It looks like you're new here. If you want to get involved, click one of these buttons!
What game do you think has the most difficult crafting system, not from a resource-gathering standpoint, but from a putting-materials-together standpoint? My previous favorite was Pirates of the Burning Sea, because you had to have a guild working a supply chain to create the big ships available.
Comments
DAOC had some of the most complicated--and rewarding--crafting of any game to date, if you include enchanting in the complexity of the system. Crafted gear was used in combination with gear obtained through PvE activities. It was powerful enough that you had to use it to be competitive, but accessible enough that you could get competitive gear with a modest effort. DAOC is dated, though. The graphics and game need a refresh.
Star Wars Galaxies was also complex and rewarding for crafters. Unfortunately, SOE killed it.
You might be better off looking to non-MMOs for crafting. The current designs for MMOs attempt to make the features of the game accessible to as many as possible, which means keeping things simple.
depends what you mean by most difficult.
in wurm it takes a lot of work to craft/build some items or to make really high quality one
in ryzom you have a lot of options and it is pretty hard to find the right combination of materials
in vanguard the process itself is pretty punishing, especially if you want to get highest quality item
in ac2 you have really small chance to get critical success when crafting something .....
SWGs crafting system remained fairly intact as i recall, so while SOE may have killed the game overall, they did not ruin the crafting system.
aside from dead games long since passed into memory ... oh wait. 2 more: Vanguard and Ryzom as mentioned above.
all of the above systems were built to also include interdependency amongst crafters and crafting professions. Vanguard's ship building would be a prime example of this.
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
Anything challenging or in depth related to economy, community or immersion is sadly a thing of the past. The little billy's dont like it.
If by complicated you mean difficult and a pain in the rear then I'd say EQ2. Crafting as a "mini-game" is crap to me.
If by Complicated you mean tons of depth and choice I'd say SWG. Truly dynamic materials with stats that allowed you to use different raw materials to build a given item that would have different outcomes, along with allowing experimentation on the blueprint to further manipulate it was awesome. Truly the mold from which crafting systems should begin at in concept phase.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
SWG had the best and most complicated crafting system.