I like Vanguard and Eq2 style crafting. Interactive crafting is a must, but it doesn't matter at all unless the gear is balanced with PvE loot. Very excited to try your crafting out. Was not a fan of any recent games crafting.
Hero Evermore Guild Master of Dragonspine since 1982. Playing Path of Exile and deeply in love with it.
Originally posted by waxmask Unless weapond and armor are worn off this system is bound to fail like it's predecesors. Make it like SWG where you can have items repaired but never to the state it was in when freshly made and finally break down. THIS makes a reall craft economy. With that make the trials of making weapons gooed for dedicated crafters, ergo let a "good"crafter make unique items no one else had the knowledge of making them.
This is the point. You cant have a flowing economy, if items dont break. Hope they will put this in the game.
Paul’s term for the philosophy of solo gamers who play a MMO as if it were a solo game was brilliant. The idea that solo MMO players like the “comfort of strangers” when they play was an insight into the weird world of non-groupers.
A) They crafting system you have described is awesome in the begining while no one knows what the additives are to get the most elite item but over time this knowledge will end up common place on a websight for all to see.... How are you going to ensure the best crafted items are truelly difficult to make so they dont flood the market?
Nothing has been said about item decay/ wear and tear.... I strongly urge as a crafter that you keep us relavent by ensuring gear gets broken and does decay.... So we stay a relavent portion of the community! Has this been addressed?
UO,Shadowbane,SWG,Darkfall,MO,Wurm Online,Secretworld,GW,GW2,PotBS,LotR,Atlantica Online,WWII Online,WoT,Battlestar Galactica,Planetside2,Perpetuum,Fallen Earth,Runescape,WoW,Eve,Xsylon,Dragon Prophet, Salem
I was unable to find the answer to my question, thus here it goes.
Will crafted items especially equipables have a variable value depending on its quality and will that value deterioriate and be possibly repairable to the point of destruction?
In other words will it be similar to what swg had going for its economy where crafters were always in demand instead of having the same armor piece being traded over and over and over again.
This is a great question, it was not covered in the presentation...but PAX is in one day....I'll be asking this one for sure.
I was unable to find the answer to my question, thus here it goes.
Will crafted items especially equipables have a variable value depending on its quality and will that value deterioriate and be possibly repairable to the point of destruction?
In other words will it be similar to what swg had going for its economy where crafters were always in demand instead of having the same armor piece being traded over and over and over again.
This is a great question, it was not covered in the presentation...but PAX is in one day....I'll be asking this one for sure.
Thanks for the reply and have fun at PAX.
I always enjoy your reviews and bloq entries, no matter how much bias there might be .
I was unable to find the answer to my question, thus here it goes.
Will crafted items especially equipables have a variable value depending on its quality and will that value deterioriate and be possibly repairable to the point of destruction?
In other words will it be similar to what swg had going for its economy where crafters were always in demand instead of having the same armor piece being traded over and over and over again.
This is a great question, it was not covered in the presentation...but PAX is in one day....I'll be asking this one for sure.
Gear decay has some serious implications. While crafters obviously love it (talk about vested interest... ^^) it can lead to an even worse gear grind than is typical in these games. You see that great epic sword, you just received as a dungeon drop, its going to wear out, and have to be replaced. So will all of your gear. Welcome to gear treadmill 3.0... You not only have to get gear, but at end game, keep getting new gear, over and over and over... ^^
Crafting looks like it is side stuff in ESO. Yes you may be able to make nice stuff and enhance items, but I haven't seen anything that suggests anything new or innovative here yet.
I was unable to find the answer to my question, thus here it goes.
Will crafted items especially equipables have a variable value depending on its quality and will that value deterioriate and be possibly repairable to the point of destruction?
In other words will it be similar to what swg had going for its economy where crafters were always in demand instead of having the same armor piece being traded over and over and over again.
This is a great question, it was not covered in the presentation...but PAX is in one day....I'll be asking this one for sure.
Gear decay has some serious implications. While crafters obviously love it (talk about vested interest... ^^) it can lead to an even worse gear grind than is typical in these games. You see that great epic sword, you just received as a dungeon drop, its going to wear out, and have to be replaced. So will all of your gear. Welcome to gear treadmill 3.0... You not only have to get gear, but at end game, keep getting new gear, over and over and over... ^^
Thats a great point. However I believe ESO will have an extensive replayability of dungeons because as they mentioned (i believe they did) dungeons wont be static. If dungeons wont be static I believe the gear grind would be more fun and engaging especially in a group environment. Also, if crafter can enchance gear having an upgraded epic sword might make you think twice about using it all the time where there is no necesseity.
Originally posted by MMOExposed wow sounds very GW2 like. cant help but get that feeling.
I agree, but that's not necessarily a bad thing. I think GW2 is a good framework for a new direction in some area of MMO's that have been stagnating. Its only a natural step that others will take bits here and there and shape it into their own system. TESO has my interest, and I like what I am hearing so far.
Thats a great point. However I believe ESO will have an extensive replayability of dungeons because as they mentioned (i believe they did) dungeons wont be static. If dungeons wont be static I believe the gear grind would be more fun and engaging especially in a group environment. Also, if crafter can enchance gear having an upgraded epic sword might make you think twice about using it all the time where there is no necesseity.
"make you think twice about using it all the time..."
ugh, what a horrible concept. Swapping in ghetto weaps and armor while i run around and either help my friends or explore certain areas that "might" not require my uber sword. NO thanks! Worst idea ever.
Unless there's an effort cost of some kind, the value of crafted goods will always be less than the sum of their components.
This means that only at the very highest level of crafting (and even then only if it's very difficult or tedious to reach the highest level) can crafting be profitable. It will instead be a huge moneysink for everyone else. You essentially have to pay large amounts of gold to grind your skill level up before you can make any profits. In many games even the top crafted items have very little value, leaving value only to rare recipes. That's not fun at all.
An effort cost can be anything from time (hours or days rather than a second or two) to some sort of skill challenge or puzzle. There has to be something to limit the instantaneous mass production of goods.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
Sad that Carpentry isn't part of the crafting. I prefer games to have some kind of house decorating ability to run parallel to the exploration/combat parts of the game.
Really looking forward to this crafting. Hopefully they keep they ignore the raiders so crafting is not nerfed to oblivion. Having different options at end game besides the raid treadmill would be refreshing.
Originally posted by karat76 Really looking forward to this crafting. Hopefully they keep they ignore the raiders so crafting is not nerfed to oblivion. Having different options at end game besides the raid treadmill would be refreshing.
Well, we can hope. But between the PvP crowd, and the raiders, crafting has always tended to get seriously hammered. Either that, or they gate the best mats inside raids or make them ultra rare world boss drops. The only game I've seen that takes crafting seriously was Horizons (now Istaria), and that was a crafting system in search of a game. ^^
About the time people can craft gear thats even in the same league as raid/high end PvP gear, both factions will go into hysterics.
Unfortunately I'm not playing an MMO where I can only have and MASTER less than all professions. I was really hoping we could do all of them like we can in the offline games. That's the part I do enjoy in the MMO's. I'd have to have more than one toon just to make everything. I hate having to do that. I did that in WoW and a few others and I won't do that again. If I can have multiple toons each with different professions in sense having them all anyway then we should be able to do them all on just one toon! All or nothing and apparently its nothing. Not to mention there is too little gear slots for a dungeon delve game. They keep taking out gear slots with each game and it pisses me off. I want to make or find all those not have them combined into one or a few pieces. I'm very disappointed in what the Elder Scrolls Online has become.
No multiple head slot, too few gear slots, too few cosmetics slots, can't MASTER all professions, can't master all class types, Not what I was hoping ESO would be.
Comments
Hero Evermore
Guild Master of Dragonspine since 1982.
Playing Path of Exile and deeply in love with it.
This is the point. You cant have a flowing economy, if items dont break. Hope they will put this in the game.
Hodor!
/offtopic
is the payment model still unannounced?
Paul’s term for the philosophy of solo gamers who play a MMO as if it were a solo game was brilliant. The idea that solo MMO players like the “comfort of strangers” when they play was an insight into the weird world of non-groupers.
Philosophy of MMO Game Design
I do have a couple concerns!
A) They crafting system you have described is awesome in the begining while no one knows what the additives are to get the most elite item but over time this knowledge will end up common place on a websight for all to see.... How are you going to ensure the best crafted items are truelly difficult to make so they dont flood the market?
Nothing has been said about item decay/ wear and tear.... I strongly urge as a crafter that you keep us relavent by ensuring gear gets broken and does decay.... So we stay a relavent portion of the community! Has this been addressed?
UO,Shadowbane,SWG,Darkfall,MO,Wurm Online,Secretworld,GW,GW2,PotBS,LotR,Atlantica Online,WWII Online,WoT,Battlestar Galactica,Planetside2,Perpetuum,Fallen Earth,Runescape,WoW,Eve,Xsylon,Dragon Prophet, Salem
This is a great question, it was not covered in the presentation...but PAX is in one day....I'll be asking this one for sure.
Thanks for the reply and have fun at PAX.
I always enjoy your reviews and bloq entries, no matter how much bias there might be .
Gear decay has some serious implications. While crafters obviously love it (talk about vested interest... ^^) it can lead to an even worse gear grind than is typical in these games. You see that great epic sword, you just received as a dungeon drop, its going to wear out, and have to be replaced. So will all of your gear. Welcome to gear treadmill 3.0... You not only have to get gear, but at end game, keep getting new gear, over and over and over... ^^
Crafting looks like it is side stuff in ESO. Yes you may be able to make nice stuff and enhance items, but I haven't seen anything that suggests anything new or innovative here yet.
Thats a great point. However I believe ESO will have an extensive replayability of dungeons because as they mentioned (i believe they did) dungeons wont be static. If dungeons wont be static I believe the gear grind would be more fun and engaging especially in a group environment. Also, if crafter can enchance gear having an upgraded epic sword might make you think twice about using it all the time where there is no necesseity.
I'm very interested in how ESO will tackles this.
I agree, but that's not necessarily a bad thing. I think GW2 is a good framework for a new direction in some area of MMO's that have been stagnating. Its only a natural step that others will take bits here and there and shape it into their own system. TESO has my interest, and I like what I am hearing so far.
Experimenting? ohh come on... everyone just goes to a wiki and look what happens..
A feature like that wont ever work because the workaround is too obvious.
https://www.ticketsolutions.com/blogs/intentional-foul/images/keyboardsmash.gif
Unless there's an effort cost of some kind, the value of crafted goods will always be less than the sum of their components.
This means that only at the very highest level of crafting (and even then only if it's very difficult or tedious to reach the highest level) can crafting be profitable. It will instead be a huge moneysink for everyone else. You essentially have to pay large amounts of gold to grind your skill level up before you can make any profits. In many games even the top crafted items have very little value, leaving value only to rare recipes. That's not fun at all.
An effort cost can be anything from time (hours or days rather than a second or two) to some sort of skill challenge or puzzle. There has to be something to limit the instantaneous mass production of goods.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
-Davorn
Well, we can hope. But between the PvP crowd, and the raiders, crafting has always tended to get seriously hammered. Either that, or they gate the best mats inside raids or make them ultra rare world boss drops. The only game I've seen that takes crafting seriously was Horizons (now Istaria), and that was a crafting system in search of a game. ^^
About the time people can craft gear thats even in the same league as raid/high end PvP gear, both factions will go into hysterics.
I like the over all love for the solo player. The true solo player. They can be all and not have to profect any one crafting option.
http://wyrdblogging.blogspot.com/
Unfortunately I'm not playing an MMO where I can only have and MASTER less than all professions. I was really hoping we could do all of them like we can in the offline games. That's the part I do enjoy in the MMO's. I'd have to have more than one toon just to make everything. I hate having to do that. I did that in WoW and a few others and I won't do that again. If I can have multiple toons each with different professions in sense having them all anyway then we should be able to do them all on just one toon! All or nothing and apparently its nothing. Not to mention there is too little gear slots for a dungeon delve game. They keep taking out gear slots with each game and it pisses me off. I want to make or find all those not have them combined into one or a few pieces. I'm very disappointed in what the Elder Scrolls Online has become.
No multiple head slot, too few gear slots, too few cosmetics slots, can't MASTER all professions, can't master all class types, Not what I was hoping ESO would be.