Crafting Specialisation - Just Rerolls ?

Discussion in 'General Discussion' started by Elrond, Jul 11, 2019.

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  1. kaeshiva

    kaeshiva Avatar

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    Paying 2 weeks salary for the dev in charge of crafting to actually play and experience crafting from the player's perspective would be money well spent in my opinion.

    Try to craft even a mid-tier item with particular bonuses on it.
    Lets say he was tasked with making a bronze chestpiece with particular enchants/mw. Say 3 and 3. Or even 2 and 2.
    You wont do it in two weeks. Even if he starts with the skills levelled up and can skip the weeks/months of producer grind.
    In two weeks of fighting he likely wouldn't even get all the recipe drops he needed and wouldn't even get to the point where he'd craft his first item, if we went about this realistically.
    In two weeks of playing 8 hours a day its unlikely you'd accumulate enough resources to meet that goal -not even counting the hours upon hours of refining.

    Its not that crafting is hard.
    I'd be in favor of crafting being 'hard' and truly rewarding players who have invested thousands of hours developing it. It doesn't.

    SotA is a fighting game with a 'crafting system' tacked on, and until we change that mindset, it is unlikely we'll ever get where we need to be.
     
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  2. kaeshiva

    kaeshiva Avatar

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    Thing is, you could still create a vast recipe buy/sell/trade market if the recipe drops were moved from adventuring bags to 'crafting bags' that always contained at least 1 random recipe, and since this game is obsessed with RNG, have a "chance" for one of the rarer ones. If I could harvest resources, craft items, and turn those items in for a bit of coin and a bag with a recipe in it I could use/sell/trade, then suddenly you have a crafting system that has some sustainability - you have crafting facilitating its own progression. You already have to fight to go harvest resources except in a few rare low tier scenes. Think of the consumption of raw goods that something like this would generate.
     
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  3. Pawz

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    We need taming buffs on gear! :)
     
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  4. Jezebel Caerndow

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    Oh I'm not worried about losing that market, I will adapt. I would rather have people having fun then have my recipe market.
     
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  5. Jezebel Caerndow

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    Paws you SOB, where ya been we miss you man, and we need a tamer :) .
     
  6. Girlsname

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    Lots of good topics here, can’t wait to see what ends up happening in the year, 2069.
     
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  7. Turk Key

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    An easy fix is to have recipes drop from salvage. That is, recipes which bear some semblance to the item salvaged. So a Kobald hammer could drop recipes for iron hammer head, copper hammer head, bronze hammer head, Pine handle, Maple handle and so forth. RNG could determine the frequency for the rarer materials.
     
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  8. Barugon

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    I think that items made from special materials should not be enchantable or masterworkable.
     
  9. FrostII

    FrostII Bug Hunter

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    Damn straight !
    Exactly !

    It's pretty obvious that Chris is (and has been) running the show there for some time now, and he apparently feels Bzus has a handle on crafting.

    He (Chris) once told me he rarely reads the forums, so given the boss's example it's no wonder Bzus doesn't feel the need to pay any serious attention to the forums either...
    Sad commentary.
     
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  10. the Lacedaemonian

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    If I was rich I would fund a Kickstarter campaign to get Bzus to fix crafting. Get it evolving and improving. Ironically, we already did one Kickstarter.
     
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  11. Cora Cuz'avich

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    I do wonder if "fix crafting" had been an episode 2 stretch goal, how quickly it would have gotten funded. (I also wonder how disappointed we'd all be after funding it, and seeing nothing good come of it.)

    I've really lost interest in SotA; I've pretty much been hanging on due to the talk about crafting getting a rework/specialization. But I fully expect to be disappointed enough by the result of these changes to leave the game for good. Honestly, if I hadn't put in a grand on bundles when I started (something I regret more and more every day) I'd have left long ago. I'm not big on the social aspects, and frankly, the things you can do by yourself in this game pretty much suck.
     
    Last edited: Jul 15, 2019
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  12. Cordelayne

    Cordelayne Bug Hunter

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  13. Pawz

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    Sorry Mac, it's been a busy week.
     
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  14. Gravidy

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    More like "a 'lottery masquerading as a crafting system' tacked on." To be fair, most of the crafting system is great, it's just when we enter into gear+enchanting+masterworking that it fails to be a crafting system.

    This is my biggest frustration as well. I have no issue with crafting requiring combat to produce select outputs (i.e., common drops like bear heads and rare drops like "artifact" level components are fine). However, crafters should be able to make progress in their craft without having to spend massive amounts of hours in combat. As it stands, mining silver isn't about mining, it's about fighting Satyrs and ghosts. (Imagine the outcry if the activity of combat was gated by crafting.)
     
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