[10:11 AM] wizen: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The old discussion has been archived on the forums, if you wish to continue it.
http://exuguild.com/phpBB/viewtopic.php?f=12&t=26
@here It's Tuesday! That means it's time for a new weekly discussion!
Crafting! It's a simple enough concept; gather items, craft items, make money. However, is there something more that can be done with crafting, as Chanteur mentioned last week? Or, is it a mechanic to suit an end; turning trash drops into loot? Have at it, Shadow Walkers!
wizen pinned a message to this channel. See all the pins.06/19/2018
[4:03 PM] Razorwire: I quite like games where crafters have a significant impact on the economy, either from producing top end tradable items (in opposition to no drop quest or loot) or just hoovering up all the crap that no one wants and turning it into something usable.
[4:06 PM] Razorwire: I also prefer games where leveling up is an earning activity instead of a grind with no useful rewards. Such as writs and the like.
[6:12 PM] Razorwire: I also really like decon systems where I can just pull useful crap out of items I don't care about.
[7:52 PM] wizen: Do crafters have a place in adventuring groups?
[7:52 PM] wizen: Could they?
[8:51 PM] Razorwire: I'm really meh on including crafting in adventure groups.
Okay so we need a healer that is also a weapon smith for this section of the dungeon, okay now that we are there we all get to wait while the cleric crafts. Oh shit incoming, don't die, taunt the forge!
[11:26 PM] wizen: Yeah... I was thinking, like, placeables or harvests or stuff they have to get by levelling both adventuring and crafting, like a bonus. more like a 'fix this arch to get a hidden chest' then 'craft and craft only, you're not allowed to adventure'
June 20, 2018
[1:40 AM] Razorwire: I REALLY like the sound of that, but what I worry about is "we can't do awesome dungeon because we don't have a smith and can't make it past the throne room"
[1:42 AM] Razorwire: but then is you half ass it and for like a level 100 adventuring area you only require like level 5 smithing. I have no idea how you would balance it to make it fun but it would rock
June 24, 2018
[5:30 PM] wizen: I don't see anything wrong with that. Just makes it harder to get. "We can't do this without a chanter or some CC of SOME sort" becomes "we need a scribe or a tailor who can weave these runes" kind of thing
[8:14 PM] Razorwire: I agree it could be really interesting, but balancing it against being able to play the game and have fun is the issue
[8:21 PM] Chanteur: Thee will also always be players who have no desire to craft, as well vice versa. So if you did have a cross-sphere system, it wouldnt be a good idea to make it the prominent feature as it would turn players off...
But would probably be ok for something like an epic type quest, where you do need crafters for certain fights.
Or high end content as those types of hardcore players usually have crafters in their guilds who can fill those roles.
[8:35 PM] Razorwire: The Earring of the Combines was a great Crafter/Adventurer quest from EQ1. Sort of crater epics.
[8:45 PM] Chanteur: Yea but the crafting parts (much like the Shawl quests), were not exactly intertwined. You have solely crafting parts and then adventure parts. You go kill mobs for x item, then craft later.
I want to see a system where to fight said raid mob, or small group mob, you need a crafter on hand to craft during the battle.
[8:51 PM] Razorwire: yeah, I get that. And like I said I think full integration would be awesome. Just how do you do it without pissing off the player base?
[9:00 PM] wizen: Make it an adventure pack aimed solely at crafters, with the crafter dungeons thrown in as a bonus? They'd be lower level range, so it would be a popular levelling spot for people who were, say, 20 crafter and 16 druid, or whatever. combined with the APW kind of thing where diplomats could get extra quests except with crafting, and I think you'd have a winner
[9:01 PM] Chanteur: Well the hardcore players in end-game content will have crafters in their guilds. Thus they would be equipped to handle such a thing.
But for everyday players, not entirely sure how to balance it. @wizen's idea of a dedicated optional DLC or Adv pack be a good way. That way people who want to, can use it. And those who dont, no loss in gameplay
[9:01 PM] wizen: but having moderate to high level crafting cxontent with moderate to high level crafters and adventurers, you run into problems because the amount of time investment to get both to work would be monumental combined with the crafting dungeons
June 25, 2018
[5:30 PM] Razorwire: that in a nutshell is what I am saying. I'd love it, you guys know that I tend to max out my crafter levels before my adventurer levels, but I'm an oddity like that.
[5:34 PM] wizen: Not any more, mate. I'm on board the crafting train. Choo, choo, overpowered druid or ranger or something!
[5:35 PM] wizen: one interesting thing poantheon is doing is not having the level of harvest node correspond to the level of area. instead, resources are going to be where it makes sense to find them. rock in a quarry, ore in a mine, clay in a river, wood in a forest
[6:14 PM] Razorwire: 2 people doesn't make us any less of an oddity :wink:
[6:21 PM] Chanteur: I like crafting more than adventure...
But I had a entire naval fleet I used often to blockade Khal and would Roleplay as such.
The old discussion has been archived on the forums, if you wish to continue it.
http://exuguild.com/phpBB/viewtopic.php?f=12&t=26
@here It's Tuesday! That means it's time for a new weekly discussion!
Crafting! It's a simple enough concept; gather items, craft items, make money. However, is there something more that can be done with crafting, as Chanteur mentioned last week? Or, is it a mechanic to suit an end; turning trash drops into loot? Have at it, Shadow Walkers!
wizen pinned a message to this channel. See all the pins.06/19/2018
[4:03 PM] Razorwire: I quite like games where crafters have a significant impact on the economy, either from producing top end tradable items (in opposition to no drop quest or loot) or just hoovering up all the crap that no one wants and turning it into something usable.
[4:06 PM] Razorwire: I also prefer games where leveling up is an earning activity instead of a grind with no useful rewards. Such as writs and the like.
[6:12 PM] Razorwire: I also really like decon systems where I can just pull useful crap out of items I don't care about.
[7:52 PM] wizen: Do crafters have a place in adventuring groups?
[7:52 PM] wizen: Could they?
[8:51 PM] Razorwire: I'm really meh on including crafting in adventure groups.
Okay so we need a healer that is also a weapon smith for this section of the dungeon, okay now that we are there we all get to wait while the cleric crafts. Oh shit incoming, don't die, taunt the forge!
[11:26 PM] wizen: Yeah... I was thinking, like, placeables or harvests or stuff they have to get by levelling both adventuring and crafting, like a bonus. more like a 'fix this arch to get a hidden chest' then 'craft and craft only, you're not allowed to adventure'
June 20, 2018
[1:40 AM] Razorwire: I REALLY like the sound of that, but what I worry about is "we can't do awesome dungeon because we don't have a smith and can't make it past the throne room"
[1:42 AM] Razorwire: but then is you half ass it and for like a level 100 adventuring area you only require like level 5 smithing. I have no idea how you would balance it to make it fun but it would rock
June 24, 2018
[5:30 PM] wizen: I don't see anything wrong with that. Just makes it harder to get. "We can't do this without a chanter or some CC of SOME sort" becomes "we need a scribe or a tailor who can weave these runes" kind of thing
[8:14 PM] Razorwire: I agree it could be really interesting, but balancing it against being able to play the game and have fun is the issue
[8:21 PM] Chanteur: Thee will also always be players who have no desire to craft, as well vice versa. So if you did have a cross-sphere system, it wouldnt be a good idea to make it the prominent feature as it would turn players off...
But would probably be ok for something like an epic type quest, where you do need crafters for certain fights.
Or high end content as those types of hardcore players usually have crafters in their guilds who can fill those roles.
[8:35 PM] Razorwire: The Earring of the Combines was a great Crafter/Adventurer quest from EQ1. Sort of crater epics.
[8:45 PM] Chanteur: Yea but the crafting parts (much like the Shawl quests), were not exactly intertwined. You have solely crafting parts and then adventure parts. You go kill mobs for x item, then craft later.
I want to see a system where to fight said raid mob, or small group mob, you need a crafter on hand to craft during the battle.
[8:51 PM] Razorwire: yeah, I get that. And like I said I think full integration would be awesome. Just how do you do it without pissing off the player base?
[9:00 PM] wizen: Make it an adventure pack aimed solely at crafters, with the crafter dungeons thrown in as a bonus? They'd be lower level range, so it would be a popular levelling spot for people who were, say, 20 crafter and 16 druid, or whatever. combined with the APW kind of thing where diplomats could get extra quests except with crafting, and I think you'd have a winner
[9:01 PM] Chanteur: Well the hardcore players in end-game content will have crafters in their guilds. Thus they would be equipped to handle such a thing.
But for everyday players, not entirely sure how to balance it. @wizen's idea of a dedicated optional DLC or Adv pack be a good way. That way people who want to, can use it. And those who dont, no loss in gameplay
[9:01 PM] wizen: but having moderate to high level crafting cxontent with moderate to high level crafters and adventurers, you run into problems because the amount of time investment to get both to work would be monumental combined with the crafting dungeons
June 25, 2018
[5:30 PM] Razorwire: that in a nutshell is what I am saying. I'd love it, you guys know that I tend to max out my crafter levels before my adventurer levels, but I'm an oddity like that.
[5:34 PM] wizen: Not any more, mate. I'm on board the crafting train. Choo, choo, overpowered druid or ranger or something!
[5:35 PM] wizen: one interesting thing poantheon is doing is not having the level of harvest node correspond to the level of area. instead, resources are going to be where it makes sense to find them. rock in a quarry, ore in a mine, clay in a river, wood in a forest
[6:14 PM] Razorwire: 2 people doesn't make us any less of an oddity :wink:
[6:21 PM] Chanteur: I like crafting more than adventure...
But I had a entire naval fleet I used often to blockade Khal and would Roleplay as such.