Crafters are able to influence what their crafted items will look like.[73][77] At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[78] A crafter's name is embedded in the items they craft.[79] We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]
ReLamas wrote: » Unique Crafting Recipes and Schematics: Crafters can acquire rare and unique recipes through various means, such as exploring dungeons, completing quests, or gaining access to special nodes. This exclusivity can set them apart, as players will seek out specific crafters who can make these rare items.
arkileo wrote: » I briefly played Crowfall, which had a crafting system the required some pretty extreme resource pooling. That, coupled with it being a guild-based PvP game, lead to the whole guild funneling resources to a select few crafters, and the output of their labors going exclusively to the guild. It was a closed system and it felt bad. If you weren't one of the guild's designated crafters, you weren't going to progress in the crafting system. I sincerely hope that Ashes doesn't fall into the same system, because being able to make a name for yourself is a really cool thing. SWG was great at this. I remember a specific shop that had the best weapons around, and I always came back to it. At the very least, with player shops it seems like that's more the direction they're heading.
kadimir wrote: » With the way crafting/gathering/processing is broken up - there's 0 chance you'll have success as a solo crafter. Either you're fed mats by a guild and it's the GUILD with the reputation, or you're not going to have a good time. only thing you'd have control over anyways is the price you charge? I am not imagining that it's going to be something for MLG pink parsers to sweat over.
Rockshow wrote: » kadimir wrote: » That's only the case if your output is worthless and that only happens when you need to craft like 100 copper swords to be able to craft Iron Swords etc. Anyone designing a crafting system should LITERALLY be an econ major. It's insane that so many games get this balance so awfully bad. Imagine being an indie company like blizzard - and managing to make it so that every single stage of the game, even day 1 of expansions. Endless flooding of greens into the market for every profession all at or below cost to make. On top of that, there is no way for someone who's even remotely planning on leveling their craft as they level. I think if they had to spend twice the time leveling each bracket to gather/craft their gear for the next tier I'd be fine with that... you're kind of working 2 birds with one stone. You don't want to trivialize it by making it so everyone can be self sufficient and craft their own gear each tier with minimal time investment - making crafting largely irrelevant, but you also don't want crafting to take so much time/resources that it's absolutely not something you waste your time doing until you're capped/geared. on a side note; Lineage II had an insanely good economic structure - I hope they make sure to adopt the way materials function.
kadimir wrote: » That's only the case if your output is worthless and that only happens when you need to craft like 100 copper swords to be able to craft Iron Swords etc.
kadimir wrote: » Rockshow wrote: » kadimir wrote: » That's only the case if your output is worthless and that only happens when you need to craft like 100 copper swords to be able to craft Iron Swords etc. Anyone designing a crafting system should LITERALLY be an econ major. It's insane that so many games get this balance so awfully bad. Imagine being an indie company like blizzard - and managing to make it so that every single stage of the game, even day 1 of expansions. Endless flooding of greens into the market for every profession all at or below cost to make. On top of that, there is no way for someone who's even remotely planning on leveling their craft as they level. I think if they had to spend twice the time leveling each bracket to gather/craft their gear for the next tier I'd be fine with that... you're kind of working 2 birds with one stone. You don't want to trivialize it by making it so everyone can be self sufficient and craft their own gear each tier with minimal time investment - making crafting largely irrelevant, but you also don't want crafting to take so much time/resources that it's absolutely not something you waste your time doing until you're capped/geared. on a side note; Lineage II had an insanely good economic structure - I hope they make sure to adopt the way materials function. Agreed on all points. Regarding crafting while leveling it should be more that you sacrifice time grinding to craft and preferably you would actually make money from the few items you do craft to compensate for the XP you miss out on. This in turn will also let you start building a reputation earlier. I remember back in Anarchy Online there where several god tier crafters that gave up all their combat potential at endgame just to max out on crafting and being on friendly terms with one was a massive benefit. I have also played Entropia Universe a fair bit focusing on mining and I used to have a guy that bought literally all my stuff at a decent markup and then he would slap on a percent or so and turn around and sell in bulk to crafters he knew. Crafting should be a bit of a PITA as it should be fairly complex needing lots of steps and lots and lots of different components, that way you get fewer crafters and those that do it anyway become more important and get a chance to shine. And then you actually start to open up for all of these brilliant social interactions and emergent professions like actual merchants and wholesalers. But for that to work you need scarcity, friction and profit margins in every part of the chain from mining slate to crafting legendary armor. Now in real life we often want to remove scarcity and friction as it isn't efficient and reduce profit margins and prices to increase general prosperity. But you don't actually want to have those things in a game. Those are things that make life simpler and convenient but we are literally playing the game to face challenge and adversity. Think about it, if maximizing prosperity was the goal they would literally just give us all a full set of legendary gear when we create our character, and then what? It's dealing with those challenges, helping others that have problems (by design) and overcoming that friction that lets you actually make a name for yourself because you're being useful to others, but for that they actually need to have problems to begin with.