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View Full Version : Balanced crafting - Helps making good relationship



DonMaj
03-01-2011, 05:47 AM
I have a Dream. I have a dream of the world,when one person can learn only few recipes...


I am leathercrafter. I can get starting recipes from other craftings. But i get no recipes, I have only 10 in each tree. I get them only in leathercraft. When I master my leathercrafting skill i get only 30 recipes. 5 basics, 2 sets of clothes, and 5 random.

If this would happen, there will be economy. Toolcrafter will need other one to give him a screwdriver because he cant learn how to make it. etc.

What do you think about this?

ifireallymust
03-01-2011, 05:55 AM
I have a Dream. I have a dream of the world,when one person can learn only few recipes...



If this would happen, there will be economy. Toolcrafter will need other one to give him a screwdriver because he cant learn how to make it. etc.

What do you think about this?

I would hate it. It would be my crafting nightmare. Too restrictive.

DonMaj
03-01-2011, 06:19 AM
Maybe restrictive but it will bring an Trade to this game.

Dubanka
03-01-2011, 07:06 AM
no, it just destroys the small group/solo player.

i have a feeling that trade will occur naturally when/if they start introducing localized / rare raw materials.

LIke if find an obsidian flow, and it's the only one in the world...annd it makes cool stuff...well that's a commodity that worth trading, hording or fighting over. Especially if i need something that i don't have access to in my immediate vicinity.

Lerxst
03-01-2011, 09:00 AM
Well, yes and no. It will promote trade, but it will kill the game for a solo or, small group players. What if, for instance, you only spoke Potuguese? You log into the game expecting 99% of the population to not understand you, so you intend to play solo. Whoops, sorry, you can't do that! isn't going to go over well with a lot of people in that kind of situation.

On the other hand, learning every craft to its max is also wrong; every character will just end up being the same cookie-cutter in the end. Having a hard cap on the total skills is the only way to do it. For every point earned in one, once the cap is reached, points get removed from another. Yeah, this might seem familiar if you played UO. Even the natural decay they talk about in this game won't be enough to replace this kind of skill cap.

MrKrueak
03-01-2011, 09:04 AM
trade will happen regardless especially as the world expands and more technology is brought into the game.

Gypsy
03-01-2011, 09:05 AM
No. You should have played in beta when we had a similar setup to this, imo it was really lame.

DonMaj
03-01-2011, 12:28 PM
No. You should have played in beta when we had a similar setup to this, imo it was really lame.

I can see that this game going to be a ghost game without players in 2 months time. No trade=everyone can get everything=no fun from playing

galagah
03-01-2011, 01:24 PM
I can see that this game going to be a ghost game without players in 2 months time. No trade=everyone can get everything=no fun from playing


Your way , too restrictive = no players in 1 month because no-one can do jack shit , forces out solo players ( who make up a fair number of players especially in these type of games ) .

Way it is currently , everyone is happy , they can craft if they want , in 6 months , players still here "trying " to be master of all but ultimately failing against the skill soft cap system , but still having a blast doing it .
Solo players are happily trudging round the borders , wheeling and dealing with various tribes , while trying to avoid losing everything to evil players .


Also , why would there be a toolcrafter , if he can't make " ALL " the tools , but instead needs someone to "loan " him a screwdriver ........ makes no sense .

DonMaj
03-02-2011, 04:31 AM
yeah, there is a sense of having everything. Solo player get bored after less than month - They get everything and start to be godlike, Being god is boring.

jumpshot
03-02-2011, 05:11 AM
Just because we can all have every craft skill at noob levels doesn't mean we'll be able to have every craft skill at an excellent or even decent level.

zeph
03-02-2011, 05:22 AM
I think it would be nice to start out with very few recipes as possible, and the rest would be gained in game through scavenging, trade, or finding them...

As a second alternative in thought maybe normal skill up recipes, and a select list of recipes that cannot be learned through skill ups, but must be found only through scavenging making them very rare...

DonMaj
03-02-2011, 11:12 AM
I think it would be nice to start out with very few recipes as possible, and the rest would be gained in game through scavenging, trade, or finding them...

As a second alternative in thought maybe normal skill up recipes, and a select list of recipes that cannot be learned through skill ups, but must be found only through scavenging making them very rare...

+This

Some of us doesnt think what will happen after month or 2. why should i scavenge or trade if I got everything I need?

orious13
03-02-2011, 11:20 AM
You may be able to get most/ all recipes, but you won't be the best at crafting them. Once skill decay is in, only dedicated crafters can max out a craft or two, so there will definitely be trade in that regard.

JCatano
03-02-2011, 12:01 PM
You may be able to get most/ all recipes, but you won't be the best at crafting them. Once skill decay is in, only dedicated crafters can max out a craft or two, so there will definitely be trade in that regard.

Depends on how long it takes to skill a line. That still doesn't stop powergamers, anyway.

Grind through and master a line or two (whatever the system allows), make a huge stock of <insert items>, start grinding the other lines you want, make a huge stock of <insert items>, rinse/repeat.

Some people will try and argue that nobody will do it, but anyone who has played MMOs knows it will happen, especially when considering multiple accounts. I don't think any of it wrong; just saying that it's going to happen.

NexAnima
03-02-2011, 01:06 PM
Unfortunately There's not a whole lot to do yet other then craft. UO had a minimum of 10 professions each utilizing 7 skills at 100. Every craft had a support profession, Blacksmithy/tinkering had miners, carpentry had lumberjacks. Every one had their roles to play and some how shaped in which they all revolved around each other.

PvE (loot) -> Crafters (gear) -> PvP (loot) repeat

If there is nothing to fight, then why explore. If no one needs gear, then who do they craft for? If there is nothing to gain, then why fight each other?

I forget who posted it, but some one had a link to the economic formula that UO used to create a living world in which every style played a part in. A working world does not depend on crafting but without it it would fail, just as it would without the other styles (PvE and PVP). This is what I think Xsyon needs.