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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.
Tradeskills - current crafting system
Shadow Phoenix
Member, Alpha Two, Early Alpha Two
in Artisanship
I understand that this is a bare-bones setup for crafting, and if the intent is to revamp the entire process, then please disregard the following feedback. However, given the current iteration, these are my relevant feelings on the system:
Tradeskills, by name, implies skill involved. At the current setup, all I have to do to craft ANYTHING is input the amount I want (not choose, but a set amount) provide the mats and walk away while it processes for me.
There are plenty of examples of skill based crafting in other games, and I'm sure many of us have tried them out. Some are good, some not so much, but at least there's some input from the player to adjust the crafting process.
Please adjust the current crafting iteration to include some form of skill from the player during the process, and not to just be a click and wait system.
Tradeskills, by name, implies skill involved. At the current setup, all I have to do to craft ANYTHING is input the amount I want (not choose, but a set amount) provide the mats and walk away while it processes for me.
There are plenty of examples of skill based crafting in other games, and I'm sure many of us have tried them out. Some are good, some not so much, but at least there's some input from the player to adjust the crafting process.
Please adjust the current crafting iteration to include some form of skill from the player during the process, and not to just be a click and wait system.
3
Comments
Why does Crafting/Gathering reward combat/adventure xp? The 2 systems have nothing to do with one another. I don't learn to swing a sword by chopping trees, and I certainly don't learn to tank mobs by flipping burgers at the cooking station.
If no skill is required for crafting, then the best crafters are the players who find the most and/or best resources.
As mentioned elsewhere:
Good adventurer = good crafter
If the stats and quality of the crafted items only depends on the rarity of the ingredients, then everything you can achieve in this game depends on how well you (or someone you pay) are at fighting/adventuring:
Fight a dragon -> Gather "Dragons Breath" -> "Craft" flaming sword
Survive a night at a corrupted grave yard -> Gather "Wiggling Bones" -> "Craft" Living Armor
Defeat Giant Tortoise -> Gather it's shield -> "Craft" Shield of Giantness
Also, the adventurer xp is glorious - I can be a life skiller AND gain marginal leveling experience!
Founder and Guild Leader of -Providence-
By this response, shouldn't we just switch the combat system to: Walk up to mob, input 3 different skills, walk away for 20 min and come back and collect the loot? No reason to complicate matters, right?
It's an MMO, the whole point is immersion. There's an ENTIRE discussion based around IMMERSION. The current artisan system isn't a tradeskill system, it's a commission system. It's like walking up to the counter at a restaurant and giving them the ingredients, coming back a few minutes later and collecting your order.
Then give us artisan xp (or gathering xp - player chooses what class) when killing mobs. "Hey look guys, I just killed a Highwayman (loots high heels, suspenders and a bra) and I just leveled up my Lumberjacking!!"
I would also like to point out, that granting crafting classes adventure xp allows someone to work off possible corruption in a safe environment (like a homestead/guild house with no guards around) with no repercussions.
This is the worst viewpoint to start from. Here's some advice; Go by a VR headset and some single player games.
MMO = massively multiplayer online.
The thing that makes MMO's different than other RPGs is the SOCIAL ASPECT. if you're looking for immersion in a game where someone runs by with the name "WaffleTank"(Sorry buddy, first one who came to mind) then you're fighting a losing battle. The role of crafting in MMO's strength, social aspects, is the economy and dynamic of relying on other players. The important thing here is how crafting plays a role in the games economy - as some players have just as much fun becoming obscenely wealthy as other players have fun defeating the hardest content or becoming notorious in pvp. I know I'm not alone in rotating these facets of games.
That said, I've got a whole lot of opinions on the current system and I've been collecting my thoughts on it. Problem is - I don't know what will change and what won't but I do plan on eventually making a thread completely obliterating the processing professions from existence when it comes to poor game design. Probably won't change the development direction of the game, but I will hopefully arm the devs that worked on the game with enough ammo to prevent it from making it into another game they work on XD. Outside the fact that processing professions have no right to exist and result in artificial restrictions causing very little artistan diversity at the end game for an entirely AFK 'wait for bars to fill' anti fun craft - there's no real reason to talk about the current crafting system in terms of an overhaul perspective because it's too early in dev. I will say it's worth discussing the actual balance of time spent/ect. If it takes so many swords that they over saturate the economy and have to be sold at a loss just to level weaponsmithing - then it's not balanced correctly. if it takes 10x the leather than you get from leveling hunting to level leatherworking - it's not balanced. These are things worth keeping in check - because no matter if it's bar fillin' or mini gamin' this is a factor that exists either way and will literally make or break the economy and professions as a whole.