Crafting


Pathfinder Online

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Goblin Squad Member

unless i missed it, is there any information on crafting. In sandbox games, player crafting as the main source of goods is something that i enjoy.

Goblin Squad Member

here

Goblin Squad Member

I get that they intend to create a deep, balance, plausible, crafting and economic system for the game. I like what is proposed thus far.

What I don't get is how they intend to make crafting a fun an engaging process for the long term. being a dedicated crafter seems like it would be pretty boring because you don't get to go on grand adventures like everyone else. You inevitably would end up hiring someone else to do all of the interesting things like defend your harvesting camps and trade caravans or go out and find the location of rare resources. A dedicated crafter would have no real way to defend themself beyond quality equipment which they don't even have the skills to use effectively.

Goblin Squad Member

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@leperkhaun, I encourage you to browse the links listed at Guild Recruitment & Helpful Links. The list of blogs there includes a very brief summary of each.

Here is the Crafting blog: Goblinworks Blog: Butchers, Bakers and Candlestick Makers

You might also be interested in Goblinworks Blog: Player-Created Buildings and Structures.

Goblin Squad Member

Hark wrote:
... being a dedicated crafter seems like it would be pretty boring because you don't get to go on grand adventures like everyone else.

My understanding is that most "dedicated crafters" actually don't really want to go on grand adventures. I don't fully share the mindset, but I believe there are quite a few folks who really enjoy hanging in town and chatting up their friends while making awesome gear.

Goblin Squad Member

I don't mind hanging out and chatting, but I want any game mechanic I'm interacting with to be fun.

If it boils down to collect resources, click build item button, wait for crafting timer to complete, repeat. That isn't fun, and I don't need an MMO to talk too friends.

Not that I intend to be a dedicated crafter, but a fun crafting system just stands to attract and hold more players than a boring one.

Scarab Sages Goblinworks Executive Founder

My hope is they'll implement things like research and resource optimization useage for crafting to make crafting more interesting in the long run.

Even things like shop management, home/shop decor etc could all potentially fall under the non-adventure roll and I've seen these be popular play styles for the non-adventuring type of players.

IE look at Entertainer and similar non-adventure *classes* in SWG.

Goblin Squad Member

thanks for all the links

CEO, Goblinworks

@All - realistically, crafting, like all the game systems, is going to start simple and iterate into more complexity over time.

It will almost certainly start with something similar to EVE Online - you assemble a bunch of resources at a location, load them into a "job", press a button, and are given a delivery date in the future when they'll be ready for pickup.

Obviously there is a massive fractal space within which we can make that more interesting and that's what we'll be Crowdforging over the long term. It's impossible to predict where that may take us.

I know that sounds "not fun" to many people, but my observation in EVE is that it is "very fun" to a surprising number of players and there will be a legion of crafters making and selling everything we put into the economy.

Goblin Squad Member

Ryan Dancey wrote:
I know that sounds "not fun" to many people, but my observation in EVE is that it is "very fun" to a surprising number of players and there will be a legion of crafters making and selling everything we put into the economy.

/raise hand

That would be me for sure. To a lot of hardcore craters it's not so much "how" its "what" we craft. WoW had the very system you described, simple and kinda boring. But Engineering in WoW was a amazingly fun profession because of all the cool things I built not because of how I built it.

Dark Archive Goblin Squad Member

Wow crafting was just simple and click, watch bar and be done.
Eve crafting allows you to set a job (depending on what it is it could range from minutes to a month). It would also force you to gather, or play the market for the materials.

@Ryan, the more exotic weapons / armors, I take it those will be available in the settlements? and then the further from civilization the better?

Goblin Squad Member

Psyblade wrote:
@Ryan, the more exotic weapons / armors, I take it those will be available in the settlements? and then the further from civilization the better?

Not Ryan, but my understanding is that the most powerful weapons will be made in the settlements. The materials to make them will be found out in the wild.

CEO, Goblinworks

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@Psyblade - the more powerful and exotic an item, the more different materials will be needed to make it. Those materials may in turn be processed intermediate steps also requiring various precursor materials.

Ideally that stuff will be scattered all over the map, so making those things induces trade and transport between Settlements. No Settlement should be self-sustaining; trade is a requirement beyond the basics.

Dark Archive Goblin Squad Member

ugh... wording the question wrong :P

what I mean was, the rare and exotic materials would be found in the less then easy to reach regions (deeper and further from civilization) and you would need upgraded craftsman shops in a player settlement, correct?

Goblin Squad Member

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I can envision characters who enjoy going adventuring with parties to obtaining the rare materials themselves, then coming back to craft the components of their masterpiece. Sounds like the best of both worlds, especially if you're RL only allows you limited gaming time or if your gaming time can't be regularly scheduled.

CEO, Goblinworks

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@Psyblade - The distribution of materials is likely to be randomized and to move around. In other words, when you mine out a vein of mithril, a new vein will spawn elsewhere in the world.

I would not be surprised if we built in a bias for exotic materials tending to spawn in empty hexes...

Dark Archive Goblin Squad Member

Ryan Dancey wrote:

@Psyblade - The distribution of materials is likely to be randomized and to move around. In other words, when you mine out a vein of mithril, a new vein will spawn elsewhere in the world.

I would not be surprised if we built in a bias for exotic materials tending to spawn in empty hexes...

hmmm that sounds interesting... so out of curiosity the setup would be something like this, just envisioning stuff now

Settlement, around the hex (not sure if possible or if it will be a hex next to it) you could have a logger encampment, miners encampment. This would be done automated by "drones" once full it has to be transported to the settlement. Once there it can be put into a warehouse and those with the proper rights can take out the material and craft items. Rarer material like mithril etc would have to be scouted for and gathered.

Then in the settlement you would have a blacksmith workshop, armorsmith etc where members of the settlement (or those with permissions granted) can craft their items and take up slots (depending on the size of the settlement more or less).

sounds like a deal?

Goblin Squad Member

I look forward to this. making sure that the different materials are distributed in all parts of the world forces either Trade or groups to venture forth and explore and interact.

item loss is something i fully support. It causes items to be filtered out always creating a demand.

There is something i would like to see, and (i might have missed it if its somewhere else) that is the ability to decrease item loss for 1 maybe two items a person has. So for example a person can mark two things (unmarking an item causes it to be destroyed or another limiting system), those things would only have say a 10% chance of being looted or destroyed, however those items cannot be traded and are attuned to the person.

Goblin Squad Member

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Nihimon wrote:
My understanding is that most "dedicated crafters" actually don't really want to go on grand adventures. I don't fully share the mindset...

Yeah, I'm the same. I quite like crafting (EVE and GW2 being the best systems I can think of right now) but I also want to be an explorer type and be able to take care of myself when the bigbad comes visiting.

Very keen to see how crafting pans out! Another awesome reason to get in at the beta level and test a few things.

Goblin Squad Member

I can just imagine a very rare mithril spawn somewhere near a town and the anarchy that follows as you have a "mithril rush" as everyone goes after the "safer" resources. (white hitting eachother with their pick axes)

CEO, Goblinworks

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@Jameow - me too. <evil grin>

Shadow Lodge Goblin Squad Member

Ryan Dancey wrote:

@All - realistically, crafting, like all the game systems, is going to start simple and iterate into more complexity over time.

It will almost certainly start with something similar to EVE Online - you assemble a bunch of resources at a location, load them into a "job", press a button, and are given a delivery date in the future when they'll be ready for pickup.

Obviously there is a massive fractal space within which we can make that more interesting and that's what we'll be Crowdforging over the long term. It's impossible to predict where that may take us.

I know that sounds "not fun" to many people, but my observation in EVE is that it is "very fun" to a surprising number of players and there will be a legion of crafters making and selling everything we put into the economy.

Just don't forget to iterate things for year and year and year until the server population revolts like EVE.

Goblin Squad Member

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Waruko wrote:
Ryan Dancey wrote:
I know that sounds "not fun" to many people, but my observation in EVE is that it is "very fun" to a surprising number of players and there will be a legion of crafters making and selling everything we put into the economy.

/raise hand

That would be me for sure. To a lot of hardcore craters it's not so much "how" its "what" we craft. WoW had the very system you described, simple and kinda boring. But Engineering in WoW was a amazingly fun profession because of all the cool things I built not because of how I built it.

Personally my favorite crafting system was Wurm Online and that system was all about the how. It was really cool to see it where making a really great sword required not only scarce materials, but it could take an hour to pump out.

I've used EVE's crafting system and it felt more like market manipulation than crafting.

That being said EVE's system is fine as long is we use it as a starting point and not a finish line. Eventually what would appeal to me most is a system where you could have your NPC workers mass produce junk-moderate grade stuff but in order to really get a finely made item it requires a player picking up their hammer, going over to their anvil, and putting in some time manually improving it.

Goblin Squad Member

Wurm was a very cool concept, but everything took far to long to accomplish. I wouldn't mind a similar system, but the time would either need to be scaled way back or the player able to go do other things while stuff is being made.

Goblin Squad Member

Andius wrote:


Personally my favorite crafting system was Wurm Online and that system was all about the how. It was really cool to see it where making a really great sword required not only scarce materials, but it could take an hour to pump out.

I've used EVE's crafting system and it felt more like market manipulation than crafting.

That being said EVE's system is fine as long is we use it as a starting point and not a finish line. Eventually what would appeal to me most is a system where you could have your NPC workers mass produce junk-moderate grade stuff but in order to really get a finely made item it requires a player picking up their hammer, going over to their anvil, and putting in some time manually improving it.

+1 I think if you can make crafting viable, but make it interesting without the grind, it could be interesting. Perhaps for all the basic stuff you have a standard production system, but to do more advanced, custom pieces and masterpiece work, as Andius says, you pick up the hammer yourself and work on it, make something with it's own design, improved attributes, all that sort of thing.

Goblin Squad Member

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Hark wrote:
Wurm was a very cool concept, but everything took far to long to accomplish. I wouldn't mind a similar system, but the time would either need to be scaled way back or the player able to go do other things while stuff is being made.

That really kind of defeats the purpose which is that some people really like crafting to be a hands on process, where in EVE, you take a blueprint tell the factory how many times you want it to create the item the blueprint is for and then it just handle's everything for you.

Some people really like to just craft. They want to take out hammer and anvil, or bread dough and rolling pin, or knife and wood and just make something. Those people will be put off by a system that is all menu management and number crunching with no actual player involvement on the assembly line.

I think in the eventual system, that there should be mass production crafting items, and ones that require a high degree of player involvement.

For instance, your blacksmith shop produces 20 steel longswords and hour on it's own, but you can go and work in your blacksmith shop and create a steel longsword +3 in half an hour in addition to those 20. Or your bakery produces 100 loaves of bread an hour, but you can go and produce 5 gourmet loaves of bread in an hour.

Whatever the player involvement is, it should be something difficult for a macro to do for you, and designed to be fairly engaging for the player. If you don't want to invest that time into crafting than fine. Your bakery and smithy still make those 20 steel longswords and 100 loaves.

As long as the market makes demand for both cheap and expertly crafted items, than the system can work. That allows the number crunchers to never pick up a hammer, and the hands on crafters to do what they love most.

Goblin Squad Member

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For basic gear, leaving things up to the NPC's (select recipe, load materials, wait on timer) is fine, but for custom work, it could be neat to have optional mini-games that reduce resource and time expenditure. The mini-games could be themed to fit the type of item.

For example, I'm creating a ring, so I get some metals and gems, select an appropriate toolkit, and start the job. I can leave it to craft for 3 hours, or I can stay and play something similar to Bejewelled for a while. Each game I play may shave a few minutes off the job completion time, and may even give me some of the materials back when I'm done, in the form of byproducts (faceting a diamond may leave behind diamond dust, which could be useful in other crafts). Less reflexive and more contemplative games would be nice options too, since games not on a timer allow more time for chatting with others. Each craft should offer a few different mini-games that take different types of player abilities, so players who have disabilities are not shut out. Various crafts may share access to the same mini-games, so maybe something akin to Freecell could be played by fletchers and bookbinders alike.

Again, this wouldn't be required, but spending more active playtime could provide some direct benefit in the form of time and material savings. I would not use modifier bonuses to the finished product as a reward, because that would effectively change this from an option to a 'must'.

Thoughts?

Goblin Squad Member

Sounds good to me!

Goblin Squad Member

Andius wrote:

For instance, your blacksmith shop produces 20 steel longswords and hour on it's own, but you can go and work in your blacksmith shop and create a steel longsword +3 in half an hour in addition to those 20. Or your bakery produces 100 loaves of bread an hour, but you can go and produce 5 gourmet loaves of bread in an hour.

Whatever the player involvement is, it should be something difficult for a macro to do for you, and designed to be fairly engaging for the player. If you don't want to invest that time into crafting than fine. Your bakery and smithy still make those 20 steel longswords and 100 loaves.

As long as the market makes demand for both cheap and expertly crafted items, than the system can work. That allows the number crunchers to never pick up a hammer, and the hands on crafters to do what they love most.

First, that doesn't sound anything like how I remember Wurm.

Second, I wouldn't call Wurm anything resembling a success. It had some very interesting concepts, stuff that I wish would be use in more games. However, the incredible amounts of time that it took to accomplish anything in Wurm, particularly crafting, made the game completely unplayable to the vast majority of the players out there. The only reason I was ever able to play it was because at the time I had a good community to play with and a LOT of free time. In may ways Wurm is a pretty good example of what not to do in an online game.

Dark Archive Goblin Squad Member

I rather see a system like eve (start the process of crafting wait x hrs / minutes / days and then go do something else) then a wow version or one where you would have to spend the time and effort to craft them. With the eve system you could start the crafting and then either logout, run missions, go ratting, trading and you didn't have to worry about standing there and looking at a forge.

Goblin Squad Member

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I liked vanguard's crafting system, something in that vein wouldn't be too bad, especially if there's no grind!. To make advanced items anyway, it's like solving a puzzle.

Goblin Squad Member

Andius wrote:
Personally my favorite crafting system was Wurm Online and that system was all about the how.

If all you are allowed to craft in a game is swords and boards I don't care "how" they are made its boring. If however, I can craft swords, armor, buildings, potions, decorations, furniture, scrolls, wondrous items, staves, rings, tigers, lions, and bears oh my! it becomes much more interesting if its using the same crafting system as plan old swords and boards. Can you not have your cake and eat it too? Course not. But given the chance I rather be able to make more than less.

Oh and as long as my recipe book isn't a cluster f$&+ of junk like SWTOR I'll be happy to. I do NOT need Power Hilt 1-35, Wisdom Hilt 1-35, Brutal Hilt 1-20, etc. to scroll through.

Dark Archive Goblin Squad Member

Waruko wrote:
Andius wrote:
Personally my favorite crafting system was Wurm Online and that system was all about the how.

If all you are allowed to craft in a game is swords and boards I don't care "how" they are made its boring. If however, I can craft swords, armor, buildings, potions, decorations, furniture, scrolls, wondrous items, staves, rings, tigers, lions, and bears oh my! it becomes much more interesting if its using the same crafting system as plan old swords and boards. Can you not have your cake and eat it too? Course not. But given the chance I rather be able to make more than less.

Oh and as long as my recipe book isn't a cluster f**! of junk like SWTOR I'll be happy to. I do NOT need Power Hilt 1-35, Wisdom Hilt 1-35, Brutal Hilt 1-20, etc. to scroll through.

I would gather you will see the following items (just a guess)

- Weapons (axe, sword, dagegr) and they would be made out of components
- Armor, same deal, out of components
- ammo, for the ranged weaposn, siege weapons etc
- siege weapons
- blue prints for buildings. You would have to get all the materials there and then give the order to start the building.
- Potions

Goblin Squad Member

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Agree that mass production should be just that and require no constant player involvement.

However, for advanced items it would be nice to see a minigame based system (for example in the vein of Vanguard), where success or failure (and I do think there should be the possibility of a failure while crafting advanced items, though I know this is a contested topic) could be determined by

* the level of difficulty of the targeted item
* the level of preparation of the crafter (character skill level, mats, tools etc.)
* the skill of the crafter in the relevant minigame
* an element of luck represented by the way the minigame would play out (to keep things interesting)

There could be a possibility to by-pass the minigame by "taking a 10", but this should lower the probability of success compared to successfully completing the minigame (to make playing the minigame feel worthwhile).

Shadow Lodge Goblin Squad Member

I would really love it if you could tell who crafted player made items. To me that would be an easy way to add immersion.

Goblin Squad Member

Psyblade wrote:


I would gather you will see the following items (just a guess)

- Weapons (axe, sword, dagegr) and they would be made out of components
- Armor, same deal, out of components
- ammo, for the ranged weaposn, siege weapons etc
- siege weapons
- blue prints for buildings. You would have to get all the materials there and then give the order to start the building.
- Potions

And they have mentioned food, wondrous items, and other magic consumables. But until they are in the game, or more to the point, until there is a game I want to keep advocating what I want in said game.

Goblin Squad Member

I agree normal things like normal food, steel swords, simple armor, simple bows, torches should be able to be made easily and quickly.

High quality and magical goods should take much longer. You have to craft a masterwork item in order to enchant it, then enchanting it should take a while, longer the better the item is. For example making a +1 dagger takes 20 minutes, making a +1 wounding dagger takes 45, really really good things might take several days to fully craft. So say +5 is the threshold, anything above a +5 total enchant might take several days to two weeks (for say +10 total enchant) to fully craft. Or basically just use whats in pathfinder that you need 1 day per 1000gp the item is worth.

This allows "low" quality magical goods to be decently available but all the high end stuff is difficult and time consuming to get, since that does not even include the time to get all the materials.

Also depending on how they have it set up you might have to be a spell to create magic items. So if you play a fighter/blacksmith you might have to find a wizard friend to enchant the armor for you.

I do think that there needs to be a way for non casters to create magical goods, either though items created by spell casters that act as one shots, or through adding extra (costly or rare) materials that do the same thing.

So a dagger of wounding might require a spell caster OR the blood from half a dozen monsters that require a rare herb to preserve.

Goblin Squad Member

I support the idea of "Mastercraft" items requiring some kind of active participation to craft. Vanguard's system was a little over the top when you had to grind through it, but something like that - or even more intense - would make perfect sense for the Mastercraft items.

Goblin Squad Member

Hark wrote:

First, that doesn't sound anything like how I remember Wurm.

Second, I wouldn't call Wurm anything resembling a success. It had some very interesting concepts, stuff that I wish would be use in more games. However, the incredible amounts of time that it took to accomplish anything in Wurm, particularly crafting, made the game completely unplayable to the vast majority of the players out there. The only reason I was ever able to play it was because at the time I had a good community to play with and a LOT of free time. In may ways Wurm is a pretty good example of what not to do in an online game.

Well I'm not talking a direct rip off of the Wurm system. I'm talking about ripping off the general idea of requiring a high time commitment to create a high quality item.

Second off, Wurm's success had nothing to do with it's crafting system. A lot of people including me, REALLY loved it. It had to do with the fact that there were 2 character models per faction (male and female), like 3 animations, and you couldn't even see yourself wearing the armor that took you hours to make. All combine with a combat system that was Runescape level bad.

Phyblade wrote:
I rather see a system like eve (start the process of crafting wait x hrs / minutes / days and then go do something else) then a wow version or one where you would have to spend the time and effort to craft them. With the eve system you could start the crafting and then either logout, run missions, go ratting, trading and you didn't have to worry about standing there and looking at a forge.

I would rather see an EVE style system where you can go do things while the items are made than a WoW style one where you sit there and WATCH your character craft the item.

I don't think ANYONE here has suggested a WoW style system. We have suggested adding player interaction into an EVE style system where you can build high quality items.

So if you never want to pick up a hammer and anvil you don't have to. Your workers will produce wide variety of goods for you, and all you have to do is pick the blueprint, materials, and tell them to get to work. If you WANT to create mastercrafted/higher quality items, then you need to sit down and actually interact with the system.

This allows people who want crafting as a part time menu-management hobby and people who want to be a full time interactive hobby to both get their fix.

All that has to be done is ensure that there is a need for both standard longswords and +3 longswords. For basic bread and gourmet bread. I think a large part of this could be done by making the NPC guards of player owned forts and settlements require provisions that are consumed at a pretty decent rate rather than a straight upkeep. Nobody will waste mastercrafted items on NPCs but a lot of players will want them for themselves.

Goblin Squad Member

Andius wrote:
Second off, Wurm's success had nothing to do with it's crafting system. A lot of people including me, REALLY loved it. It had to do with the fact that there were 2 character models per faction (male and female), like 3 animations, and you couldn't even see yourself wearing the armor that took you hours to make. All combine with a combat system that was Runescape level bad.

Sure some people like the crafting system, but it was very very niche. The time it took to accomplish anything was always the reason people I talked to gave for leaving the game, or never getting into in the first place.

Heck, Notch of Minecraft fame, Co-Developed Wurm and specifically calls out the amount of time it took to accomplish anything as one of the reasons it wasn't successful. Very few people find that kind of play style to be fun.

Goblin Squad Member

That's the basic idea I was building on, Andius. Jobs could be set up and left to run, but during the time they're building, players could step in and play mini-games in order to speed the process. The amount of skill you have in the relevant Craft or Profession skills could affect how much time you could shave off of the job's completion. You could even step away and return to work on it more later, and multiple players could help on a big enough project.

Goblin Squad Member

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Hark wrote:
Andius wrote:
Second off, Wurm's success had nothing to do with it's crafting system. A lot of people including me, REALLY loved it. It had to do with the fact that there were 2 character models per faction (male and female), like 3 animations, and you couldn't even see yourself wearing the armor that took you hours to make. All combine with a combat system that was Runescape level bad.

Sure some people like the crafting system, but it was very very niche. The time it took to accomplish anything was always the reason people I talked to gave for leaving the game, or never getting into in the first place.

Heck, Notch of Minecraft fame, Co-Developed Wurm and specifically calls out the amount of time it took to accomplish anything as one of the reasons it wasn't successful. Very few people find that kind of play style to be fun.

Well thankfully what I am suggesting here still uses EVE crafting as a baseline. If people don't want to make mastercrafted items they don't have to. They can still rely 100% on the EVE system which only requires number crunching and menu management. And you can use BOTH systems to meet the popular demand for having different materials give different effects.

For me the reason I don't like the EVE system is it felt extremely hands off. That is my biggest gripe for EVE in general. In combat you issues a few commands and your ship handled everything for you. You just queue up your crafting and the game does it for you. Up until recently your character was just a picture on your bio. Everything you were and did was seen from a distance and handled by automatic systems. I didn't really feel like I was playing my character.

I don't see niche as a dirty word. In-fact I see niche as something game designers should seek to please, and the majority of MMO players as unattainable mass made up of hundreds of separate niches.

What I am suggesting would start as the EVE system and move into a system which caters to both the number crunchers and the people who enjoy interaction.

You Waruko, and Phyblade don't like interaction in crafting. Me, Nihimon, and Jameow like interaction in our crafting. My system can actually address both of our niches without detracting from either. I call that a win-win.

Goblin Squad Member

Andius wrote:
You Waruko, and Phyblade don't like interaction.

Whoa, get your words out of my mouth please. I NEVER said this, nor implied it. WHAT I SAID, was I preferred crunch to interaction if all things are equal. I did NOT SAY I disliked interaction. That's like saying I dislike vanilla because I like chocolate. No, preference for one does not equal dislike for the other.

Goblin Squad Member

Waruko wrote:
Andius wrote:
You Waruko, and Phyblade don't like interaction.
Whoa, get your words out of my mouth please. I NEVER said this, nor implied it. WHAT I SAID, was I preferred crunch to interaction if all things are equal. I did NOT SAY I disliked interaction. That's like saying I dislike vanilla because I like chocolate. No, preference for one does not equal dislike for the other.

My apologies but then that actually makes my point stronger. Because it offers vanilla, chocolate, and swirl.

Goblin Squad Member

I see no reason that both regular and masterwork gear couldn't fall under the same system. Maybe 20 common daggers or 1 masterwork dagger take X minutes. You could let either job run its course, or you could step in and speed the process along through interaction (mini-games).

Goblin Squad Member

Keovar wrote:
I see no reason that both regular and masterwork gear couldn't fall under the same system. Maybe 20 common daggers or 1 masterwork dagger take X minutes. You could let either job run its course, or you could step in and speed the process along through interaction (mini-games).

Your system isn't bad. The only thing I don't like about it is it will be harder to balance. Interaction needs to be worthwhile enough that you can compete with factories that people keep running 24/7 with little interaction involved. But if it is TOO worthwhile then those factories aren't worth keeping running unless you like to interact with them.

With higher quality items relying on interaction, it meets a separate demand in the market than low quality mass produced items. So as long as you keep the demand for swords higher than the quantity of mastercrafted swords being produced, both systems are still viable.

So say there is a demand for between 200-500 swords a day, and once mastercrafting is implemented then it produces 20-50 swords a day... you can see my point right?

Dark Archive Goblin Squad Member

@andius, let's say a normal sword takes 3hrs to make (just a number), the +1 would be double, can be speed up to 3hrs if you do all the chores / mini game etc.

Now you will need to get them for the rest of your charter, I am sure you wouldn't want to do that, instead you wish you could just put the materials in, give the go to the resident blacksmith and then continue to smite evil in all it's nefarious ways.

In all honesty the eve system is indeed number crunching and it can be tedious, but the higher items, they will take longer and it will be more tedious since they are scarce and harder to come by, hence why it will take longer.

I would say ammo, mundane items would go quick, but the more rare items, like siege machinery etc, those shouldn't be done with just click and be done. It needs time to have it prepared etc.

Goblin Squad Member

I've just been saying that I would never call Wurm's crafting a hands on process. I'd call it babysitting at best.

You'll notice the very first post I made in this thread I asked for crafting to be a fun an engaging process. I just think Wurm is a very bad example for any game that actually wants to turn a profit.

The problem I noticed immediately was that a system where you can set your stuff to automatically build works fine for a hybrid player where you set up a project a go adventuring while it completes. But it isn't so much fun for a dedicated craftsmen. Something to do during crafting to improve the project would be great, but Wurm is a terrible model for this. It to several hours of work during which you needed to be constantly attentive or you could ruin your project. People need to be able to play the game casually and have a reasonable expectation of being able to accomplish things.

Goblin Squad Member

Hark wrote:

I've just been saying that I would never call Wurm's crafting a hands on process. I'd call it babysitting at best.

You'll notice the very first post I made in this thread I asked for crafting to be a fun an engaging process. I just think Wurm is a very bad example for any game that actually wants to turn a profit.

The problem I noticed immediately was that a system where you can set your stuff to automatically build works fine for a hybrid player where you set up a project a go adventuring while it completes. But it isn't so much fun for a dedicated craftsmen. Something to do during crafting to improve the project would be great, but Wurm is a terrible model for this. It to several hours of work during which you needed to be constantly attentive or you could ruin your project. People need to be able to play the game casually and have a reasonable expectation of being able to accomplish things.

So wouldn't the optional mini-game system I proposed cover that? The project is getting done either way, but if you're there actively playing it gets done faster and with less waste.

Goblin Squad Member

Andius wrote:
So say there is a demand for between 200-500 swords a day, and once mastercrafting is implemented then it produces 20-50 swords a day... you can see my point right?

You think they would need to change things by an order of magnitude often enough for that to be an issue? I expect masterwork items would get added sometime during alpha, since it's impossible to make magic items without masterwork items as a base.

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