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najorin

What does the crafting game look like?

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Let me re-phrase the topic title: what will crafter's be spending their time doing?

 

Is crafting going to be a series of menus? Does it depend on place in space?

 

When I ask myself what a combat specialist will be doing, I get an easy enough answer. They're going to be fighting and killing other people. A harvester is going to go harvesting out in the CW. A crafter is going to... craft, obviously. But where?

 

I seem to remember Blair talking about adding a mini-game or something, but I don't want to have my entire, envisioned Crowfall experience a mini-game.

 

I can't quite place what I'll primarily be doing. If I log in on a given day, besides sifting through menus and playing slots, what will I be doing?

 

 

Please share what you think the crafting experience will be. It had me excited to be among its ranks at first, but I'm starting to rack my brain how I'll have fun doing just that. I mean strictly gameplay, of course. I expect crafters to have to interact more than other players.


Killjoy - najorin, officer

An ironically unironic Killjoy

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Hi Najorin,

 

Crafting in Crowfall is highly influenced by the system found in Star Wars Galaxies.  If you happened to play that one, then you already know the majority of what you'll find here.

 

Most crafting will be centered around your various crafting stations which must be placed inside your structures.  This may be your private house, public shop, or something else (keep or stronghold? who knows).  These stations allow for experimentation to improve your items, the creation of blueprints for mass production, and the slotting of worker thralls to create items from said blueprints.  

 

As a dedicated crafter, most your time will probably be spent iterating on your collection of blueprints to allow you to improve the end result of your crafts.  Most of the gear in the game thus far is built from components that assemble into your final item.  A sword, for example, is made from a blade and a hilt (which is made from a crossguard, grip, and pommel).  Each of these pieces will contribute to the stats of your final item, so you'll want them to be as good as you can manage with the resources at hand.  The game uses an alloy system that allows you to combine several of the base resources into a wide array of stats for your gear.  These stats cover many facets of the game including combat, stamina and health, and crafting/harvesting bonuses.  All of these systems combined will give you a large palette of choices for designing and producing all the items you'll need in Crowfall.

 

You will also be creating more unique, hand-made items that will be more powerful because of the rarity of the ingredients you can include.  These kinds of items will probably be commissions for friends or customers, or simply to fill the gap when your mass produced goods are running short.  In the future, this will probably include one-of-a-kind items that cannot be mass produced to any degree due to rarity of the components involved and the limitations imposed on blueprints.  (This bit is a guess based on functionality from SWG).

 

This is what I believe a full-time, dedicated crafter will experience when the game goes live.  Naturally, there will also be times when you need to join the harvesting or combat teams based on the needs of your city or guild, but I think the above is where and how you'll spend most of your time.

 

Feel free to drop any more questions you may have.

Edited by Hyriol

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I'd say most crafters would have to have at least a bit of skill in gathering, because unless you've got a guild that's going to farm materials for you, you need to get those resources somehow.  I'm sure once some master crafters reach the top of their craft plenty of people will be willing to pay them a bundle for making top tier gear, but until then there's going to be a ton of low level crafters available so it will be hard to make a profit only making stuff.

 

plus the fact that skills are time based means there is no way to power level your crafting skills to the max anyway, so unless you plan on mass producing low quality swords for the majority of your early career most crafters will probably be joining in the harvesting teams early on so they can stockpile enough resources to properly experiment later on.

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Hey Hyriol thanks for the reply man. I never did play SWG. It did look like a solid game when it was big, though. I was unfortunate enough to be a day 1 player of SWTOR, and quit that quick enough haha.

 

I want to go through what you said piece-by-piece.

 

First thing that jumped out at me was your mention of a player's own station. How do you think a player's personal house will fit into the scheme of an EK? Will the capacity of a crafter's ability be gated by the quality processing area?

 

I seem to remember a video where it was said that a blueprint could only be copied for as many times as you had prerequisite material in your inventory at the time of the blueprint's genesis. That makes it seem like I'll need a constant, massive supply of material to roll a blueprint worth putting into mfg.

 

Another thing I remember from some place was a mention that thralls were good for so many uses. I'm not sure how that system will work. Do you think that will also be a part of a crafter's game - getting thralls? Do you think you can buy them in some capacity?

 

So, do you think most of a crafter's life will be spent in a safe/guarded area? It would make sense to a degree. If it's advantageous for a crafter to have a ton of material on his/her crow at a given moment, then it'd be better to be in a safe area.

 

I still can't envision the gameplay. I get that I'll be running around to different stations to make different gear and to roll the best blueprints, but there doesn't seem to be an element of playing the game there. That seems to be a lot of menu hopping and playing slots. I'm not saying that can't be fun, but it seems lacking compared to say, combat. This game is PVP-centric so you'd expect combat to be pretty exhilarating!

 

 

 

I'd say most crafters would have to have at least a bit of skill in gathering, because unless you've got a guild that's going to farm materials for you, you need to get those resources somehow.  I'm sure once some master crafters reach the top of their craft plenty of people will be willing to pay them a bundle for making top tier gear, but until then there's going to be a ton of low level crafters available so it will be hard to make a profit only making stuff.

 

plus the fact that skills are time based means there is no way to power level your crafting skills to the max anyway, so unless you plan on mass producing low quality swords for the majority of your early career most crafters will probably be joining in the harvesting teams early on so they can stockpile enough resources to properly experiment later on.

 

Jasta, that all sounds reasonable enough. I have a few ideas about the early stages of Crowfall as a whole. The first few months of the game will be very important. If anything ends up being over-tuned and it gets to the EK, the effect its has could reverberate for a long time. You're definitely right. I feel like crafter's almost need a guild to get big.

Edited by najorin

Killjoy - najorin, officer

An ironically unironic Killjoy

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well, technically no crafter needs anyone to get big.  unlike other MMO's that require you to mass produce increasinly more resource hungry items in order to level up the only thing that separates a master crafter from an apprentice is time.  Given a month you could probably max out one of the crafting trees (or at least reach the top tier skills).

 

Once you've skilled up its a matter of how picky you are about stats when you make experiment.  If you absolutely most have the best equipment rolls possible then you'll be burning through a ton of materials, if you're satisfied with just decent stat boosts to gear for your skill level then you probably won't need all that much material at all to create a decent set of gear.

 

We need to change our whole mindset of leveling skills in this game, it's mostly time based, so technically you could not log into the game for a month or two and still have a master crafter when you get back (so long as you kept your skills trained during that time).  I do like it as we're not forced to do repetative things simply for the sake of power leveling, we level our skills regardless of what we do so we might as well do stuff that is fun or useful to our team.

Edited by jasta85

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First thing that jumped out at me was your mention of a player's own station. How do you think a player's personal house will fit into the scheme of an EK? Will the capacity of a crafter's ability be gated by the quality processing area?

 

It will probably always be a matter of how much space you own and how many things you can fit there.  They're planning on a "token" system which determines how many things you can fit in a building and how many buildings can fit in a parcel of land.  One player may own a single house that only supports one or two crafting stations, but a wealthier one may be able to afford much more.  They mentioned in the live stream the other day that there will probably be a quality level for crafting stations which will affect your skills.  It's a toss up at this point, though, since none of these systems aren't currently in the game. ;)

 

 

I seem to remember a video where it was said that a blueprint could only be copied for as many times as you had prerequisite material in your inventory at the time of the blueprint's genesis. That makes it seem like I'll need a constant, massive supply of material to roll a blueprint worth putting into mfg.

 

The maximum number of charges on a blueprint will be determined by your skills, but you'll be gated by your access to resources and components.  The important part of the system is the idea of identical parts.  Each component (e.g. sword blade) you create will have a unique serial number.  A blueprint of a complete sword that uses that component will *only* accept that serial number.  So, if you only have 20 blades left, then your sword blueprint will be useless once they run out. (assuming you cannot produce any more of the same serial number).  You will probably end up being gated more by your access to sufficient quantities of quality, mass produced components rather than raw resources.  At any given time, you'll have to decide if you have enough of X component to justify a new Y equipment blueprint.

 

 

Another thing I remember from some place was a mention that thralls were good for so many uses. I'm not sure how that system will work. Do you think that will also be a part of a crafter's game - getting thralls? Do you think you can buy them in some capacity?

 

From the game's thrall faq:

 

"Thralls can serve as vendors managing your sales, craftsmen to help you make items, unearthly trainers who assist you in learning certain skills faster, guardsmen who protect your ramparts, and bind-spirits – fallen warriors who can be inscribed into the runes to make your weapons and armor more powerful."

 

Thralls will definitely be of interest to crafters since they'll be making your mass produced items, and perhaps even "baked into" them for more power.  You won't necessarily be tasked with collecting them, though.  The game is built around the idea that everything can be traded, and it will probably work the same with thralls.  Collecting them will likely be yet another skill tree, so you can either train it yourself, or rely on a guild member to get them for you.  If that doesn't pan out, you can most likely trade for them, or take them from someone else by force.  Again, this system is quite a ways from being implemented into the game, but thralls will most likely be transferable like any other item or piece of gear.

 

 

So, do you think most of a crafter's life will be spent in a safe/guarded area? It would make sense to a degree. If it's advantageous for a crafter to have a ton of material on his/her crow at a given moment, then it'd be better to be in a safe area.

 

I think so, yes, assuming your friends are able to keep you supplied and working.  You'll want to have ready access to raw materials, and for your sake I hope your guild has chosen to keep it someplace secure. ;)  Assuming we're talking about Campaign Worlds, though, we won't see any truly safe zones.  The only thing protecting you and your loot will be your city walls, your guild members, and whatever npc guards you've managed to install (probably?).  

 

 

I still can't envision the gameplay. I get that I'll be running around to different stations to make different gear and to roll the best blueprints, but there doesn't seem to be an element of playing the game there. That seems to be a lot of menu hopping and playing slots. I'm not saying that can't be fun, but it seems lacking compared to say, combat. This game is PVP-centric so you'd expect combat to be pretty exhilarating!

 

This would be entirely up to what kind of player you are and whether or not you enjoy this sort of thing.  For me, the "menu hopping and playing slots" is the least interesting part of crafting.  The fun in crafting comes from making the most of the game's recipes and resourcing; it's another part of the exploration game.  It's about planning, coordinating with your harvesters and fellow crafters, making the most of what's available to you, dealing with scarcity, and doing your part to supply an entire guild with the gear they'll need to win campaigns.

 

Bear in mind that Crowfall is being designed with a "shallow power curve" when it comes to skills and equipment.  This means that a player that is 100% crafting trained and a player that is 100% combat trained can still compete in a pvp environment.  They'll certainly have the advantage, but it shouldn't be an insurmountable difference given enough preparation or enough friends to back you up.  Time will tell on this one!

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Hyriol,

 

Thanks again for another solid response. You gave some really good input in this thread.

 

I had a horrible vision of what crafting was at the start of this thread. I was imaging slave-driving guildmates keeping me working in the salt mines to make sure the weapons were made in time for a battle.

 

The vision you've helped shape definitely sounds better than that. I feel like crafters are going to have the most down-time. I can't wait to see what I end up spending my time the most on. 


Killjoy - najorin, officer

An ironically unironic Killjoy

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