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FAQ Revision: Crafting & Economy

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Who else here feels like the terms "resources" and "materials" are semantically and thus, confusingly swapped around?  
I don't know, English is not my first language.  
 
I know this is nitpicking by the way, I'll probably get used through it through usage within the context of the game.

Edited by Osegrim

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These can be found in both Eternal Kingdoms and in campaign worlds.

i thought we can only find them in campaign worlds and created nodes to place in our EK, which would not really be cost effective ? Or do we found only low tiers one ?


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"To be able to craft unique items, explore new recipes"

 

Interesting.

 

I wonder if exploration is mixing and matching to end up with something or actually finding a recipe somewhere? The former is sort of linear to be put down on a spread sheet, sort of only fun for the first few weeks. The latter sounds sort of instance driver to get a recipe which this game's direction is really not aimed at.
 
Not sure how they plan on making unique items. The only thing i can think of is materials each have a table that it pulls from randomly, the table being a list of all the TYPE of modifiers that the material can produce in conjunction with other materials. 
 
So gold has 5 possible modifiers. Copper has 5, then gold+copper (rose gold) has 5 as well. So it pulls at random one from each. 
 
Then quality is the magnitude of these modifiers with in a random range. The higher the quality the higher the range. Example the lowest is 10-20 then 20-30, 30-40, 50-60, etc Also perhaps the higher the quality the bigger the chance of an additional modifier type, so instead of 3 maybe 4-5 at legendary.
 
While the above would not quite be unique,  the chances of making an identical item out of 1000 from the same material combo is fairly low.

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How will we craft crafting stations?  Will there be initial crafting stations at POIs?  So a wood crafting station at the mill?

 

Will the basic recipes for items we can use be self-craft like in bigworld testing?  Or will we need crafting stations to produce those?

Edited by durenthal

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"The accumulation of recipes (via discipline runestones and other gameplay mechanics)"

 

Can you elaborate on what the "other gameplay mechanics" might be? :)

 

 

How will we craft crafting stations?  Will there be initial crafting stations at POIs?  So a wood crafting station at the mill?

 

Items in Star Wars Galaxies all had a "complexity" rating that determined what you needed to create the item.  Basic items could be made by hand, more advanced items required a crafting tool (which could be carried) and the highest level required a crafting station (which was furniture).  Given SWG's influence on CF's crafting system, I wouldn't be surprised if this showed up in one form or another.  

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I'm very concerned about the part where everyone, even people who have not trained any crafting, will be able to make low level items.  I thought this was already taken into account with naked player stats?

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As a champion of the gods, part of your job is to capture thralls and allow them to pass into the afterlife in exchange for rendering service(s) the gods.

Um.....you'r missing a 'to' between the last two words. :3

 

Looking forward to more info about the thralls - do we have to find them pokemon-style? do they 'drop' from killed enemies? do we have to perform some sort of ritual to draw ghosts out?

Hyped for this, really. I do hope that one has to travel a LOT if they want to get many, rare & useful thralls.


Let me sing you a song / Of a world that just vanished / Of a story that ended to soon
Let me bring you a cup / Make a toast to the living / And a toast to the legends we share

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I would like some clarification from one of the devs on the following line from the updated FAQ.

 

"We also expect that some players will open up their personal kingdoms as “marketplaces” for other players to come and sell their goods and then take a cut out of every transaction that occurs."

 

There has been continual discussion about opening up a player's EK as a "marketplace", but we know a very little about how the import/export embargoes will work. Please explain to what degree (current design thoughts) a player can expect to run a "marketplace" if imports are limited to the extent that it will/should prevent players from starting a campaign with a significant advantage (P2W). 

 

Even though JTC has stated that the "core module" will consist of a Dregs/Shadows campaign world, for the purpose of a player's EK used as a "marketplace" this design seems to fall flat, so please elaborate using a campaign world with less restrictive import rules.

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So will our Dwarven Thralls that we receive as a Kickstarter reward will "decay" after a period of time? 

Also, if repairing a weapon, and the maximum durability drops, could it be possible to "reforge" the equipment with materials and/or new thralls to maintain it for longer periods? I understand the concept of the items lacking permanence, yet if players are willing to farm the mats and the bill to do it, would it be harmful to allow players to choose to keep their items permanently that way?

Edited by Celevra

"Oh I'm sooooo gonna enjoy playing them Centaurs"

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Very good update, can't wait for the crafting system to be revealed in detail like harvesting was! :D

 

 

i thought we can only find them in campaign worlds and created nodes to place in our EK, which would not really be cost effective ? Or do we found only low tiers one ?

 

The lowest of the low tier resources can be found in small quantities in EKs, they announced that probably half a year ago? You won't find any good resources in the EKs, so going into a CW would be a better investment

 

 

I'm very concerned about the part where everyone, even people who have not trained any crafting, will be able to make low level items.  I thought this was already taken into account with naked player stats?

 

Naked player stats is to incentivize players to wear gear, at least that's what I thought they were for. Low level items will probably be really basic, only giving one or two stats and having low durability, so they will be, in general, crappy; however, I expect that at the launch of the game, the market will be flooded with these types of items because no one can use better resources to craft better gear yet. But as the game matures, higher tier gear will enter the market, offsetting the pervasiveness of the crappy gear.

 

 

So will our Dwarven Thralls that we receive as a Kickstarter reward will "decay" after a period of time? 

Also, if repairing a weapon, and the maximum durability drops, could it be possible to "reforge" the equipment with materials and/or new thralls to maintain it for longer periods? I understand the concept of the items lacking permanence, yet if players are willing to farm the mats and the bill to do it, would it be harmful to allow players to choose to keep their items permanently that way?

 

Our Kickstarter horses can be stolen and killed, so I expect the Tralls will too, but I'm sure ACE will provide a way to get it back after you've lost it.

 

I guess you could "reforge" the weapon, if you have the exact same items that were used to craft it in the first place. I doubt that would happen, because if Crowfall Crafting will be anything like SWG crafting, good luck finding the exact same resources.


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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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So I want to copy over what I said on reddit, because its worth mentioning:

 

It looks great so far, but I am a little worried about two specific points:

  • Point of Interests of the same type can have different QUALITY of material

  • Crafting an item will have an RNG proc to decide if it gets (slightly) better stats

Look, I am all for crafting diversity, and I understand the reasoning behind making a desire for good crafters. People who invest in crafting will be able to make better gear.

I am just worried by all of the variance. I am not a fan of having (for example) two different kinds of copper, one is better than the other. That is what different "tiers" of materials are for. Iron is better than copper, copper shouldn't be better than copper. I feel like it's just needless at that point.

Of course all this is just pre-implementation worry. It could all work out extremely well together. Those areas are just where I am a little concerned ATM.

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Overall it looks good as it has, but don't see much to remove/decrease the impact of alt account crafters.

 

Seems like either wishful thinking and or some gamey artificial limitations put in place to attempt to make it less appealing. Possibly limiting number of guild members or something, but with how the fealty tree appears to work, alt guilds feeding a main doesn't seem impossible.

 

Time will tell, but with passive training, decent chunk of core recipes available by default, and one of the distinguishing features of a crafting main being disciplines that likely can be acquired by anyone, the alt issue seems real.

 

Once someone starts putting things into databases and what not, much of the experimenting and effort will go out the window. Everyone shares right?

Edited by APE

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Overall it looks good as it has, but don't see much to remove/decrease the impact of alt account crafters.

 

Seems like either wishful thinking and or some gamey artificial limitations put in place to attempt to make it less appealing. Possibly limiting number of guild members or something, but with how the fealty tree appears to work, alt guilds feeding a main doesn't seem impossible.

 

Time will tell, but with passive training, decent chunk of core recipes available by default, and one of the distinguishing features of a crafting main being disciplines that likely can be acquired by anyone, the alt issue seems real.

 

Once someone starts putting things into databases and what not, much of the experimenting and effort will go out the window. Everyone shares right?

 

 

To add on to your concern, what's the difference between a dedicated crafter and an alt crafter with a wiki?


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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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"To be able to craft unique items, explore new recipes"

 

Interesting.

 

I wonder if exploration is mixing and matching to end up with something or actually finding a recipe somewhere? The former is sort of linear to be put down on a spread sheet, sort of only fun for the first few weeks. The latter sounds sort of instance driver to get a recipe which this game's direction is really not aimed at.
 
Not sure how they plan on making unique items. The only thing i can think of is materials each have a table that it pulls from randomly, the table being a list of all the TYPE of modifiers that the material can produce in conjunction with other materials. 
 
So gold has 5 possible modifiers. Copper has 5, then gold+copper (rose gold) has 5 as well. So it pulls at random one from each. 
 
Then quality is the magnitude of these modifiers with in a random range. The higher the quality the higher the range. Example the lowest is 10-20 then 20-30, 30-40, 50-60, etc Also perhaps the higher the quality the bigger the chance of an additional modifier type, so instead of 3 maybe 4-5 at legendary.
 
While the above would not quite be unique,  the chances of making an identical item out of 1000 from the same material combo is fairly low.

 

 

I think what they say is that you can create an item with any material, and that the exploration comes from experimentation with various methods and various other factors. With a combination of all the factors, even if two people make a sword from the same materials, their process might differ greatly and thus have different outcomes. For example, Crafter A makes a steel sword by crafting the hilt, blade, and bonus piece. His sword is delightfully average, but not bad, good for the average player to fight with and lose. Crafter B, however, buys a hilt from the best hilt smith, a blade from the best blade smith, and a bonus piece from the best misc smith. He puts it all together with his special skills which specialize in this specific weapon and material using tools made from the best tool smith. His sword is the epitome of pure awesome. Of course, it took a lot of effort to make and costs quite a bit to buy, so perhaps those who expect to die lots won't go through the trouble for it. On the other hand, while you have all these specialists here making a pure awesome steel sword, down the block there's Crafter C who goes through similar process but with different materials. His sword is drastically different.

 

So, from how I interpret this, it will be a mix of specialization, material variety, and recipe combinations which will vary the crafting field.

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Overall it looks good as it has, but don't see much to remove/decrease the impact of alt account crafters.

 

Seems like either wishful thinking and or some gamey artificial limitations put in place to attempt to make it less appealing. Possibly limiting number of guild members or something, but with how the fealty tree appears to work, alt guilds feeding a main doesn't seem impossible.

 

Time will tell, but with passive training, decent chunk of core recipes available by default, and one of the distinguishing features of a crafting main being disciplines that likely can be acquired by anyone, the alt issue seems real.

They only referenced alt characters on the same account. Having a second account hasn't been addressed yet. I hope it is with some sort of online activity that you can't do with passive training.

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Sounds like there is some good depth to the crafting system - I like having many choices and decision-making points in the process to keep it engaging. Highly customizable crafted gear also makes for good synergy with character building.

 

 

That RNG part of the description made me a bit nervous, especially the part about "failures". I was traumatized by the crafting in Archeage (extreme RNG system)  :unsure: .


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That RNG part of the description made me a bit nervous, especially the part about "failures". I was traumatized by the crafting in Archeage (extreme RNG system)  :unsure: .

 

I unfortunately thought the exact same thing. When people start using the word traumatized to describe RNG in certain games (mostly Korean), you know it's a problem and should probably be handled with extreme caution. It is pretty widely understood that North American gamers have pretty vocal contempt for Asian style RNG though, so I think ACE is wise enough not to go there and we can finally put all those other horrible experiences behind us and focus on our recovery. 

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