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When RuneScape first sunk its teeth into Bradford, crafting was a major reason why. Creating new armors for his friends, creating magic runes and more kept him hooked in the world. Fast forward almost two decades later, though, and crafting barely registers on his radar. It makes him wonder how important crafting is to the average MMO fan.
Comments
Case A : crafting is very important in the A game because everything is player made. For example, in Ryzom, every piece of armor, every weapon, is made by players. You can buy grade C generic items from vendors, but no NPC drops weapons or armor. It is all player made.
In addition, digging and crafting requires skill. It isn't just blind button pushing.
Case B : crafting isn't very important in game B, because the best items aren't crafted, they drop from NPCs. For example, in ESO, the best items are gotten from running the same dungeon over and over. Some people run it 100 times, hoping to get the exact drop they want. Crafted items are second best, at best.
In addition, it takes no skill at all to craft. Just point and click.
Personally, I really like crafting in a game, IFF it produces the best items that people want. Otherwise, crafting is just a side hobby.
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2024: 47 years on the Net.
Crafting has never been that important to me, but it is very important to many guildies over the years so I always support its importance in MMORPG's. Indeed some players seem to play the game for its economic aspect with other aspects being quite secondary.
To a game? Very important, as I'd rather see it done by the minority and used to support the economy as I'd rather get my weapons, armor and stuff from a crafter than have the NPC's doing it.
I've been in games where everyone crafts and finding stuff (for the few non-crafters) is darn near impossible and if you do find what you want it's priced way more than it should be.
SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter
I was taught that it's "an" if it sounds like a vowel, so in the case of MMO (em em mo), it would be "an". But who am I, teachers teach the wrong thing all the time.
Istaria with its superb idea of economy - crafting matters, just need to get that rare ingredient from some Spider or Golem!
Lord of the rings online: having alts allows me to be almost self-sufficient. I can craft wooden weapons, metal weapons, jewellery, light/medium armour... And folks say, my Scholar can get them moneys too (never was good at Auction...).
SWTOR - never thought about crafting. Stuff drops everywhere, everytime. And not bother me with crafting, I have that Republic scum to kill!
In short - for me it mostly matters, unless becomes unworthy or extremely hard grind.
http://www.mmoblogg.wordpress.com
i would have 3 tiers of items:
crafted: best durability, easy to repair, most reliable. Least toxic. Generally less powerful.
standard drops: lower durability, more expensive to repair, More toxic. Generally more powerful than crafted.
Cursed drops: lower durability, most expensive to repair, most toxic. Most powerful but also possess significant downsides.
So you create a dynamic between crafted, drops and cursed items when building a loadout for your character. You need all three to effectively maximize your player since too much magic will be toxic to you.
so a well equipped character might have one or two cursed items, a few drops and some crafted to round out their character.
the magic induced toxicity ensures that crafted items have their place and also creates a minigame of how to get the most out of the system without having resort to lameplay like gear scores etc.
You are incorrect. There is no invisible e when pronouncing the letter M. If the word were empire, then you would be correct.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
One of the best crafting system I have gotten involved in was in GW2, where you can pretty much craft right from beginning, around level 10 ish, and make your own viable gear as you level up.
Most dropped gear was about cosmetics not stats, so to get the ideal stat combo you might want, often came from crafting, and that ideal look mainly came from Questing and Vendors.
Now, with that said, I find it somewhat odd that my character would need to craft at all, I mean if there is already a blacksmith in the game, why does my character need to learn blacksmithing, why can't I just bring this dragon hide to the smith and have them make me a suit of armor from it?
As that that makes more sense to me, as opposed to max level character that is swimming in game wealth, who has slain Devils and Dragons alike, even toppled huge city sized mech walkers, or whatever, needing to go down to the forge and smelt me some iron bars to make metal rings, and then skinning elk, tanning the hide, to make leather straps, to attach the scales to, to make the armor I want.
Why not just give the smith the Dragon Scales, and like 10K gold, or whatever, maybe some other other shit, like Eye of Harpy and the Ass Hair from a Silverback Werewolf, or whatever, and they are like "That works, here is your armor"
The flip side to that, is why not have designated crafter classes, allowing players to level up as crafters, build/Have a shop, Hire/Have NPC vendors sell their crap, and then have players come to them with the Dragon Scales, Harpy Eye and Ass Hair, with 10K gold, and they make the Dragon Scale Armor.
Or make that a "Retired from Adventuring Class" where once you get a character to max level you can then make them a crafter, and they "retire" into the "Mundane Life", you know, take their wealth, start a family, marry the medusa that they didn't kill way back at 10th level, because they figured, it was not the right thing for their paladin to do, or whatever.
Just a thought.
The current system where my Jacked up Rage Junkie Barb who goes off to brutally slay a God and then heads off to the forge to make Ingots from lumps of metal.. seems.. really, unrealistic.
EQ2 got a new dedicated tradeskilling dev since Domino left some years ago, very excited for that. She's someone who has been playing EQ for two decades. Niami DenMother.
For the a vs an debate I found this old article: https://english.blogoverflow.com/2011/11/articles-a-vs-an/
a/an is based on pronunciation, not spelling
- Earl Nightingale
Even though I may not craft that much I need to have that depth in the game.
Broadcasting in the Metaverse
Best crafting system of the games I have played is FFXIV. Three reasons: one, each craft or gather prof is in itself a class with its own story. Two; crafting is a mini game that actually holds my interest. Three: self sufficiency is easy to have because each toon can learn all the skills.
Another nice system is EQ2 with its mini game style, like FFXIV.
Honorable mentions go to ESO for endgame crafting dailies and SWTOR for its Crew Skills system for companion characters. An individual cannot be self sufficient, but a legacy can be.
Dishonorable mention go to Dungeons and Dragons Online. Between multiple old endgame systems like Veil of Twilight, minor stuff like the Stone of Change, and the utterly worthless Cannith Crafting system, DDO crafting is in a category of Raw Suck all its own. Hell, Wizard101 is better!
This isn't a signature, you just think it is.
No fate but what we make, so make me a ham sandwich please.