote: »
    It's an interesting idea, and I wondering if I can propose a variation. What if the randomization occurs at the component level instead of the end result? So instead of crafting 50 copper daggers, I'm crafting 25 copper daggers with peened steel pommels?

    I'm going to take a practical example. I do some carpentry on the side, mostly tables. When I first started, I learned a TON - mostly about what not to do. ;) Over time, I learned how to taper legs - so I made of number of tapered legs, then I changed the scale and type of wood, all learning. I could go back and quantify that learning as xp. Where the more table I repeatedly make, the faster I approach a threshold where my xp begins to approach zero. At the point I'm making a thousand tables a week, I'm not longer learning anything about the crafting of the table itself, but I'm learning about economies of scale - and tweaking efficiency. That could be a whole other track for xp.

    On the other hand, if I continue to vary the component elements of each table I make, my xp gain is still focused on the crafting of the table. Different woods, different supports, different joinery, different blends / inlays, different patterns for the top, live edges v. cut edges - there's so many ways to keep growing - and that's just tables.

    Same basic concept as you're proposing, but a little more 'in the weeds' for crafters who enjoy the process of crafting, not just the end product.

    What do you think?

    I agree with you 100% that making tables non stop shouldn't give the same xp, it is thinking of this that I thought of having heatmaps for the xp on crafting and each player would be traversing the heatmap each day, so they would be forced to diversify if they want to keep the same steady xp going on


    Well, I am a big industralist in EVE Online, I have bilions of units of many hundreds materials and I can buid fleets for wars, from small ships to capital ships. This is only possible because we can calculate how much materials we will spend and set the production lines.

    Organizing the hangars from the fatories would be a total nightmare having random materials... in EVE what we have is the possibility of researching better blueprints with better material efficiency and better time efficiency... then we can spend less material and less time, but it's not random.

    In Star Wars Galaxis and EVE Online, that are the best crafting systems in history, they are nearly perfect, what we have is randomness in discoveries and random results, so the scientific part it's a bit random... but the production itself is not random to the point which you can use external sites and precalculate your production

    In Ashes, a good guild leader will organize a couple people for large industry jobs, for making available huge amounts of consumables and ammunitation for their castle and for their ships, otherwise the ammo and the ships won't be there... so being able to tell how much materials people need beforehand is quite a big deal

    Would be ok having random performance... random discoveries if you try to create a Tier 2 or Tier 3 item

    In Star Wars Galaxies you travel to another planet for a crafting station if you know you will have a bonus crafting there, that's fine too

    PvE means: A handful of coins and a bag of boredom.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    neuroguy wrote: »
    I'm actually quite amazed as to the leaps you not only take yourself, but take on my behalf too. I have no issues with crafting in most games, in fact I absolutely love gathering in many games. If crafting is made to be fun and great, you would reduce the number of people trying to speed level it with a guide as well, maybe that's a better solution than what you propose. Also, you are not just 'adding randomness', randomness can be added in a variety of ways. Your suggestion is just randomizing xp gain. It is uninteresting and minimally impactful (you say a small amount, because a large change would actually be terrible and I agree).

    Minimally impactful, you are right about that one, it wasn't supposed to have a huge impact

    It's just that making daggers non stop, then making swords non stop... and everybody else doing the same, that screams bad design to me

    This also opens the door for leveling guides, then you have thousands of people buying the same materials from the market and then dumping the same crafted items in the market

    I do not believe that my idea is the best, the best idea maybe it's just making something close to the crafting systems from Star Wars Galaxies and EVE Online, they are proven to be good

    This idea of having heatmaps should't be extremely impactful to the players, but it would be a good tool in the devs hands

    neuroguy wrote: »
    My understanding of your system is that it only impacts speed levelers in a way they don't want to be impacted (they will complain)

    Yes they will be impacted, but they won't complain, I think they will compliment the system, because I was a speed crafter in many occasions and I hated it, it was sad experience. A system with a bit of spice would remove a bit of the sadness of the crafting grind
    neuroguy wrote: »
    Let me improve your bad system to achieve your goal better: there is diminishing returns in xp for mass producing the same item within some time window. If you create >20 of the same crafting item in <8 hours, you get 5% less xp down to a maximum of -50%. Less lines of code, easy to test tuning, no impact on most players who do not try to speed level by mass production and curbs undesired behavior in a non-random way that is easy to justify therefore reducing negative backlash.

    Diminishing returns is really good!
    I love this idea and I am familiar with dimishing returns from the fittings in EVE
    Gameplaywise having diminishing returns is better

    The only downside is that it wouldn't be a tool in Intrepid hands
    If in the future Intrepid has a small Business Intelience analyzing the market, items and crafting, they could tweak the heatmaps and correct the market in a gentle way without creating too much outcry

    So the heatmaps idea may not be big for the gameplay, but it's big for administrative reasons




    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    Arya_Yeshe wrote: »
    It's just that making daggers non stop, then making swords non stop... and everybody else doing the same, that screams bad design to me

    Yeah I hope and trust this won't be the design though, but we will see :).
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    neuroguy wrote: »
    Arya_Yeshe wrote: »
    It's just that making daggers non stop, then making swords non stop... and everybody else doing the same, that screams bad design to me

    Yeah I hope and trust this won't be the design though, but we will see :).

    Did you play Star Wars Galaxies too?

    In there crafting matters a lot because every little piece matters, since every part is highly customizable... the min maxing there is brutal
    PvE means: A handful of coins and a bag of boredom.
  • neuroguyneuroguy Member, Alpha Two
    No but I looked into crafting in that game specifically because IS said they are taking inspiration from that game, but that was >1 year ago. It seemed cool but I recall being concerned about 2 things. It sounded like the ~same resource could vary across a decent number of properties and there was automated gathering in that game (if memory serves). My concerns were...

    1. Without fast travel, it would hard to balance one location having better resources than another for gatherers although the gold rush feel could be positive if done well.
    2. Automated gathering leads to very large volume of resources but also removes the funnest part of gathering for me: exploration and looking under every nook and cranny to maybe find something cool.

    The actual crafting part with schematics and resource properties were really cool though from what I recall.
  • Arya_Yeshe wrote: »
    eaningful and realistic is better then having skill ups that timegate your character.

    Veko, you don't really understand what is a sink, right?
    You don't get it my friend

    Sink = when you lose something, that's all

    If you farm for 20 hours and than buy a recipe, that's just an exchange, you exchanged something for something else... that is a ONE TIME exchange. Plus, after buying the recipe you will never have to buy it again

    Don't even get me started with bag's limited to number of slots, thats pure garbage, the inventory and caravan systems are the only things in AoC that are really bad

    Werent you against NPC economy xD.....

    when you spoke about why EVE is superior to other MMOs you spoke about how in EVE everything is made by players, but now you say that it is better to have for example exchange between NPCs...
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I will add my 'own design' to this.

    It's still in development (for clarity I don't care what Intrepid does or does not absorb from anything I say, if it's shared, it's for the world, not like anyone can come back later and claim I copied if I somehow get 100 mil).

    My current prototype is that while a craft does go up let's say 100 levels, each craft is split into either 5 or 10 subsections.

    You can 'get to 100', i.e. Mastery, by any path, but you get specific types of bonus for diversifying. Let's take @CROW3 's example.

    Tables and Furniture are part of Carpentry. But so are Siege Weapons. And separately again, Wagons.

    So you can 'level up from 1-20 in Furniture' and be a 'level 20 Carpenter'. That 20 levels of 'Carpenter' DOES make it easier when you go to make Siege Weapons or Wagons, but it mostly raises success rates or something.

    Your success rate AT Furniture Making is also affected when you pick up other disciplines but MUCH less. If there's a 'high quality chance', probably just getting high in Furniture resolves this.

    But making the 'level 20' Furniture is really hard still. Getting your 'last 2 levels in Furniture Making' is really hard.

    It's easier by far to get to 'level 75', 15 skill across 5 disciplines, than it is to get further than that. Arbitrary caps still apply.

    There will always be someone that works out 'exactly what the best method' is, but this way, you have a good reason to 'make a few Chairs', 'Make a few Ballistae', 'make a few Caravan Wagon parts'. Choose the order you want to do it in so that you can jump straight into immersion.

    This is also a good way to avoid people having to do like 30 levels of boring stuff they don't like because the thing they DO care about isn't likely to succeed until they are level 30+.

    I've only worked out how to break up 'my own' Crafting Professions into 5 Parts though, I have no idea if Intrepid could manage the same for some of theirs.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
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