Azherae wrote: » DrPlague wrote: » Dolyem wrote: » My vote is yes to crafting mini games, not only for more fun but also to deter bots. I won't be able to make my food and eat during those times. Mini games = more work for everyone. I doubt it will deter that many bots though if that's the case behind it. As a hardcore crafter I'm sure I'll be annoyed by them. There is literally nothing you cannot make a bot to do. Especially in this age when the underlying structures required for making bots are easily available, either custom ones that have been built over time due to all the other games, or just extremely boilerplate that is outright available on GitHub. The only way to defeat bots is to make systems that require a person to think or grow (their character, separately from the system that then uses that growth), not just 'react'.
DrPlague wrote: » Dolyem wrote: » My vote is yes to crafting mini games, not only for more fun but also to deter bots. I won't be able to make my food and eat during those times. Mini games = more work for everyone. I doubt it will deter that many bots though if that's the case behind it. As a hardcore crafter I'm sure I'll be annoyed by them.
Dolyem wrote: » My vote is yes to crafting mini games, not only for more fun but also to deter bots.
NiKr wrote: » And that is exactly why I don't want minigames. It's about scale and relative amount of crafting per crafter. Guild will have just a few crafters, each specializing in some sub-branch of the system. Each of those crafters will be crafting those specific things for their entire guild (40+ people). So it's, at the very least, dozens upon dozens of crafts per crafter, with some of them crafting thousands of times. And all of those crafts will have to be perfect, because guilds will require that.
Nepoke wrote: » My solution? For example, with the current recipe system, if the best recipes are made by the crafters themselves in some intricate process, the individual items could be procduced quickly, but making a top tier recipe could take days. Since a single recipe only produces one thing, multiple crafters would have to work in parallel on different recipes to make all the axes, maces and halbers a guild needs. So if a guild is okay with just basic gear in some aspect, they can just dump basic PvE/Quest/Vendor recipies on their few crafters who will churn out gear. But if they want the good stuff, they'll have to specialize.
PenguinPaladin wrote: » With crafting leading to the best gear in ashes, crafting a sword isnt just welp there is a sword. You made THE sword. The best sword. Your best sword, that guys perfect sword. Complexity in the crafting to reflect that is okay imo. I wouldnt mind pretty difficult minigames for making top grade gear. Or minigames that progress in difficulty as the gear power scales. Maybe even have a slider for difficulty/time. Maybe a master smith could spend an hour with an easy minigame for a master level sword, vs a difficult one for a few minutes
TheSgtPepper wrote: » PenguinPaladin wrote: » With crafting leading to the best gear in ashes, crafting a sword isnt just welp there is a sword. You made THE sword. The best sword. Your best sword, that guys perfect sword. Complexity in the crafting to reflect that is okay imo. I wouldnt mind pretty difficult minigames for making top grade gear. Or minigames that progress in difficulty as the gear power scales. Maybe even have a slider for difficulty/time. Maybe a master smith could spend an hour with an easy minigame for a master level sword, vs a difficult one for a few minutes That's one of my favorite things about AoC is the crafting impact! Making THE sword is such a cool moment. I like the idea on paper but if you can decrease the difficulty as you increase the time it would make it much easier to script for bots and more importantly diminishes the reward by making it more accessible. I think the biggest issue though is that the highest tier of items also needs to have exclusivity or else it becomes a chore that you MUST have all BiS or you cant come to the late game raid/ Castle Siege/ etc rather than "Wow, did you see that guy had 3 perfect craft exotic armor pieces?" so I think it needs to be the hardest to craft requiring the hardest materials for gameplay and balance reasons.
PenguinPaladin wrote: » I think a difficulty slider vs time could also be useful for bartering as a smith. You only want to pay me X?.... then im not spending more that 10 minutes on this, and you get what you get. Also the concept of crafting races for prestige. 10 smiths race for the best sword made. Bot are going to be bots buddy. Either the subscription fee helps limit them, and their anti cheat and reporting to on staff game masters helps ban them. Or they are going to be there. And be programmed to do what they need to do. It doesnt matter how easy or difficult it is to program. Also, i would argue programing a bot to do something hard, quickly would be more worth while than programing it to do something easy, but only be able to craft 4 things a day because of the time trade off...
keenow wrote: » Yes! I'd really want mini-game-esque crafting! I'm so sick of loading bar crafting with clinking noises in the background. On this topic, there used to be a more cutesy crafting game I played as a kid that had minigame crafting and when you crafted something correctly x amount of times, ("Mastered" the recipe) you would then be given the option to automate it. So you could automate linen production, instead of doing it over and over again. If you "auto" made anything, it would give you the very mid-ground tier of the item, but if you played the minigame you could get extra stuff, like better stats on armor or more materials if it was like linen or iron or some other crafting material. ("You made bronze so well you made three extra for a total of 7!") Aka; the best gear/outcome was always made through success in the minigame, but you could always bypass it if you'd beaten that recipe's minigame before to make something quickly. You also had the option to mass-produce through the minigame. Say.. I want to make 20 chest pieces with this one minigame. The minigame was harder the more instances you stacked on it, but you had a chance to get twenty well-made chest pieces, you had an equal chance to ruin twenty chest pieces. It was very engaging-and fun! I found myself always opting to play the minigame even though I could bypass it with automation just because I liked to gamble on better gear. Minigame crafting is infinitely more fun than loading bar crafting so I really hope they implement it in Ashes!
neuroguy wrote: » Reading through some of the comments (didn't read all), there are some really strong arguments against mini-games for crafting the final item. However, I do think there is still room for them in the game. I think actually, during the processing is the best place to implement it both practically and in terms of having some impact without feeling bad if you 'fail'. Having to play a mini-game while gathering in a PvX game may not feel good, although it's already confirmed that some higher risk gathering activities (at least in fishing) will include mini-games for high reward.
neuroguy wrote: » A mini-game for crafting a final product feels stressful, especially if it is a valuable item and the crafter is not confident. On the other hand, processing is done in cities/freeholds, the safest places in terms of PvX and has a straight forward input -> output relationship.
neuroguy wrote: » If Steven decides to go with a SWTOR-like resource system with properties/quality for gathered material, then the mini-games in the processing step could push/pull properties with different potency based on how well they do. If a metal has some +str and +vitality quality, the mini-game would allow processors to either pull some +vitality into the +str or vise versa, curbing some of the gathering rng. This would allow some flexibility at the stage of processing, make that step of crafting more interactive and impactful and there is no 'failing' since you don't lose any stats. Also note that not engaging with the mini-game would also be an option to maintain the original stats of the gathered resource. The mini-games could in principle also impact total processing time and other "can't really fail" variables but anyways.
NiKr wrote: » CROW3 wrote: » Guilds will funnel resources to designated crafters anyway because of how crafting mastery works And that is why I don't want minigames in crafting. Can't even imagine carfting hundreds and thousands of items through minigame
CROW3 wrote: » Guilds will funnel resources to designated crafters anyway because of how crafting mastery works
Noaani wrote: » To me, this is kind of the point. If crafting only takes resources and not time, everyone will be a master cratering some description. This would mean that no one has any marketable crafting to sell. In order to have crafting being actually valuable, the process itself needs to take time - time the player needs to actively spend on only crafting.
Azherae wrote: » Once again though, I don't hate minigames for processing, I just don't agree that they have a real purpose except as a stopgap for games with poor itemization.
Azherae wrote: » For actual item crafting such as Armorsmithing and so on, I have no strong opinion other than 'people will bot this if a bot can achieve a perfect result and anything else is dangerous to that perfect result'. I believe you can fight botting with itemization but not with minigames.
TheSgtPepper wrote: » Azherae wrote: » Once again though, I don't hate minigames for processing, I just don't agree that they have a real purpose except as a stopgap for games with poor itemization. I think it is more fun to play a 4-8 second mini-game rather than watch a bar fill for 4-8 seconds. Could just be a total difference of opinion. It would certainly get stale but I would do two things. 1.) Have an auto-craft button so you can skip the mini-game for a small penalty to the quality of the good. 2.) After X amount of perfect crafts with Y item you can now auto-craft a perfect quality Y item (maybe limit to per day or some CD for end game stuff). So you never end up doing the same thing over and over and over unless you want to. Azherae wrote: » For actual item crafting such as Armorsmithing and so on, I have no strong opinion other than 'people will bot this if a bot can achieve a perfect result and anything else is dangerous to that perfect result'. I believe you can fight botting with itemization but not with minigames. The mini-game's purpose is not to fight bots but it would theoretically make it harder. I tend to not find bot arguments too convincing because nearly every game is plagued with bots. If it isn't botting its hacks. Sometimes it's both. We can only hope Intrepid hires GMs and/or takes active measures to reduce hacks and bots because they will certainly be there.