Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Crafting is dead


Recommended Posts

Haven't seen anyone saying go back to the old system, I have seen (including myself) that RNG is not the answer and that overall even if RNG favours you, you are worse off under the new setup.

Currently you need to get to Epic Rune and Epic belt just to have the previous normal costs of making items and at least having Attention to detail, which is 36 runes worth, not counting the Dom dust costs. For some crafts this is currently an exercise in utter frustration. You can have a run with 3 runes in 5 crafts or a barren desert of none in 26 crafts. Heaven forbid you are doing WW or Stonemason (for reduced costs) at which point you might as well just give up as redoing it in release (yeah right) just isn't going to happen.

Link to post
Share on other sites
  • Replies 66
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

I accept that Crowfall has a long way to go. I accept change has to be as it is healthy for evolution. I do NOT accept removal of PASSIVE SKILL TREES. For as much as Devs have to suit the needs '

I don't agree with you. I enjoy crafting and being a merchant in every game I play. The time lock on crafting and gathering made it so I couldn't do anything I enjoyed doing and create self progress.

Interesting point of view. Most of the people I know who were deep into the crafting/logistics side of CF felt that the passive skill tree was more of a hindrance than a fun factor.

43 minutes ago, krevra said:

Many of them are right here using this and that pretext to justify the old system, if anyone feels im talking about their group than i prob am. 

I don't see anyone in this thread from a large guild justifying the old system. I see people who are not in large guilds complaining about it. Confirmation bias is a hell of a drug.

IhhQKY6.gif

Link to post
Share on other sites

My points been made, I dont want to argue over semantics about how you view yourself in your own groups which is pretty funny tbh. If you want to discuss any of the points i made or contribute to the conversation id be happy to carry forth. Otherwise the derail is unnecessary and counter productive. Devs actually listening to good feedback again.

Edited by krevra

krevra.png

Link to post
Share on other sites

I don't understand this post at all.

This morning I pulled enough miners to create a epic disc and at least a blue belt, in addition to enough logger discs to create a blue logger. That was in 2-3 hours. Yesterday, I saw @Reginald_J_Black spamming general with offers to sell miners and quarrymen in stacks. 

All the mats are going to crafters who can use them to create as many items as needed to get their discs. The biggest issue is that the crafters will have to spam out lesser desired items now to get the progression they want, rather than spend 2-4 weeks complaining about how war tribe gear is too good. 

What's the issue here? That you'll actually have to play the game? This can't be an actual complaint, is it? 

Want to make all this farming worth it? Take the gold out of forts, put gold in war tribes, and then nerf wartribe gear. 

 

I truly don't mean any harm, but I fully mean the disrespect. 

Link to post
Share on other sites
6 minutes ago, krevra said:

My points been made, I dont want to argue over semantics about how you view yourself in your own groups which is pretty funny tbh. If you want to discuss any of the points i made or contribute to the conversation id be happy to carry forth. Otherwise the derail is unnecessary and counter productive. Devs actually listening to good feedback again.

It's not "semantics." Your claim is just false. This thread does not contain zerg guilds justifying the old system to try to keep small guilds down. You imagined that.

IhhQKY6.gif

Link to post
Share on other sites
16 minutes ago, Jah said:

It's not "semantics." Your claim is just false. This thread does not contain zerg guilds justifying the old system to try to keep small guilds down. You imagined that.

W confirmed zerg guild. 

I truly don't mean any harm, but I fully mean the disrespect. 

Link to post
Share on other sites
1 hour ago, krevra said:

There is nothing at all fun about the passive crafting system and it turned off alot of people since all they made was subpar stuff that others would just make instead since it was wasted effort, it also required a ton of accounts for a smaller group to do anything crafting related.

This was a problem with how the passive system was actually implemented, combined with adding dropped loot. I would have preferred not throwing the baby out with the bathwater, instead actually finishing and fleshing out existing systems vice just changing things before all components are in place.

Link to post
Share on other sites
1 hour ago, Jah said:

No doubt. In Crowfall the definition of "zerg" is basically just any guild that actually shows up and plays with 10 people. I've been called a zerg enough times that I'm not going to deny it anymore.

There has been a glorious, handful of moments in this game in which 20 people would not be considered a zerg. I miss those moments, and hope for them again in the future. 

I truly don't mean any harm, but I fully mean the disrespect. 

Link to post
Share on other sites
16 hours ago, Ipimus said:

As CROWFALL developes I shal continue to monitor, but untill the crafting system is 'unbroke', I shall be watching from affar.

Without account specialization for crafing (and gathering) a whole potential target audience for this game is lost.

I shall be watching closer, but not playtesting.

 

12 hours ago, Jah said:

Weird, I thought people were complaining that the new crafting grind favors zergs who can pool resources more easily to grind out the discs and belts.

You are not wrong it is almost my complain. I usually talk about dominant or affirmate guild.

Catelyn: War will make them old, as it did us. I pity them.
Mathis: Why? Look at them. They're young and strong, full of life and laughter. And lust, aye, more lust than they know what to do with. There will be many a bastard bred this night, I promise you. Why pity?
Catelyn: Because it will not last. Because they are the knights of summer, and winter is coming.

A Clash of Kings, Chapter 22, Catelyn II.
-------------------------------------------------------------------------------------------------------------------

Crowfall Discord Channels: international (english) - italiano

Link to post
Share on other sites

In my opinion, an active system for gathering and crafting SHOULD be better than the passive system we had. That passive system meant it took WEEKS to be useful AND it required multiple accounts to do multiple crafts. Now, each character on ONE account can specialize in different skills.

What's wrong with this placeholder system, IMO, it that it's too dang random! Remove the random part of the system and let us level up our skills by using our skills.

macdeath_sig.png

Link to post
Share on other sites

people who doesnt understand why some of us prefer passive system just do not understand we just want have a RL and CAN  (i insit on the can and not a must) be good in the game, now with the current system it's like all the other mmo the more you have no irl life the more u're a good crafter and a good gatherer it's just the opposite of what devs explained at the KS. The passive was not good cause we had better loot in wartribes than what can do a crafter during a long time so the problem was not the passive system but the wartribes loots if we had no loot, on day one you could like what crafter do. The second big problem was we dont have a catch up mechanism, there were many solution for that, and they were purpose thousand times here... Dev team prefered to make another thing instead improve their passive system. 

It's a choice and we can see it divides the community, i hope for them it's a good choice for long term but i think not and if it's a good thing for some ppl i just ask them to try understand why it's a bad thing for some others .

For the thread subject, i dont think craft is dead but clerly it needs to be balance and i wait to see the next step of this system cause currently it's bad 

Link to post
Share on other sites
4 hours ago, royo said:

people who doesnt understand why some of us prefer passive system just do not understand we just want have a RL and CAN  (i insit on the can and not a must) be good in the game, now with the current system it's like all the other mmo the more you have no irl life the more u're a good crafter and a good gatherer it's just the opposite of what devs explained at the KS. The passive was not good cause we had better loot in wartribes than what can do a crafter during a long time so the problem was not the passive system but the wartribes loots if we had no loot, on day one you could like what crafter do. The second big problem was we dont have a catch up mechanism, there were many solution for that, and they were purpose thousand times here... Dev team prefered to make another thing instead improve their passive system. 

It's a choice and we can see it divides the community, i hope for them it's a good choice for long term but i think not and if it's a good thing for some ppl i just ask them to try understand why it's a bad thing for some others .

For the thread subject, i dont think craft is dead but clerly it needs to be balance and i wait to see the next step of this system cause currently it's bad 

aaaah the ole "I want to be elite and not have to work for it" argument. Good one.

Link to post
Share on other sites
39 minutes ago, fahrenheitM said:

aaaah the ole "I want to be elite and not have to work for it" argument. Good one.

u really do not understand what i said but i really not surprised....  maybe one day u can think in a pvp game skill must be the point to be in elite ... but stay in your position ... 
 

Link to post
Share on other sites
11 hours ago, royo said:

people who doesnt understand why some of us prefer passive system just do not understand we just want have a RL and CAN  (i insit on the can and not a must) be good in the game, now with the current system it's like all the other mmo the more you have no irl life the more u're a good crafter and a good gatherer it's just the opposite of what devs explained at the KS. The passive was not good cause we had better loot in wartribes than what can do a crafter during a long time so the problem was not the passive system but the wartribes loots if we had no loot, on day one you could like what crafter do. The second big problem was we dont have a catch up mechanism, there were many solution for that, and they were purpose thousand times here... Dev team prefered to make another thing instead improve their passive system. 

Sadly, adding the drop loot was a bad bandaid due to not having an economy and passives still needing balancing(along with rest of game ofc, but thats normal). Instead of adding and adjusting those systems, they consistently have chosen to just change core design. It makes sense that most core systems in crowfall dont mesh anymore. 

Link to post
Share on other sites
On 12/15/2020 at 2:26 PM, Ivellian said:

Also, not to mention, the passive bonuses we never got access to have been rolled into the disciplines and tools.  The crafted items post 6.3 will be better than the crafted items pre 6.3 (once legendary disciplines and tools are obtained).

However, the grind for legendary disciplines and tools will be significant.  Without a functioning economy, the only plausible way of obtaining the gold and resources to get a legendary discipline and tools will be the large guilds.  I can see a world where one could reach high levels of crafting through a better functioning economy outside a large guild, but without the ability to buy raw resources and then craft them for a profit, the roads to the top are rather limited.  (I anticipate and am hopeful harvesting and raw resources will be boosted by the changes in 6.3 given everyone with a combat character can now also be a solid harvesting character.)

At the start. 

These runes drop as part of doing your craft, so once a guild has done the work to make a few dedicated crafters, the surplus will be spread out in the guild to other interested members, and then.... out into the world.  Sure you need a boat load of them to start, but I myself have harvested enough trees since the change to get a gold logger rune, by myself.  In the process I also harvested enough materials to craft enough to get probably to gold in a crafting profession in the same time. 

The real sink is currently gold, which does need work, but hey, this was the first pass at a MASSIVE CHANGE and needs some tweaking. Specifically in my opinion high enough rewards in campaign to make you forget there is a GR/Infected to even farm in.  I expect changes to support this new system will happen fairly quickly with the amount of feedback ACE will be getting. 



 

Link to post
Share on other sites
15 hours ago, RikForFun said:

Without account specialization for crafing (and gathering) a whole potential target audience for this game is lost.

I shall be watching closer, but not playtesting.

 

You are not wrong it is almost my complain. I usually talk about dominant or affirmate guild.

Weird response.  I have never felt more able to be a viable crafter than since this change, and I have been crafting since big world. 

You put in the effort, and it will be quite possible to be the "best" in this environment, even if you don't happen to be one of us who are around 30 seconds after the latest wipe, or even worse, facing over 8 months of REAL TIME to catch up to whoever is in the top of the pile you want to be the top of.  Certainly the Pareto Principle (80/20 rule) is going to apply, and I honestly think that the whole promise of being able to "keep up" as a casual was bait that would only trap the unwize. Now you can get twinked all the way to being statistically a "master" in minutes with the right guild support in a few hours, BUT to really compete, your going to need to participate and fight for it. 

I also suspect we will see quite a bit more quality hand me downs for sale to the "public" or casual players as the surplus of runes starts to build up in the guilds and they fill. We literally are can't give away all the vessels our guild has made internally, and every single one of them is far better than the starting, even the "junk" ones we have been making to get runes. 

The truth of the matter is, that being a crafter takes piles of human time to do well, it is not the realm of the casual player.  Before it was human time PLUS wait out the passive system. Now you don't have to wait, you just have to work. It is certainly enough work that if your not really interested in doing it, you will look for the easy way to get what you want, which will be join a guild, or find a supplier and farm gold, who will now probably be more than happy to take gold because of how much is needed to get to the final belt in all professions. 

I really think this was an awesome move for the game in general. I know it has encouraged me to put in more hours of play in the last few days than in months.    

 

Edited by KrakkenSmacken
Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member


×
×
  • Create New...