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Competitive "casual" Crafter


Wormboy
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I apologize if this has been discussed, I haven't been able to find the answer yet... This is my first game with dedicated crafters like this game or first time actually looking into crafting, so my question is in a game like this is it typically possible to be a competitive crafter without having to play 24/7? I'm looking into the crafting aspect but if I can't compete with other crafters due to time constraints then I'll just stick to PvP.

Edited by saturni
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We don't know enough about the crafting system to say anything about required playtime yet.

 

If I were going to make a guess, I'd guess that we'll have the opposite problem: that it'll be possible to accomplish everything you need to as a crafter with a few minutes per day of active playtime, leaving little for full-time crafters to spend their game time on besides blowing up the chatbox.

Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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We don't know enough about the crafting system to say anything about required playtime yet.

 

If I were going to make a guess, I'd guess that we'll have the opposite problem: that it'll be possible to accomplish everything you need to as a crafter with a few minutes per day of active playtime, leaving little for full-time crafters to spend their game time on besides blowing up the chatbox.

 

 

but as you said, it could be the opposite, and crafters might play a huge role in siege repair, caravan repair or other stuff and it might be possible for a crafter to play 24/7.

 

We just don't know enough yet to make any assumptions on how integral crafters will be on the day to day basis.

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If I were going to make a guess, I'd guess that we'll have the opposite problem: that it'll be possible to accomplish everything you need to as a crafter with a few minutes per day of active playtime, leaving little for full-time crafters to spend their game time on besides blowing up the chatbox.

 

I'm hoping that's how it turns out.  Wasn't sure if something was mentioned yet about crafting that I missed.

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It is still vague at best, but even if the worst case realizes, join a guild that caters to crafters. I don't mean a crafting guild, I mean one that respects the skill and discipline while providing a actual reason to do it.

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I would be surprised if crafting will be handled different than the usual passive/active training. On the other side i already have been surprised. So no guarantee. xD

 

Afaik crafting will be an ability like any other. So passive and active training should be applied. The ability system is designed to avoid the usual "uncle bob" problem. So this should count for crafting too. If or how they will implement the "your own skill is more important than the time you spent in game" for crafting, i don't know (but surely it would be nice ... and something really new).

 

However, competition is always an individual thing. You want to compete with the big guys? Then you will have to invest time, resources and training. You don't have them? Well, you really should forget about this league and compete with people who invest on a similar level. It's all about risk and reward. And time, power and destruction. ;)

 

Good luck.

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We don't know enough about the crafting system to say anything about required playtime yet.

 

If I were going to make a guess, I'd guess that we'll have the opposite problem: that it'll be possible to accomplish everything you need to as a crafter with a few minutes per day of active playtime, leaving little for full-time crafters to spend their game time on besides blowing up the chatbox.

I think that with the passive training system this is a very legit concern. I suppose the bulk of a crafter's time will be spent harvesting resources or as you said spamming chat to acquire said resources and peddle goods. It is arguable however that this could be preferable to a system like " craft 1,000 lvl 1 daggers, now craft 1,000 lvl 2 daggers. salvage all because they won't sell"

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I think Jihan is wrong. Crafting is the only source of meaningful items in the game. Decay and durability loss will destroy the items of everybody in a Campaign. They're already stated that the first 20%~ of a skill can be trained actively, which is a buffer for people who want to maximize their lead. After the active training is done, all training will be passive up to whatever your personal cap is. Caps can be raised based on class and discipline. People who are dedicated to crafting full time may have access to more items or at least a much higher efficiency when creating them (aka, sword takes 100 skill minimum to make, somebody at 100 skill might have a 5% chance to make the item when somebody with 120 skill has a 25% chance etc).

 

People who spend most of their time as a crafter will be important to guilds who want to stay competitive throughout the entire campaign. I envision each guild having at least one specialist of each type of crafting who will have resources funneled through them in order to aid the war effort. They may very well be an alternate character that gets trained in order to act as a mule/crafter but, they've also stated that rewards will be linked to participation so that may effect import rules. (Maybe only crafters can receive certain rewards etc).

 

The way that it seems to me is a hybrid between Eve Crafting and Ultima Online.

 

The good news for you is that there are already people that are dedicated to crafting, so if you don't want to be a crafter, you don't have to be a crafter. That being said, it's probably a good idea if you make friends with one.

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...They're already stated that the first 20%~ of a skill can be trained actively, which is a buffer for people who want to maximize their lead. ...

 

Where did you see that they stated the ~20% value? I've never seen it and I've looked for it before.

 

Can you provide a link?

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Where did you see that they stated the ~20% value? I've never seen it and I've looked for it before.

 

Can you provide a link?

 

 

Since theres no mention of any 20% increase by active lvling in any of the FAQ sections, I think they might have given an example of 20% increase.

I don't think any values are set in stone yet, as they haven't really tested the lvling process yet.

Edited by zinnie
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Ideamatrix says that I'm wrong in my thoughts about how time-consuming crafting will be, and then goes on to explain how important crafting will be.

 

You'll get no argument from me that having a strong supply chain will be hugely important in campaign logistics and thus campaign success. I just don't think that the important activity of crafting will be terribly time-consuming.

Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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Where did you see that they stated the ~20% value? I've never seen it and I've looked for it before.

 

Can you provide a link?

 

They talked about it during interviews : 

https://www.youtube.com/watch?v=dcigy2eD9Jw&feature=youtu.be&t=51m30s

https://www.youtube.com/watch?v=mrdu8HF49oU&feature=youtu.be&t=14m42

Edited by courant101
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  • 2 weeks later...

What I'd love to see is interactive crafting... Making a wooden stave? Sit on your log stool and whittle it with precision... forging a longsword? heat it to the proper temperature in the forge, hammer out that block of metal, and shape it yourself... Carve the hilt by hand... etc.

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What I'd love to see is interactive crafting... Making a wooden stave? Sit on your log stool and whittle it with precision... forging a longsword? heat it to the proper temperature in the forge, hammer out that block of metal, and shape it yourself... Carve the hilt by hand... etc.

 

Minigames like this are a pretty divisive subject; there are players who hate the idea and players who love it, with not much in between other than players who don't intend to do any crafting anyway.

 

My feeling is, if I want to play Jacksmith I can pop over to Kongregate and do that. I don't expect or need the Crowfall team to make an engaging crafting minigame on top of all the other work they've taken on.

Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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When you have entire archetypes built around crafting, if all I have to do to craft something on my Forgemaster is to click a button and wait, I'm going to be incredibly bored.  I fully intend to play a Forgemaster or Legionairre, as a guild crafter and support for my friends... I don't want to be bored by doing what I created the character to do...

 

I may have gone a bit overboard on the detail, but I want more than striking an anvil 5 times to make a hammer, and more than staring at a progress bar to make something exceptional... Have optional "precise" crafting that is capable of making better items, but also has a modified chance to fail or something... that way, the people who really want to put their name on something can do so, and the people who want to just click and wait can do so as well.

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Every archetype will be an effective combatant. It seems likely that crafters will be on the battlefield with everyone else. Boredom may be the least of your worries.

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Since we know there is a "terminator" ruleset there will be a need for crafters to be in the pvp combat areas. I believe that since content will be player created that these situations will be the MMO escort quests. My toon is a crafter and is sent to gather materials from a mine so that he can make the swords that my team needs to win.

 

 

 

Terminator ruleset is an import rule that says you can't bring in any gear with you so when you start everyone is naked to have everyone at basically an even playing field.

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"I don't know what I don't know" -Me

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  • 2 weeks later...

As many of the previous posters has stated alreay Crowfall looks to be a game where finally a crafter is as important in a pvp game as the killer on the field.

 

And the devs have stated that crafting could be a full time role if you really want to be a great one.

 

I, for one, as a crafter/support player is chuffed to bits about a PvP game with playerlooting, geardurability and active basebuilding where the crafters will most likely play a really important role in the campain efforts of their clans!

-: Crows before Hoes, Bros :-

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