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Author Topic: What would you like to see "ADDED" in the patches to come? [Locked]
AngharadMacsen  1 star
Posts: 155
Registered: 2003-3-11 08:41:31
GardianAngel posted:

A way to level crafting in pvp and pve.



No. If you don't want to craft, hire a crafter - that's what they're there for.

EDIT:

Qualifier: if you also add significant RP/BP rewards for skilling up craftskills (on the order of ten thousand RP per 100 points in any craft), plus BP for routine PvE, then no problem with crafting as a result of PvE/PvP.

 

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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
I think crafting is fine the way it is, its boring as hell, but if they do anything to make it more popular then you get less rewards from it being so boring and taking up all your time.

 

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Idealistgamer  2 stars
Posts: 274
Registered: 2011-1-9 21:38:25
DoorknobMLF posted:

I think crafting is fine the way it is, its boring as hell, but if they do anything to make it more popular then you get less rewards from it being so boring and taking up all your time.



If anything needs done to crafting its this and nothing else.

http://thebigbearbutt.com/wordpress/wp-content/uploads/2010/12/inscriptionwindow.jpg

With the above link, you have the option to craft multiple items with 1 click instead of 1 click per item created.

In other words, if you have enough for 100 items, then when you hit create all, it will create all 100 with that one single click.

Incase you are confused, this means you get 100 or more items created with one click insted of 1 item created per click.

Another way of putting it is, click once, go take a piss, come back and all your mats will be used up and your items in its place.


If there is another way I can put it so you all understand, let me know.

 

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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
yes this would be very nice, especially for those that want to level up crafters, but again, it will drastly decrease the demand for crafters when everyone can do it on their own so much easier. I think the balance right now is pretty reasonable.. crafters can go out and make money, and those that would prefer not to have to sit down and craft can get crafting supplies at reasonable prices. Perhaps it wouldn't hurt if they made crafting a little less trivial and boring, but only a little would be ok. I don't think you should be able to do 100 items at once, that actually turns out to be "buy some supplies, press a button, go to sleep, wake up and you get from 900 to 940 crafting skill, or something like that."

 

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Woodspryte  1 star
Posts: 66
Registered: 2006-6-10 17:58:49
Buff pots that affect pets~

 

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jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
Crafting in this system is fine as it is, and needs no changes unless its a radical change to the entire system. It should be time consuming, expensive, boring etc to get an LGM in any crafting type. That is a barrier that only some people will surpass. Those people can then make money performing the skills they mastered and the rest can pay for their services. Make it easier to level up as a crafter and everyone will level one up, making the market for the existing crafters (who had to do it the hard way mind you) dry up entirely as people take advantage of the easy leveling to level up their own crafters. Actually talking with and dealing with other players is so passe these days of course.

Now, the premier crafting system of all MMOs was that in Starwars Galaxies. Say what you like about the rest of the game (go ahead I have already said it along with thousands of other former players, it sucks big time), the crafting system was amazingly involved and complex. It was possible for someone to spend their entire game time as a crafter, making and selling items. The number of items was immense, and while not all were useful, generally speaking each crafting class (and it was a character class mind you) could produce items which were in demand. It would be interesting to see an MMO like DAOC with a relatively primitive crafting system, try to take the best elements from a system like SWGs. I don't think it will happen, but it would be a very interesting enhancement.

In SWG, a Weaponsmith could make a unique weapon that had specific qualities to it that made it unlike most (or possibly any) other weapon of that type. Crafters regularly competed to make the highest DPS weapon, etc. Learning the crafting system well enough to compete took a few weeks at least, and gathering the resources required took months in some cases. Some professions were easy and undemanding (Tailor for instance), others were demanding in the extreme (Armorsmith, Weaponsmith, Shipbuilding). The later made the most in-demand items and commanded the largest fees. Anways enough on that.

No need to continue to make every element of this game simpler and simpler. Keep the good complexity, the good learning curves, and the barriers to participation that we have now. Making it to LGM now still means something here, unlike many other milestones in the game that used to mean something (who congrats someone on reaching 50 when they did it by getting powerleveled in a few hours? My first 50 took me well over 8 months of constant play).

 

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W0rdna
Posts: 10
Registered: 2008-3-10 06:32:39
A new main RVR area. NF is hardly new.

 

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Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
DoorknobMLF posted:

yes this would be very nice, especially for those that want to level up crafters, but again, it will drastly decrease the demand for crafters when everyone can do it on their own so much easier. I think the balance right now is pretty reasonable.. crafters can go out and make money, and those that would prefer not to have to sit down and craft can get crafting supplies at reasonable prices. Perhaps it wouldn't hurt if they made crafting a little less trivial and boring, but only a little would be ok. I don't think you should be able to do 100 items at once, that actually turns out to be "buy some supplies, press a button, go to sleep, wake up and you get from 900 to 940 crafting skill, or something like that."

I agree. I like many things on the OPs list but easy mode crafting is not what is needed. The following is not my list for the game, that list is 30-50 items long, but for crafting the big change(s) that I would love to see:


1. I want to be able to auto create a shopping list that, based on what I have selected that I want to craft. The list should show what supplies are in storage, show what supplies are in the backpack and it should auto create a list of those additional items that still need to be purchased/obtained/farmed. When I go to purchase things I want to be able to pull up the shopping list so that I can view the market NPCs list and the shopping list at the same time.


For items that need to be farmed, I want to be able to add tool tip notes to the items that show up in the shopping list so that when I find the best place to obtain the item I can add that information to the notes and the next time I need the item, my previous notes show up when I mouse over the item.


2. Bring back the old MP value system.


3. Get rid of the stupid wild swings of the RNG where a 2% chance can have some wild swings that actually give a 1:1,000 chance to hit. It is not rocket science (any first year learns how) to create a RNG and eliminate the wild swings on the edge of the bell curve. It is only laziness on Mythic’s part (and a bit of a sadistic streak getting enjoyment from sticking it to players) that prevents Mythic from fixing something that can be frustrating. (In the past, when this subject comes up, some players had the misguided thought that eliminating the wild swings would change 2% to 4% or 5.2% or. . . it is an algorithm and can be designed to eliminate the wild swings and still be whatever percentage the programmer wants it to be.)


4. Almost all items that are needed for crafting need to be farmable/drops/salvage. Keep the NPCs that sell the items if Mythic wants but in addition to the NPCs, almost all crafting supplies need to be drops or obtained by salvage.


5. Remove the crafting tables from Housing. Sorry for this suggestion but having crafting tables in housing allows for easier macro crafting and it empties the cities a bit. Crafting tables never should have been put into individual homes. If they are not going to remove crafting tables from homes, they should eliminate the skill gain while crafting in Foundations. Eliminating the skill gain while in Foundations would allow players to continue crafting in their home, to fill the CM or to fill orders from other players, but it prevents players from using macro crafting programs to skill up behind locked doors.


6. All of the top tier items should have a crafted equivalent that is “almost” as good as the farmed item (not as good, but almost). Perhaps having something like the following would be fun: The very top tier crafted items can only be crafted while using the tools and crafting tables found in enemy keeps in the enemy Frontier.


7. Archers need to once again have arrows and crafted arrows need to be better than arrows purchased from the NPC.

 

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ArkadyTepes  3 stars
Posts: 510
Registered: 2004-1-10 11:08:57
jhonto posted:

Now, the premier crafting system of all MMOs was that in Starwars Galaxies. Say what you like about the rest of the game (go ahead I have already said it along with thousands of other former players, it sucks big time), the crafting system was amazingly involved and complex. It was possible for someone to spend their entire game time as a crafter, making and selling items. The number of items was immense, and while not all were useful, generally speaking each crafting class (and it was a character class mind you) could produce items which were in demand. It would be interesting to see an MMO like DAOC with a relatively primitive crafting system, try to take the best elements from a system like SWGs. I don't think it will happen, but it would be a very interesting enhancement.



EvE Online...

EvE revolves completely around crafting... and the market in general

all the ships people fly in that game are provided by players, you cant obtain a new ship without getting it from another player...

 

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valmar_kw  1 star
Posts: 55
Registered: 2002-2-19 20:32:47
Celerity pots, or the ability for NPC rechargers to recharge player charged items. No reason to not have it, even if it is 1.5x the price of doing it on an alc.

 

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