Azherae wrote: » No, Ashes does not currently achieve any of the goals of a crafting system at this time, at all, but it's not far enough along to be called a 'system', at this time. We only just got the most basic change to the way mining works, and both gear and currency drop from mobs in amounts that match and even exceed some single player themepark games. Building such systems takes long, though, so I'm not sure how to take the discussion any further without just 'babbling about how I personally think it should be done in Ashes given the base state'. I'd then ask if we think even the base state is currently active, though? Sure, if it were me, I'd design the economic flows first and then use those to place the mobs, but even if that is what the econ team is doing, we wouldn't notice it until probably around April anyway, considering the number of iterations that would be required. So uh... yes, crafting isn't good right now, but they've only just started, so...
Wandering Mist wrote: » TL:DR - Do you believe the crafting system is working, and if not, why? Most mmorpgs have some kind of crafting system and we can argue back and forth about which game has the best crafting system. But no matter what, it's important to keep in mind why the crafting system exists in the first place. In my opinion there are 3 core reasons: 1. You want to make items that you can use yourself. 2. You want to make items that your friends/guildmates can use. 3. You want to make items to sell to others. So the question is, does Ashes achieve the purpose of a crafting system? In my opinion it doesn't because by the time you have crafted your first set of basic armour, you would have been better off just power grinding to level 10 and getting the next tier of armour, and beyond. Yes, crafting armour can give you better quality pieces, but is that worth the extra time and effort it takes to make it? And how about the amount of time it takes to make apprentice or journeyman level gear? Not only do you need to get the insane amount of materials required to level up, but then you need to wait for the nodes to have the buildings required to make the gear. In short, by the time you reach the point where you can physically make level 10 gear, you could have grinded to level 25 and gotten tons of drops from mobs. At which point we have to ask ourselves, what's the point of the crafting system at all?
DannybadFF wrote: » Are there any MMO crafting frameworks that you would like to see "inspire" the next iteration of crafting in AoC? I know most people are partial to their first/favorite overall MMO. I actually really loved the gathering system in Amazon's "New World" which this system kind of feels like, where the nodes are built into the landscape and seem to mesh right into the world. I wonder if with this system you could put in a mini map "tracker" similar to LoTRO for profession specific nodes (i.e. mining you can see on mini map where ore nodes located). It should be said that in LoTRO it is mini map only. As for the crafting itself I really how Lord of the rings has a base set of recipes at each tier and you can gather rare recipes from mobs or chests throughout the world and they can be either one time (Super rare top tier items) or multi use (Higher than default crafting items, but not top shelf). IDK, but I think Crafting is a big part of the mmo experience. If you couldn't tell LoTRO was my first and most important mmo i played.
CROW3 wrote: » Here's what I don't like: 99% of crafting professions (i.e. armorsmith, carpenter, etc) is sourcing. 1% is a button click to assemble components. For me, I like managing the whole mats > item flow, so I distributed my skills accordingly to maximize involvement and minimize dependency. But if I only elected to be a crafter to create items - it's boring AF. I think the assembly needs to be more than a button click, maybe not a full minigame, but something closer to EQ2 territory where different abilities & passives can sway the probability of a highly valuable outcome. I think crafted legendaries need the highest quality mats gathered by the most expert gatherers, processed perfectly by the most expert processors, and crafted perfectly by the highest skilled crafters. We're not even close to that yet.
Gizban wrote: » I really don't like how a player can sink all this time into lvling crafting but then be blocked by node progression.
TTNLBTPD wrote: » My two cents on this, and feedback I provided to Intrepid is vendors should not sell any item above crude level. It really hurts crafters of all type. From the perspective of a Scribe, the vendor sells scrolls much cheaper than I can make them.