Crafting - Closest to SWG or WoW?


Pathfinder Online

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Goblin Squad Member

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SWG had the best crafting of all time. Quality of materials mattered. Surveying for materials mattered. Supply-chain management was huge. Everything (at least when I played in the early days) was player created.

WoW crafting was a sideshow to the actual game. Forgot, for a moment, item drops being equal to or better...if that disappeared the crafting would still be terrible.

From the dev/CEO video I saw, there were different levels of material quality...but there were only, like, 3 tiers of 5 quality levels each or something.

This sounds like WoW-style Copper/Iron/next-tier-metal type components. I'm assuming different areas will have whack-a-node type mechanics, but I haven't seen any information.

I know this is supposed to be a player-driven sandbox but...are we actually going to have master-crafters that people will come to from all over the world to purchase things (SWG)? Or is it, once you hit master-crafter skill cap, then any decent guild will be able to make the best weapons and the best weapons all have the same stats (WoW)?

Goblin Squad Member

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Well, it's certainly not WoW crafting, I can tell you that much. As near as I can tell crafting sort of works out like the following:

1) Gather raw materials from nodes. The quality of material you gather depends on the node type, the hex you're in, your gathering skill, and the amount of other gathering that has gone on in the hex.

2) Refine the materials. Some materials have only one refinement path, some have several. Refining requires a refining facility, and the quality of the refined goods produced depends on your skill level, the quality of the raw materials, and the quality of the refining facility.

3) Crafting the finished good. You begin by selecting among the recipes you have. This will bring up a list of the required materials. Clicking on that list will display all of that kind of material you have in your inventory or local bank, and you can select what quality of material you want to use. Once you have all the materials set, you begin crafting. Crafting will take some amount of time, from minutes to hours, depending on your skill level and the quality of the production facility. The final product will have a quality dependant on your skill level, the quality of the materials, and the quality of the production facility.

Now, since each of these are different skill roles, to produce the best gear, you've just involved three different people who have all worked hard in their individual areas.

Edit to add: I recommend you check out section 21 of this document as it gives a good overview of the crafting process.

Goblinworks Executive Founder

What are the crucial differences between what you think of as SWG and what you think of as WoW paradigms of crafting?

Goblin Squad Member

Thanks for the explanation, Dario. I'll check that doc out.

DeciusBrutus wrote:
What are the crucial differences between what you think of as SWG and what you think of as WoW paradigms of crafting?

The WoW paradigm is:

- no variance in material locations
- no variance in recipe/material combination
- no variance in created item

The SWG paradigm is:
- different materials, with different qualities
- using different materials in different recipes produces different results
- created item varies, depending upon the quality and type of materials used

Goblin Squad Member

In WoW, iron is iron.

Here is Iron in SWG

Those numbers are the stat variations 0 to 1000.

The best part of SWG's crafting was this variation.

The implication of this variance, was that you could have months where one resource either didn't spawn or there was no good quality. When a good resource came around, you pulled out all the stops and stockpiled as much as you can. The last time I played SWGemu, it took 6 months for the resource to spawn that was requred to make the best armor.

This also lead to a very diverse market, Items made by different players were hardly ever the same, the best crafters made a name for them selves. The best crafters were also out all the time looking for new resources and making sure they had strong stocks of the best.

Trying to compare SWG to WoW, or most other crafting systems is like comparing a sundial to a Rolex. It is the one good thing to come out of Sony Online Entertainment.

Goblin Squad Member

Valkenr wrote:

Trying to compare SWG to WoW, or most other crafting systems is like comparing a sundial to a Rolex. It is the one good thing to come out of Sony Online Entertainment.

I wholeheartedly agree. SWG had the best crafting system of any MMO I've ever played.

Goblinworks Executive Founder

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Goblinworks wrote:

Crafting:

Most items in Pathfinder Online are crafted by players, meaning all your weapons, armor, implements, etc. will be gained by making them yourselves or interacting with other players. There will not be merchants selling equipment (aside from player-run auction houses) and monsters will not drop finished gear beyond basic gear in the starter areas. Items are made by gathering raw materials, refining them into components, then crafting them into finished goods.
Raw Materials
Raw material components drop from creatures or chests (often as “salvage”) and are gathered from nodes. The skills used for gathering are Dowser, Forester, Miner, and Scavenger (each targeting a different type of gathering node). Gathering a lot of a specific resource in a given hex will make that resource appear in fewer nodes and tend to be of greater weight (as only the lower-concentration versions remain). Higher Knowledge skills (Arcana, Dungeoneering, Geography, History, Local, Nature, Planes) and Survival improve the chances of getting salvage items from chests, depending on the associated creature types.
Often, raw materials will vary in their prefix to indicate greater weight (e.g., Dilute, Fair, Infused, or Potent chemicals), creating difficulty getting less pure materials back to a safe location. These items are identical once refined: Dilute Foxfire and Infused Foxfire both count as a single unit of Foxfire once refined. In most cases, you should use up the heavier ones first.
Raw materials have one or two “stocks.” This is often just the name of the item (e.g., all purities of Iron Ore have the Iron Ore stock). Some materials, particularly herbs, minerals, and salvage, can be used for two different things (e.g., Foxfire is Weak Acidic and also Weak Luminous). Materials with one stock are often more straightforwardly and generally useful, while those with two may be less frequently used but have more options when they are.
The item’s stock is used when making refined components.
Refined Components
Several profession skills are used to turn raw materials into refined components that can be used with craft skills. The skills used are:
Apothecary (chemical)
Gemcutter (gem)
Sage (essence)
Sawyer (wood)
Smelter (metal)
Tanner (leather)
Weaver (cloth)
To refine, you must have access to an appropriate facility, have trained the relevant skill, and have learned a particular recipe (which may demand a minimum rank in the skill). For example, to make Dwarven Steel Ingots, you need to be a Smelter of at least rank 7, have learned a recipe for those ingots, and be at a smelting facility of sufficient level.
Recipes come in four variations for each component: +0 to +3. You usually get the +0 variation for free upon training the minimum rank that supports it, but to acquire recipes +1 to +3, you must find recipe consumables in the world and use them to learn the upgraded recipe. You do not have to have the entire sequence (e.g., you might only have +0 and +2 of a recipe).
Each upgrade of a recipe consumes more components than the base recipe (generally 20% more per upgrade), as you use only the choicest pieces and discard results that didn’t meet your standards. However, as your skill improves, there is an increasing random chance that each component created improves for free by one or two pluses. The only way to get a +5 component is as a bonus result of a batch of +3 components.
When you’ve loaded the refining interface by clicking the door of the appropriate facility, your screen displays (on the left panel) a list of the recipes you know for that facility. Selecting a recipe displays the item that will be output (on the top right panel), and the material requirements to create it (in the center right panel). Each recipe will often produce several components at a minimum, and you can increase the output by that number (e.g., if a recipe outputs five items, you can make five, ten, fifteen, etc.). Selecting multiple batches increases the required materials by a proportionate amount, but averages any inputs across the increased batch (i.e., each batch is not made independently).
You can now fill the required materials for the item by clicking the icons for each stock required and selecting items from your inventory and storage to meet that requirement (selecting from the panel that appears once you’ve clicked a stock). For example, Dwarven Steel Ingots +2 requires 14 Lodestone, 28 Iron Ore, and 28 Coal for every five ingots. As mentioned above, some materials count for multiple stocks, so make sure you’re not using a material you’d rather use in another recipe for its second stock.
Once you’ve made all your selections, the recipe is ready to Add to Queue (consuming the materials and queuing up the job). The total time for production is based on your skill level, the facility level, and the difficulty of the recipe. Once added to your queue, you can see how long it will be before the item is output (in the queue panel in the bottom right). This countdown progresses whether or not you are online, so you can queue up several jobs and expect that they’ll be significantly advanced if you come back later. Once you have queued up at least 24 hours’ worth of refining, you cannot add anymore (e.g., if you had 23 hours in the queue currently, you could add something that would take three hours, but then not any further jobs).
Once you’ve refined a few components, you can sell them to a crafter or make crafted items yourself.
Crafted Items
Crafting works similarly to refining, but has some notable differences. The skills used for crafting are currently:
Alchemist (consumables)
Armorsmith (metal armors)
Artificer (arcane weapons and implements)
Bowyer (ranged weapons)
Engineer (shields, campsites, and kit implements)
Iconographer (divine and miscellaneous implements)
Jeweler (jewelry accessory items and trophy charm implements)
Leatherworker (leather armors and leather accessory items)
Tailor (cloth armors and cloth accessory items)
Weaponsmith (melee weapons)
Crafting has several elements that are very similar to refining. You get a few recipes for free based on attaining the required rank, and must find the rest. You’ll use these recipes at a facility that supports them, and must have the right skill and rank to learn them. Once in the facility, recipe choice, output item, adding materials, and looking at the queue will appear in basically the same areas of the screen.
Unlike refining, each recipe supports the whole range of plus values for an item; you’ll determine the final upgrade by which refined components you use to make the item. When you select from your inventory or storage to fill a component requirement, the average value of all components used is displayed (e.g., if you need five Dwarven Steel Ingots, and choose two +0 and three +1 ingots, that stack will display +0.6).
The collected values of all component stacks required is averaged together (with some weighting based on tier variations and your total craft skill) to generate the final output value and how close it is to going up to the next plus. If you’re very close to another plus, you might want to swap a few weak components with some stronger ones, and if you’re midway into a plus, you may want to replace some better components with weaker ones so as to not waste them (remainders are lost).
On many items, you can apply an enchantment (an additional recipe that has a minimum Spellcraft rank that you must have learned separately). This is selected from the far right panel from those enchants that are appropriate to the item you are crafting. This is the only way to add magical properties to an item; once it’s crafted, you cannot enchant it subsequently, and will be limited to its base properties. Enchanting an item adds an additional component stack requirement, and that’s figured into the final upgrade total of the item (e.g., if you add an enchantment with +0 components to a previously +3 item, it might be reduced to a +2 or even +1 item depending on the new average). (Enchantments may not be available until late Alpha or Early Enrollment.)
As with refining, once you’ve made all the required selections, you can add the item to your queue and will receive it when its job time is complete. Unlike refining, there is no chance that it will come out at a higher plus; the bonus for high crafting skill is a small predictable increase to the plus of the final item.

Is that informative?

Goblin Squad Member

DeciusBrutus wrote:
Goblinworks wrote:

Crafting:

Most items in Pathfinder Online are crafted by players, meaning all your

...

Yup, I just read the document. Thanks.

I'm currently Alpha testing "The Repopulation" (wish I was alpha-testing this instead though, heh) and the economy is very player driven with a lot of different variety in quality. I just prefer fantasy to sci-fi.

It seems that PFO is closer to SWG than WoW, which is good. I'm a person that could play an MMO just for crafting, so I really hope it ends up being the case.

I could also see the economy being driven completely by maxed out items and the lesser stuff being worth a lot less.

Goblinworks Executive Founder

It looks like it doesn't have the 56-950 range in seven different categories that SWG has- the final output is going to be from +0 to +5 and have zero or more enchantments added, and it seems like all +3 flaming dwarven greatswords will be the same as each other.

But there look to be a very large number of subtly different items, and the primary source of equipment will eventually be crafted items, not monster drops (in alpha, the primary source and sink of equipment so far seems to be logoff-login bugs, combined with monster drops of starter equipment. If mobs keep dropping starter equipment at the rate they currently do, I predict that nobody will bother threading it at all, and settlements will give out stacks of it free unless they can be recycled into raw or refined materials.

Goblin Squad Member

I'm actually somewhat disappointed to hear that weapons drop from monsters. Hopefully its just low-end items to get new players acquainted with the variety of weapons available.

If mobs end up dropping top-tier items, then, once again, crafting for profit will take a huge hit. A little less sand in the box.

Hopefully when I get access to PFO they will still be taking feedback from us...because I plan on testing the crafting portion a lot and hope my voice can still be heard!

Goblinworks Game Designer

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Our crafting system is probably more complex than WoW's, but not to the point of SWG. The initial draft of the system was much closer to SWG, but the rest of the team made a lot of good arguments about where to set the bar to balance complexity and fun within our system. There were two major elements to those arguments.

The first is that we're concerned about information overload in the market. We didn't want to have dozens of variations of the same item that you'd have to carefully compare before purchase. That's a huge newbie trap, where you can get suckered into getting what you think is a good deal but actually is an overpriced inferior item. So we set our complexity at hopefully something that the majority can easily parse without too much effort.

The second is that SWG was a stats-based system with high granularity. A 51 was better than a 50 (even if it took a lot of knowledge to decide if it was enough better to justify its price). Our system is lower granularity, and the main unit of improvement is the keyword (of which you'll seldom see more than a half dozen on a normal item). So we didn't really have room in the system for "this material makes items 2% better." And that feeds back into the first point of hopefully making it much harder to create newbie traps where it's unclear whether something's an upgrade.

I think crafters will still find enough complexity in the system to enjoy mastering the inputs. That complexity is less about finding extra-high-quality materials and using them to make the greatest items and more about balancing upgrade bonuses to create the best possible item with the least waste of materials.

Goblinworks Executive Founder

Don't forget the part where we have to decide to make e.g. 5 +1 swords or one +5 sword with the five +5 ingots we have.

Goblin Squad Member

Stephen Cheney wrote:


I think crafters will still find enough complexity in the system to enjoy mastering the inputs. That complexity is less about finding extra-high-quality materials and using them to make the greatest items and more about balancing upgrade bonuses to create the best possible item with the least waste of materials.

Thanks for the explanation, Stephen. I guess we'll have to wait and see how scarce the high-end resources actually are and how different the best weapon is from the second best weapon.

I think the key is to have incremental increases in power requires LOTS more resources. Literally, 10x the resources for 1% power increase. Then you have the power-players working towards that 1% power increase, but the more casual players can still be competitive with less-than-the-best stuff.

tldr; High-end items should be HUGE resource sinks.

Goblin Squad Member

Also, bear in mind that PFO is not all about getting the "best" weapon or item, but finding the one that is best for YOU. You might see two swords on the market, one with three keywords and another with five. Which is better? Well, if the former has three keywords that your character knows and thus can actually benefit from, then it is a better fit than the latter with two keywords you know and three you don't.

Hopefully the market UI will make it easy to see at a glance 1) how many keywords an item has that match keywords you know and 2) what they are. If I were a buyer, I would want to sort descending by number of matching keywords.

Goblin Squad Member

DeciusBrutus wrote:
Don't forget the part where we have to decide to make e.g. 5 +1 swords or one +5 sword with the five +5 ingots we have.

In almost any MMO I've played, you will ALWAYS save the +5 ingots to make your +5 sword. Unfortunately, its not really a decision.

The +1 sword is worth 10 gold. The +5 sword is worth 10k gold.

Goblinworks Executive Founder

Corky Thatcher wrote:
DeciusBrutus wrote:
Don't forget the part where we have to decide to make e.g. 5 +1 swords or one +5 sword with the five +5 ingots we have.

In almost any MMO I've played, you will ALWAYS save the +5 ingots to make your +5 sword. Unfortunately, its not really a decision.

The +1 sword is worth 10 gold. The +5 sword is worth 10k gold.

I'm thinking that five fighters with +1 swords can julienne one fighter with a +5 sword. Empirical testing is required to confirm.


TEO ArchAnjel wrote:
Also, bear in mind that PFO is not all about getting the "best" weapon or item, but finding the one that is best for YOU. You might see two swords on the market, one with three keywords and another with five. Which is better? Well, if the former has three keywords that your character knows and thus can actually benefit from, then it is a better fit than the latter with two keywords you know and three you don't.

Or you start building your character around that new item.

Goblin Squad Member

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Corky Thatcher wrote:
In almost any MMO I've played, you will ALWAYS save the +5 ingots to make your +5 sword. Unfortunately, its not really a decision.

Except that every time someone takes that +5 sword out, it's at a huge risk of being lost to looting or destruction on death. There's going to be a much brisker trade of mid-grade goods that people can thread cheaper, and less demand for the high end items that people will take and drop in their bank until the fecal matter strikes the rotary cooling device.

Goblin Squad Member

Dario wrote:
Corky Thatcher wrote:
In almost any MMO I've played, you will ALWAYS save the +5 ingots to make your +5 sword. Unfortunately, its not really a decision.
Except that every time someone takes that +5 sword out, it's at a huge risk of being lost to looting or destruction on death. There's going to be a much brisker trade of mid-grade goods that people can thread cheaper, and less demand for the high end items that people will take and drop in their bank until the fecal matter strikes the rotary cooling device.

It's only a risk if you don't thread it.

My guess is most people's main weapon and key armor pieces will be threaded.

Goblin Squad Member

A +5 weapon is going to take a ton more threads than a +1 and would likely require a choice of +5 weapon OR armor as opposed to threading both.

Goblin Squad Member

Edit: What ArchAnjel said.

It will be the difference between threading my +5 sword, or my +2 sword, my +1 armor, and my +1 spellbook.

Goblin Squad Member

We also know that some spawn points will require more threads than others, no? It might not be possible to bind yourself to a mobile spawn point while you go out and siege a town, while still maintaining high level gear threads. You are going to want lots of low thread gear in those instances.

Goblin Squad Member

I also agree that there needs to be a "tier 4"

This is what I see,

Crafters who reach their "captsone" level, as in level twenty pure crafters with no other levels, should be able to select a crafting area to make Tier 4 (e.g. melee, ranged, staffs/wands, crafting tools, gathering tools or another such break-down.) This means there is not a "monopoly" on the tier 4, but at the same time it does allow for the specialization and "uniqueness" many, many people are looking for in PfO.

I mean, honestly, what else would crafters get for their "capstone" if not... better crafting?

On a side note, I think it will end up being able to thread two +5 items, not just one... Rather given the amount of equipment we will be carrying (ideally) by way of equipped items, keeping only one after death seems a tad excessive. But not by much.

edit: clarification

Goblin Squad Member

I thought I sent that much earlier... (when there was only the OP) oh well.

Goblinworks Executive Founder

BrotherZael wrote:

I also agree that there needs to be a "tier 4"

"also agree"? What would you propose be mechanically different between tier 3 and tier 4?

Goblin Squad Member

@ BrotherZael

Another point. There is not a "capstone level".

Goblin Squad Member

There at some point might be a Tier 4, but since Devs have said it will mostly likely take 2.5 years to reach max capability for a single role there will be no rush to bring in Tier 4 until maybe 3 years down the road.

Goblin Squad Member

Tier 4 can have more major words.

Or ALL the minor words. Still have to know the recipes and have the materials. and there is still the +2, but more probable, say 1.5 to 2x the probability.

Actually increase probability for +2 might be balanced. Nothing game shaking.

Though I still like the thought of ALL the minors. Not super, but versatile.

Goblinworks Executive Founder

Lam wrote:

Tier 4 can have more major words.

Or ALL the minor words. Still have to know the recipes and have the materials. and there is still the +2, but more probable, say 1.5 to 2x the probability.

Actually increase probability for +2 might be balanced. Nothing game shaking.

Though I still like the thought of ALL the minors. Not super, but versatile.

So, would it roll like a Tier 2, or like a Tier 3? If it has the only distinguishing feature Tier 3 equipment, why have a new Tier?

Goblin Squad Member

Tier 4 could have the stats of Tier 3, be crazy more expensive in materials (that are hard to get and don't exist yet), and thread like Tier 2.

Instead of having two Tier 3 items you could have four Tier 4 items threaded, gaining the power of those extra two pieces of equipment going from T2 to T3 keywords for your crazy amounts of resources and difficulty in crafting.

Actually, I'd still make that a very advanced crafter feat but call it Tier 3.5 so the eventual Tier 4 could have improved stats over Tier 3.

Goblinworks Executive Founder

Keywords don't have three tiers.

Armor increases defenses by 50 per tier; weapons each roll 3d200; T1 weapons use the lowest roll, T2 weapons use the middle roll, and T3 weapons use the highest roll.

That has significant impact in e.g. how often you crit and average damage output, while capping damage at a fairly low value.

T3 weapons aren't nicer because they have more keywords, they're nicer because their median attack roll is about 150, compared to 100 for T2 weapons. I think that someone with base attack 12 (+48? to attack rolls) should be on an even field vs. a weapon of a higher tier wielded by someone with no base attack (but the same other feats).

Goblin Squad Member

T3 weapons have a mix of T3 words and lessor word, They only get top roll on the t3 words, not on the lessor words. And the only get high rolls if T3 words match with player T3 skills.

Sovereign Court Goblin Squad Member

Lam wrote:
T3 weapons have a mix of T3 words and lessor word, They only get top roll on the t3 words, not on the lessor words. And the only get high rolls if T3 words match with player T3 skills.

(Sounds like you're claiming there's separate rolls on the same attack with one roll for major keywords and another for minor. Afaik there is only one roll per attack. See what DeciusBrutus said about which of the 3d200 is taken.)

Afaik each attack 'reads' the keywords on the weapon when determining damage. There will be a bunch of minor keywords on the weapon and the attack will read up to 4 of these*. T2 weapons have a major keyword ("Masterwork") which can also be read. T3 have an additional major keyword.

*I believe Stephen has mentioned that there can be more than 4 minor keywords on items to allow them versatility in terms of which attacks they are useful with. So it might have 8 (8 is a guess) minor keywords and different attacks will 'read' off up to 4 of those 8.

I don't know if it's necessary to be able to 'read' the major keyword in order to get the benefit of the higher roll or not. Ie. if your attack only reads minor keywords on a T2 weapon and can't read 'Masterwork', does it take the minimum roll or does it still get the middle roll?

Goblinworks Game Designer

The plan is that if your attack matches the T2 keyword it gets the T2 roll, and if it matches the T3 keyword it gets the T3 roll. You have to have proficiency 2 to buy an attack for a particular weapon up to the level that can match the T2 keyword (level 4 of 6), and proficiency 3 to buy attacks up to matching T3 (level 6 of 6).


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Corky Thatcher wrote:

Thanks for the explanation, Dario. I'll check that doc out.

DeciusBrutus wrote:
What are the crucial differences between what you think of as SWG and what you think of as WoW paradigms of crafting?

The WoW paradigm is:

- no variance in material locations
- no variance in recipe/material combination
- no variance in created item

The SWG paradigm is:
- different materials, with different qualities
- using different materials in different recipes produces different results
- created item varies, depending upon the quality and type of materials used

I think the one thing I always wanted from crafting was... hmm what I would say is 'mutations.' I've played games with all of the latter traits, but as the game progressed, I feel like it became stale because dudes weren't crafting crazy items. They also weren't failing in crafts.

If someone banged out a legendary-level weapon, I believe that would be very good for the game. Of course, it'd be rare. Most of it would fall under a range of... hmm think of it like Diablo drops.

That would encourage crafting and speccing your crafters to max. Would also give the community something to fight for or chase. Assuming durability is an issue (which, again assuming, would be impacted upon player death as well as use) and that it would be scaled with quality of item, then the game could support a legendary weapon for quite awhile. Then it's like... you go up to a fight and see someone's sword is gold-gleaming and you're like NO. RUN.

It's the little things, for me, that make crafting fun.

Goblin Squad Member

DeciusBrutus wrote:


I'm thinking that five fighters with +1 swords can julienne one fighter with a +5 sword. Empirical testing is required to confirm.

I'm not sure what the # of fighters has to do with the fact that a +5 sword will be worth tons more than a +1 sword.

We're discussing whether or not there will be a health economy for lower than maxed out items.

Goblin Squad Member

Kobold Cleaver wrote:
TEO ArchAnjel wrote:
Also, bear in mind that PFO is not all about getting the "best" weapon or item, but finding the one that is best for YOU. You might see two swords on the market, one with three keywords and another with five. Which is better? Well, if the former has three keywords that your character knows and thus can actually benefit from, then it is a better fit than the latter with two keywords you know and three you don't.
Or you start building your character around that new item.

Again, using my previous experience with dozens of MMO's, there are plenty that allow for different combinations of "keywords", but it almost always boils down to only having 1-2 choices which aren't considered sub-standard.

Goblin Squad Member

The point Decius is making is, if the five +1 swords are more useful than a +5 sword, then perhaps the +5 sword is not worth as much as you assume it to be.

Obviously it'll be worth more; the question is, how much more? And will you still be able to make a reasonable profit selling +1 swords?

Goblinworks Executive Founder

Stephen Cheney wrote:
The plan is that if your attack matches the T2 keyword it gets the T2 roll, and if it matches the T3 keyword it gets the T3 roll. You have to have proficiency 2 to buy an attack for a particular weapon up to the level that can match the T2 keyword (level 4 of 6), and proficiency 3 to buy attacks up to matching T3 (level 6 of 6).

Does armor need the additional proficiencies to get the 100 or 150 base defense?

Goblinworks Executive Founder

Corky Thatcher wrote:
DeciusBrutus wrote:


I'm thinking that five fighters with +1 swords can julienne one fighter with a +5 sword. Empirical testing is required to confirm.

I'm not sure what the # of fighters has to do with the fact that a +5 sword will be worth tons more than a +1 sword.

We're discussing whether or not there will be a health economy for lower than maxed out items.

If the company has five fighters and limited +5 refined resources, the five +1 swords are worth more to them than the one +5. Market value will probably not track use value.

Although I think that the free market will allow people to liquidate one +5 ingot and get a very large number of +3 or +1 ingots, making the actual calculation much more complicated.

Goblinworks Game Designer

DeciusBrutus wrote:
Stephen Cheney wrote:
The plan is that if your attack matches the T2 keyword it gets the T2 roll, and if it matches the T3 keyword it gets the T3 roll. You have to have proficiency 2 to buy an attack for a particular weapon up to the level that can match the T2 keyword (level 4 of 6), and proficiency 3 to buy attacks up to matching T3 (level 6 of 6).
Does armor need the additional proficiencies to get the 100 or 150 base defense?

That is, indeed, the plan.

Goblin Squad Member

Shane Gifford of Fidelis wrote:

The point Decius is making is, if the five +1 swords are more useful than a +5 sword, then perhaps the +5 sword is not worth as much as you assume it to be.

Obviously it'll be worth more; the question is, how much more? And will you still be able to make a reasonable profit selling +1 swords?

If you are heading into the wild and need to take a sword you can't thread, would you rather take a +0 sword or a +1 sword. (You threaded your armor and have no threads left.) So yes, there will be a demand because threads are few and valuable, saving only your most precious items. But that doesn't mean you will wander defenseless. (Although the most effective way to not LOSE armor is to not WEAR armor, as we learned in Darkfall when naked harvesting.)

Goblin Squad Member

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Stephen Cheney wrote:

Assuming durability is an issue (which, again assuming, would be impacted upon player death as well as use) and that it would be scaled with quality of item, then the game could support a legendary weapon for quite awhile. Then it's like... you go up to a fight and see someone's sword is gold-gleaming and you're like NO. RUN.

It's the little things, for me, that make crafting fun.

Durability should definitely be an issue, but like you point out Stephen, a legendary weapon would last a long, long time (and would probably always be threaded, or might be too expensive in threads to even thread...a terrible conundrum!) Cheap weapons, easy to come by should be serviceable, but were out after several weeks of hard use (or a could of months...) while the legendary can sit in a tomb for centuries and still be shining brightly, according to legend, at least. For game purposes you might make the legendary not last centuries, but be more like a candle...it burns brightly, but not as long. Six months maybe. Bad for crafters to have people sitting on gear for ages until the next raid comes along.

Goblin Squad Member

Hardin, that was written by celestialiar, not Stephen. I don't actually know how you associated his name with that. Please be careful with your quotes.

Goblin Squad Member

Ah, that answers much.

I know their isn't capstones, but i remember thee being bonuses of some form. And yes, T4 would just have more keywords, I guess.


Dario wrote:
Hardin, that was written by celestialiar, not Stephen. I don't actually know how you associated his name with that. Please be careful with your quotes.

erm likely my lack of avy, but...


Quiet, Stephen, we're trying to discuss crafting here.

Goblin Squad Member

not like stephen knows anything about PfO anyway... amiright KC?

Goblinworks Executive Founder

Reviewing all of the information I have available:
There are lots of feats that improve resource collection (several knowledge skills and lots of gathering skills), several skills to refine, and many feats to create crafted goods.

If a company contains enough characters such that each character takes only one feat line from the set of [knowledge, gathering, refining, crafting], and all skills are covered, is there anything that will forever outside of their ability to create? (handwaving the acheivement and ability score requirements for the sake of this discussion)

In other words, is there any one step in any production process that requires more than one feat to complete?

Goblin Squad Member

DeciusBrutus wrote:


In other words, is there any one step in any production process that requires more than one feat to complete?

wild speculation 3: I believe not. The intent is to make players cooperate, not build jack-of-all characters. It makes more sense to have complex items require 10 different types of materials gone through 5 different refining steps.

wild speculation 1: it would likely be relevant for high-end recipes anyway, not for anything added in alpha/EE. So even if the answer is currently no it could become yes.

wild speculation 2: There might be rare salvage items that have a very low chance of spawning unless you have more than one (knowledge) skill.

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