Congratulations Lee Hammock


Pathfinder Online

Goblin Squad Member

1 person marked this as a favorite.

I know this is incredibly off topic but....

Fallen Earth just made the Top Five MMO crafting systems of all time!!! According to MMORPG.

Quote:


5) Fallen Earth
Any game that’s post-apocalypse themed probably has a detailed crafting system, and Fallen Earth is no exception. Virtually all items in the game can be crafted and the brutal atmosphere alone lends itself well to the type of situation where players would be forced to fend for themselves. The modern day setting also allows for unique concepts in crafted items – everything from clothes and weapons to transportation.

One of the great things about the crafting system in Fallen Earth is how it allows you to continue doing other things in the game without getting bogged down at workbenches. You can set stuff up in your queue and the game will let you know when an item is completed. The world is huge and there is great need for crafted items, so you could easily make a name for yourself in the world of Fallen Earth by specializing in different types of crafting.

Congratulations to Lee Hammock, Fallen Earth Lead Designer.

Scarab Sages Goblin Squad Member

Congratulations!

Goblin Squad Member

Oh nice! Congrats! I do like the crafting system in PFO so far.

Goblin Squad Member

Nicely done Mr. Hammock!

Goblin Squad Member

There are actually several systems in Fallen Earth that are exceptionally well done.

Yes, obviously the crafting system was well done.

The Faction Wheel is how I'm hoping factions will work in PFO (crosses fingers).

Faction Abilities and Weapons were really diverse and cool.

Mounts, particularly horses and motorcycles (ATVs as well) were well done.

Scarab Sages Goblin Squad Member

1 person marked this as a favorite.

Here's an illustration and explanation of the faction wheel. (It's currently the second diagram from the top of the page.) Green lines are allies, orange lines are enemies, and red lines are archenemies.

That certainly looks like a good start for PFO. If things go according to plan, it sounds like we'll eventually have a much bigger relationship diagram.

Goblin Squad Member

Looks cool, but I don't think it will be as Symmetrical as that.

There are quite a lot of factions out there, so hmmm I don't know.

Scarab Sages Goblin Squad Member

Based on that page, it sounds like factions are a major source of skill training in Fallen Earth. We already know that Settlements will be the major source of feat training in PFO, but I really like the idea that factions could provide some training, too. That would give PFO players some extra incentive to join the faction system, other than as a source of reputation-neutral PVP targets. If each faction in PFO taught at least one unique feat, or taught a few feats at a lower cost than settlements, it would give non-PVP*-oriented players a reason (or another reason**) to join a faction.

*Specifically, non-PVP-combat-oriented characters, if you count market competition as economic PVP, etc.
**I forget whether the discussion of PFO factions to date included any incentives for non-PVP-oriented characters to join up.

Scarab Sages Goblin Squad Member

TEO Cheatle wrote:

Looks cool, but I don't think it will be as Symmetrical as that.

There are quite a lot of factions out there, so hmmm I don't know.

It might start out that symmetrical, if the faction system debuts with a handful of factions. Eventually, if we incorporated most of the existing factions, it would start looking less like a star, and more like a bowl of spaghetti.

Goblin Squad Member

They could be a place to train Archtypes.

Each faction gets a few Archtype Trainers, all at the same facility, and most of the stuff they would train would be Expendables, Weapon Abilities, and Passive Slotted Feats.

Scarab Sages Goblin Squad Member

TEO Cheatle wrote:

They could be a place to train Archtypes.

Each faction gets a few Archtype Trainers, all at the same facility, and most of the stuff they would train would be Expendables, Weapon Abilities, and Passive Slotted Feats.

I like it. Archetypes or the PFO equivalent of prestige classes. (Come to think of it, there might not be much difference between those two things in PFO.)

Goblin Squad Member

If Factions roughly fall within each of the alignments, with the exception of TN, then a wheel could work for initial and future factions.

Each Alignment woukd have its two side alignments and its direct opposite would be a primary enemy faction.

Goblin Squad Member

TEO Cheatle wrote:
Oh nice! Congrats! I do like the crafting system in PFO so far.

getting back to the crafting system... can you briefly describe it?

Or better yet, if Lee can tell us if he took anything from the Fallen Earth crafting system and translated it over into PFO's system.

Goblin Squad Member

1 person marked this as a favorite.

Well if you look at my guide, I really cover everything, but let me see if I can explain it a bit more here.

Gathering > Not as simple as you would think. Every Hex type has some nodes that are more prevalent than others. Each Hex type also has different resources for each type of node, and sometimes different hexes will have different resources. A lot of "Chokehold" resources fall into the category of only being available in specific places on the map.

As you increase in level you unlock higher tier raw resources, I believe level 7-8 in the gathering skills gets you to T2 stuff.

Gathering is also PvE, you can only get Uncommon Recipes for Refining and Crafting through PvE. PvE also gives you salvage items that count as substitutes for Raw materials.

Now, when you get to Refining and Crafting almost every level you get a Common Recipe that unlocks and allows you to produce +0 items. Through gathering in PvE you can get Uncommon Recipes for Crafting, and +1-+3 Recipes for Refining.

Refining > Once you get your Recipes, Raw goods, Salvageables together you take them to be Refined. Refining is just like crafting, you que it up and walk away, BUT there is some luck in the Refining process. When refine something into a +3 component there is a chance, based on your level I believe that you will get +4 or +5 components.

Now, what ever base goods are need, 20% more is need for each +1 you add to the refined component. Another thing I should mention is that you can get 1, 3, 5, 10, 25 components back for what ever Raw goods/Salvageable you used.

There are a couple Chokehold Raw goods I mentioned, right now its Blue Dye, Wool, and Coal, we have found the latter two, but no Dye. These resources show up in rare places, and they have no substitutes.

Crafting > Now here is where things get interesting. The Common Recipes that you get for leveling have less Keywords than the Uncommon Recipes you find.

When you craft, adding the +0-+3 components increase a little meter at top, the better the component the more the increase towards a +1 or better item. There are no +1 Longsword Recipes, as the components determine the bonus.

Your skill also factors in a bit, and I think at some point you can take basic +0 components and turn them into +1 Crafted Items just from being a badass crafter. It probably also helps lower the costs of making the items by requiring less and less expensive components to make better gear.

Inherently each crafted item has several Keywords, and 4 Keywords corresponding to the +0-+3. +4/+% Keywords are added on at the enchanter I believe, which has not be activated to my knowledge.

You can add 23:59+1 more item to your que, so you could do a bunch of smaller things, then add one item that has several days build time. I think the longest build times we have seen are between 24-72 hours for armors.

Hope that helps anyone interested in crafting.

HERE is a link to the guide.

Community / Forums / Paizo / Licensed Products / Digital Games / Pathfinder Online / Congratulations Lee Hammock All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Online