Goblinworks Blog: More Info on the Crafting System


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I would like to see the ability to sign or trademark your crafted items (this sword was made by Gifford, this shield was made by Hark, This healing potion was made by Arlock)

Goblin Squad Member

What variety of consumables will be craftable? I'm assuming arrows and shuriken, and crossbolts but what of poisons, traps, sunrods, and other alchemical items?

Goblin Squad Member

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By the time those 2.5 years are up, GW will have added more depth to the crafting system. I very much doubt anyone will ever be in the position to have trained everything (those skill trees I started in EvE in 2005 looked a whole lot different to how they look now).

Goblin Squad Member

I believe that's what'll happen, as well. If I remember, CCP says no one in EVE, 10 years on, is yet close to having learned *everything* they offer.

Goblinworks Game Designer

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Yebng wrote:
What variety of consumables will be craftable? I'm assuming arrows and shuriken, and crossbolts but what of poisons, traps, sunrods, and other alchemical items?

Ammo isn't exactly a consumable (by which I mean an item that goes in your consumable slots and performs a specific action when you activate it), but, yes, ammo. Initially, consumables include a few buff/heal potions (for the buffs we have working; more coming as we get more effects programmed) and several "grenades" (like Alchemist's Fire). We've also got plans for weapon coatings/poisons and misc items (yes, like sunrods), but those require a bit more tech so will come in later. There will probably also be scrolls and their like before too long. Thrown weapons were originally scoped out, but a lot of that design wound up in the Rogue Kit implement, so we'll see how that plays before adding consumable throwing weapons. Traps are not on the roadmap yet, because we'd need a concept of triggerable, persistent, ground-targeted effects that we don't have yet, but we'll probably get there eventually since that tech would be useful for several spells as well.

Goblin Squad Member

Exciting info! :)


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Arlock Blackwind wrote:
I would like to see the ability to sign or trademark your crafted items (this sword was made by Gifford, this shield was made by Hark, This healing potion was made by Arlock)

Quoting this for more visibility. I'd be really interested to hear the answer to this, Stephen :)


Pandora's wrote:
Arlock Blackwind wrote:
I would like to see the ability to sign or trademark your crafted items (this sword was made by Gifford, this shield was made by Hark, This healing potion was made by Arlock)
Quoting this for more visibility. I'd be really interested to hear the answer to this, Stephen :)

Agreeing with this for more visibility; this also goes back a ways to when I mentioned wanting to be able to filter 'store-houses' or what-not in order to find the crafter with the reputation that is most appealing to me... I want to be able to easily buy from those who I most want to support.

Goblin Squad Member

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Pandora's wrote:
Arlock Blackwind wrote:
I would like to see the ability to sign or trademark your crafted items (this sword was made by Gifford, this shield was made by Hark, This healing potion was made by Arlock)
Quoting this for more visibility. I'd be really interested to hear the answer to this, Stephen :)

I think this is what you're looking for.

Just like you don't know where the gas in your car came from, you won't know where the stuff you buy on the market comes from. Once it goes into the market it becomes anonymized. We are hoping to be able to track crafter info for some items, but that's different than who bought or sold a thing.

The reason for this is to avoid griefing. It's easy to imagine all sorts of scenarios where a group targets another group in Market PvP if they can see who is posting the buy and sell orders.

Goblin Squad Member

Hycoo wrote:
I still fear that everybody will be an efficient crafter far into the game. I would love to have crafters being able/known to craft better stuff than people who go out and fight aswell. I would consider a buff that gets stronger the longer you have only commoner/expert/artistocrat skills slotted or something. Making you better at what you do if you stick with it.

There are already dedication bonuses for having only the feats of a single role slotted, and as others have mentioned, you have the community reputation which doesn't appear on your character sheet.

Besides that, being a renowned armoursmith doesn't necessarily mean you're also a renowned bowyer & fletcher. Branch into a new craft, or learn more about how your materials are collected and refined.
Pay attention to the metagame and if shock weapons are popular now, you can predict that grounded armour will be popular in a week or two.
Hell, you could even learn what it means to wear the stuff you build so the next time your settlement has barbarians at the gates, you can contribute to an arsekicking party instead of contributing to a tribute to bribe them to go away for a while.

Or, if you've learned everything you need for your craft, and have some burning desire to remain ignorant of everything else in the world, you could just stop sending XP to that character.

Goblin Squad Member

Stephen Cheney wrote:
Yebng wrote:
What variety of consumables will be craftable? I'm assuming arrows and shuriken, and crossbolts but what of poisons, traps, sunrods, and other alchemical items?
Ammo isn't exactly a consumable (by which I mean an item that goes in your consumable slots and performs a specific action when you activate it), but, yes, ammo. Initially, consumables include a few buff/heal potions (for the buffs we have working; more coming as we get more effects programmed) and several "grenades" (like Alchemist's Fire). We've also got plans for weapon coatings/poisons and misc items (yes, like sunrods), but those require a bit more tech so will come in later. There will probably also be scrolls and their like before too long. Thrown weapons were originally scoped out, but a lot of that design wound up in the Rogue Kit implement, so we'll see how that plays before adding consumable throwing weapons. Traps are not on the roadmap yet, because we'd need a concept of triggerable, persistent, ground-targeted effects that we don't have yet, but we'll probably get there eventually since that tech would be useful for several spells as well.

In PFRPG, a few weapons, like shuriken, are considered ammunition without a launcher. Throwing daggers and axes are assumed to be recoverable in most situations, but shuriken are treated like arrows. You don't even need to track the item literally, you could just make the throwing axe grey out until the end of combat. For ammo, it's generally cheap and light enough that no one cares to recover it, but maybe you could eventually make an ammunition 'salvage' skill that could generate a bit under certain conditions. Magical ammo loses it's power when it hits something, and being able to scrounge basic ammo doesn't seem significant to me, nor would it be far-fetched in a world which sees combat as often as an MMO.


Nihimon wrote:

I think this is what you're looking for.

Just like you don't know where the gas in your car came from, you won't know where the stuff you buy on the market comes from. Once it goes into the market it becomes anonymized. We are hoping to be able to track crafter info for some items, but that's different than who bought or sold a thing.

The reason for this is to avoid griefing. It's easy to imagine all sorts of scenarios where a group targets another group in Market PvP if they can see who is posting the buy and sell orders.

Just so, thank you Nihimon. Still, Market PvP seems like a feature to me... wonder what that says about me, lol.

Goblin Squad Member

I know this blog was about crafting items for players but I was wondering what GW's plans are about settlement construction. Will there be skills you need to train for building up your settlement that will be the same skills a crafter of items has? Will dedicated crafters have a head start on the construction skill tree or will it be mostly separated? I'm kind of wondering what skills a crafter in EE would train will also be good for future content.

Goblin Squad Member

Do you have an example of how you think that might work?
Unless there's something like 'Woodworking 101' at the base of both carpentry and bowyer training, I'm not sure how the skills of one apply to the needs of the other.
On the supply side I can see it, lumberjacks could supply both and refiners at a sawmill could process different types of wood for different uses, but on the finishing side it seems like the skills would have diverged to the point that they don't really transfer.
Maybe metalworking would be a little closer, but still, forging blades for light and slightly springy strength seems like a very different thing from mass-producing nails or casting the bars of a heavy portcullis.


Now I have heard Ryan mention Ultima and other older gamers were somewhat of an inspiration for PFO. I recall the many hours of gameplay I spent building houses. If I were to guess they have a set of skills just for home/ship/large construction. When I think about it they sort of had a gathering/ processing/ steps to the craft in that game too.

Goblin Squad Member

Well I'm more interested in finding out the intent of the Devs , the details won't be worked out yet. Will gatherers supply items for crafters and help build , as well as refiners. Do item crafters have any skills used in construction? Are they going to make construction something a player would specialize in that is seperate from crafting items or is there overlap, just wondering where a crafting player will go in the future.

edit . changed finishers to refiners

Goblin Squad Member

If it takes many hours to complete some items, I'm thinking item crafters will always have work. Even threaded gear will wear down & break eventually.
Construction seems like the more spotty work, unless there's a constant need for hands-on maintenance beyond the "throwing money at invisible NPCs" abstract... or perhaps setting up harvesting outposts will keep them busy even when there are no new settlement buildings going up.

Goblin Squad Member

Notmyrealname wrote:
I know this blog was about crafting items for players but I was wondering what GW's plans are about settlement construction. Will there be skills you need to train for building up your settlement that will be the same skills a crafter of items has? Will dedicated crafters have a head start on the construction skill tree or will it be mostly separated? I'm kind of wondering what skills a crafter in EE would train will also be good for future content.

A couple of months ago the devs said their idea was that you train architecture skills, a settlement puts together (materials + money + job notice), then you and other architects can go set yourself as working on that construction project collecting a proportional amount of the pay.

I guess you're an architect not a construction worker so you can run off to adventures while your "crew" works on that project.

-----

I never had the idea names would be listed in the market to detail who is looking to sell things or buy things. Seems unlikely.

Goblin Squad Member

What I'm thinking is ,you will have to spend a lot of training to get good at item crafting but then you won't have much to do while you wait. So , what will be a good second hat to wear ,something that doesn't need most of your training and takes up most of your time, I guess we will see how it works out.

Goblin Squad Member

Steven Cheny just said in the blog video it will take around a month of training to be near the equivalent of level 8 in a traditional tabletop role. You should be able to tag along in groups and do stuff with that much. Into the 3rd or 4th month of EE that month of training isn't such a gigantic diversion of training considering how much gameplay it opens up.

Goblin Squad Member

Hi Stephen-

1) Will resources have stats?

If yes,

1B) Will the location of minerals & stat quality change over time? (say spawn once every two weeks with different stats).

If no,

1C) If resources are of the same grade quality, will your skill/training determine the outcome of an item?

2) Will "recipe's" be the only determining factor to upgrade an items quality?

3) During the crafting phase, how are the "keywords" determined?

Thanks.

Goblin Squad Member

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1) yes, they'll be of varying quality, which determines the outcome of the weapon.

1B) yes, they'll change, we don't know how often they'll change however.

1C) skill will affect item outcome

Best a lurker can do!

Goblin Squad Member

3.) In the video blog he said keywords come in a set order up to +3 and when you go into +4 or +5 the crafter will have some selection options.

Goblin Squad Member

1) Gathered resources have a quality; the quality of the raw materials determines how heavy each piece is, and thus how much a gatherer can haul in one run.

1B) The location of a given resource node will hop around the hex you are in as you are gathering. The more that people gather in one hex, the lower quality the resources get, and the fewer nodes that spawn in that hex; the hex's resources get replenished only by waiting a long time before gathering again.

As stated, the quality of the raw materials determines how heavy each piece is, and thus how much a gatherer can haul in one run. The quality of raw materials doesn't affect the power of the final product. The + value (from +0 to +5), and thus the final item's power, is determined once you take those raw materials and put them into a recipe for refined items, the second step of crafting. The recipe will determine how high of a + you get (higher + value needing more resources), although there's also a little bit of randomness so you might get a + value higher than expected.

1C) I know your skill level affects the time it takes for jobs; I'm not sure if it affects the jobs themselves beyond that.

2) Dunno what they have planned.

3) Proxima covered this one well. As far as we've been told, for any item you will have some "base keywords" that even the +0 version will have. The first three "bonus keywords" that come from the values +1 to +3 are all predetermined based on what item you are crafting. After that, the values +4 to +5 give you some customization options for picking a little more varied keywords. This is my understanding of the current system, which might be a little iffy.

Hope this helps.

Goblin Squad Member

Thanks for responding Alex/Prox & Shane.

Its good to see complexity will exist so dedicated crafters can flourish within the trade markets. (not that their names will be identified)..last I read.

Goblin Squad Member

2) No. it ain't set in stone yet, but it also depends on skill level, facility level, tool level, and material level. Obviously this is subject to hefty change, but that was kind of the original plan. Possibly influenced by settlement level indirectly as well (poor-rep low quality DI is stated to have inferior buildings though that is likely only due to level caps being lowered, idk that though)

Goblin Squad Member

I suspect that community is built with BULK materials harvested/gathered/mined by outposts. I am not sure if it take aristocrats to manage NPC to do the work or if others can do this. I suspect there are some skills shared among all roles that can do some. The better work will require aristocrats, but they are later in game. (4 basic roles now, the C & E later and A even somewhat later). It may take longer, which is why 33 settlements are out there and not needing to be built from "feet up".

Yes, Broyher Zael, the buildings in a settlement will affect the city element built. Not sure how, but have guesses. Also, DI is part of the resources need (in addition to BULK resources). The small settlements may be challenged to up grade until the get more members. I suspect that TEO is not even at optimal size for growth.

Scarab Sages Goblin Squad Member

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APersonOnAComp wrote:
<Magistry> Toombstone wrote:
APersonOnAComp wrote:
I'm a little iffy about them putting recipes on monsters and the like. I was wanting to go pure crafting and become a kind of merchant since I remember they do reward players more for specializing in one area over spreading their skills around in multiple classes. So, wouldn't that really restrict the kinds of skills I could really work at improving without having to hire on a group of people for a chance drop?

I imagine recipes will be saleable on the markets, so your pure crafter could simply buy the recipes. Whether or not the better recipes will be readily available in the manner, or whether they'll be so rare that it'll be extremely difficult to find them on the open market, I guess we'll see.

If *every* recipe were discoverable purely through skill unlocks and never-leave-town crafting, everybody could learn everything given enough time which wouldn't be that interesting, so it does seem appropriate to put them out in the world.
I suppose my main issue there is that if you're a crafter you need refined materials from the people who have refining as their class and recipes from the PvE people out there. There's less of a means to generate wealth to start with. Seems like it requires quite a bit of an initial investment of some kind. Whereas if you are of the class that harvests quite a bit, you can sell stuff. If you PvE, you can sell stuff. There's a way to create some sort of starting wealth to work with from those avenues. Does that make sense?

Didn't see you get an answer for this so here's my take on it.

All but starting equipment will be player crafted. People will need swords soon after starting. They will give you a recipe and materials for one so they can have and thus you have a recipe now. More people will want a sword, you have the recipe so they can supply you with material for several swords as payment. Now you can make several and give that guy one. Now you have a couple to sell. Also, it might take several hours before some one might have to buy one, you can run along and help kill some things for some materials or money, possibly a recipe. Some more starting wealth. I don't see it being very long before your craft will be able to support you.

Networking will be key to this. Let people know you will be a dedicated crafter and as soon as some one gets what is needed, you will make one.

Goblin Squad Member

.

Goblin Squad Member

Hycoo wrote:
I still fear that everybody will be an efficient crafter far into the game. I would love to have crafters being able/known to craft better stuff than people who go out and fight aswell. I would consider a buff that gets stronger the longer you have only commoner/expert/artistocrat skills slotted or something. Making you better at what you do if you stick with it.

I haven't quite finished reading through the thread so I hope I'm not repeated what another told you, but there are limitations on what facilities a settlement can construct. Wandering out to other settlements in alpha showed some settlement lack Cleric trainers and others lacked sawyer facilities. Not all facilities will be present in all settlements. That means settlements should negotiate with neighboring settlements to coordinate their construction cooperatively.

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