George_Black wrote: » I played L2 and there was no useless low lv crafting. You needed 30 iron ore for a lv10 sword. You needed 5 steel for a lv 30 sword. 1 steel was a processed material, needing a bit of iron ore and some coal. You needed 20 steel for a 40-50 lv sword. You needed 5 steel mold for a lv60 sword. Steel mold (or whatever) was a more advanced material. You still needed iron ore and coal for steel. ESOs crafting/gathering system was bad.
ClintHardwood wrote: » George_Black wrote: » I played L2 and there was no useless low lv crafting. You needed 30 iron ore for a lv10 sword. You needed 5 steel for a lv 30 sword. 1 steel was a processed material, needing a bit of iron ore and some coal. You needed 20 steel for a 40-50 lv sword. You needed 5 steel mold for a lv60 sword. Steel mold (or whatever) was a more advanced material. You still needed iron ore and coal for steel. ESOs crafting/gathering system was bad. Pardon me for my ignorance as I've never played L2, but how are level 10 swords useful in the economy once most players reach max level? Was there a use for them besides crafting experience? Because in Albion, Tier 4 (low level) swords are regularly bought, sold, and used despite most players being able to use Tier 8 (Max level). My concern was with crafted/processed goods as much as resources.
Goalid wrote: » 4. Ever game needs item decay. You use a sword, it degrades. Eventually, you need materials to repair the sword, or it busts. Right now, Steven wants no items to break, but requires the same materials needed to repair them once item durability reaches 0%. I don't like that system because at end game crafters will become glorified repairmen, but either way it ensures that lower tiered items will also become damaged and need repair.
MrPockets wrote: » Goalid wrote: » 4. Ever game needs item decay. You use a sword, it degrades. Eventually, you need materials to repair the sword, or it busts. Right now, Steven wants no items to break, but requires the same materials needed to repair them once item durability reaches 0%. I don't like that system because at end game crafters will become glorified repairmen, but either way it ensures that lower tiered items will also become damaged and need repair. I've also been worried about this point you've made. In order for crafters to actually craft items and sell them, there needs to be some sort of item sink. I think Albion does this best in 2 ways: 1) when you die via PvP there is a chance for any item to trash, removing it from the game/economy. 2) Black market (my favorite economy innovation in any MMO). Essentially the game will buy your items, and place them into the world, there is also a chance the item just trashes instead, but you still get the money. This means everything in the world is player made, crafters always have a reason to make stuff, and the economy doesn't flood with items.
ClintHardwood wrote: » As anyone who has played an MMO with crafting knows, there comes a time that most craftable items become useless. This includes low to mid-level gear and weaker consumables. Poorly developed systems often relegate these items to being little more than fodder for leveling and selling to shops. Others give these items a purpose. Here's a quick list of how other games have handled this matter in order of worst to best: Worst: Despite having a crafting system, in Maplestory the best loot mostly drops from mobs and almost all of is useless except for selling to vendors for negligible returns. It's often more time efficient to just drop them. Middling: In Runescape, crafted consumables are valuable, and while crafted gear isn't, it can be converted into coins via high alchemy or sold to a shop. This provides at least a superficial value to most items. Best: In Albion Online, all gear and consumables are crafted, and through the black market system, they can drop from mobs and treasure chests in the world. Furthermore, craftables in albion have a chance to be destroyed on death, and combined with players' reluctance to risk their best gear in open-world PvP, low-level items are always in demand. This creates a perpetually bountiful crafting market for ALL times. What I'm wondering is if AoC has a system in place comparable to Albion's. Something that keeps crafting valuable and constantly cycles all craftables out of the economy.
Myosotys wrote: » ClintHardwood wrote: » As anyone who has played an MMO with crafting knows, there comes a time that most craftable items become useless. This includes low to mid-level gear and weaker consumables. Poorly developed systems often relegate these items to being little more than fodder for leveling and selling to shops. Others give these items a purpose. Here's a quick list of how other games have handled this matter in order of worst to best: Worst: Despite having a crafting system, in Maplestory the best loot mostly drops from mobs and almost all of is useless except for selling to vendors for negligible returns. It's often more time efficient to just drop them. Middling: In Runescape, crafted consumables are valuable, and while crafted gear isn't, it can be converted into coins via high alchemy or sold to a shop. This provides at least a superficial value to most items. Best: In Albion Online, all gear and consumables are crafted, and through the black market system, they can drop from mobs and treasure chests in the world. Furthermore, craftables in albion have a chance to be destroyed on death, and combined with players' reluctance to risk their best gear in open-world PvP, low-level items are always in demand. This creates a perpetually bountiful crafting market for ALL times. What I'm wondering is if AoC has a system in place comparable to Albion's. Something that keeps crafting valuable and constantly cycles all craftables out of the economy. If the Crafting system is similar to New World, then the craft is dead in the egg... In New World only those wo played from the beginning made a lot of money and the more the time passed and the more everything costed nothing. I was one of the first to reach 200 in Jewelries, I became super rich by selling purple (and sometimes orange) jewelries in October 2021. I stopped playing for 2 months, and when I return crafting was totally INFLATED... So I hope they will take example all New World as the wost crafting system ever.
Neurath wrote: » Sounds good until there are no iron swords available to adventure with because all the high levels out bid to make higher level weapons.