Crafting Specialization

Discussion in 'General Discussion' started by Nikko, May 22, 2018.

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  1. Steevodeevo

    Steevodeevo Avatar

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    Hi Adam,

    I'm aware of these tools and use them.
    As a trader myself I use the forums to advertise, but I haven't created a storefront or interface into the game for my wares and whatnot.

    What you're describing however is a response by a smart player base to something they feel they need but can't do in the game system.

    I'm sure in time someone will grab the dynamic source stats from items up for sale across all vendors, by category, and add a front end wizard of some sort so that you can see how they boost your dps...

    I'm pretty sure this kind of meta search and filter system isn't in the current game as the Devs want to keep the foot traffic on the Overworld map and into POTS going and even increasing, as well as to maintain immersion and regional economies.

    I'm kind of with them on that but, I just hope searching for that elusive item and stat boost doesn't become so hard it implodes.

    Would I use a meta game item stats search and comparison tool linked to the market out of game now if it existed? I'm pretty sure I wouldn't be able to resist.
     
    Last edited: May 24, 2018
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  2. Adam Crow

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    I like the idea of specializing that would increase success chances, exceptional item chances and maybe even at high levels a small chance a 4th option pops up when enchanting/masterworking.

    Not a big fan of adding special abilities that only specialized players can get because it would make it almost necessary to have and like Baratan mentioned would create a need for alts. The more abilities and buffs they add to crafting, the harder it becomes to balance. We still have a bunch of broken masterworks that haven't been addressed yet which shows how time consuming some of the fixes can be. Maybe in the distant future I would be on board with something like that, but in the meantime I think there are much more pressing issues the devs need to focus on.
     
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  3. Steevodeevo

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    Yep, that I am.
     
  4. Baratan

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    I'm not going to bother. Try any other mmo which limits your crafting to one or two trees and experience it first hand.
    Most I've played the community won't even consider you a "crafter" unless you have alt characters for each different profession.
    It's restrictive and gives an advantage to alt characters.
     
  5. Nikko

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    I'm really not envisioning anything crazy here. I see it mostly as % chance increases for things. That's about it. I think some people are thinking it'd be like some crazy thing where there are hugely new skills and outcomes for the specialist. I highly doubt Portalarium would even consider that.
     
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  6. Nikko

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    Anyway... it is pretty clear this is not something coming really soon. I thought it was by something I read here. The thread has pretty much served its purpose, as far as I am concerned.
     
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  7. Sorthious

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    Well then, I'm not sure what your complaint is. Thus, it's null and void, in my opinion. You keep mentioning things that you don't like, but you never mention why you don't like them. So, I can't agree or disagree with you if I, or anyone else for that matter, don't know what you are complaining about.

    As far as, "...limits your crafting to one or two trees...", I think you may be confused about what I was suggesting. Just as Adventure Specialization works, the Crafting Specialization that I was suggesting is not obligatory. You have the option of specializing in a particular field of crafting, and are not limited to it.
     
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  8. Baratan

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    That's Okay. You don't have to understand. :)
     
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  9. Burzmali

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    It's SOTA, you can't dislike a feature without a PHD level dissertation on the subject, otherwise your opinion is wrong and subject to removal ;)

    Also, adventuring specializations are optional because all combat options are viable (maybe not equally so, but still viable, mostly). If there was a crafting specialization that allowed the creation of better items, it would be mandatory for any crafter looking to compete in that market. It'd be no different than how all crafters have to be enchanters (or have an enchanter on call) because you can't sell an item without both masterworking and enchanting it.
     
  10. Baratan

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    Real quick..
    Adventuring in SotA is largely soloable, right? Adding extra special bonuses to two trees through specialization didn't affect this. You don't suddenly need players with specific specializations to achieve certain goals. You don't need a blunt specialist to break down walls.

    Crafting in SotA is also largely soloable, right? Specialization, as seen in any other video game in history does affect this. You will need players with specific specializations to achieve goals. You will need a handle specialist to make your handle, you will need a head specialist to make your head, you will need a socketing specialist to socket your gems made by a jewel specialist. Otherwise you get an inferior result. You don't get the same reward at the end that you would get with all of these other specializations also involved. This doesn't create an economy either, it doesn't encourage socialization either. It creates alts. It encourages alts.

    This isn't an argument, it's an illustrative explanation of why myself, and other players may be against crafting apecialization. Right now crafting is kind of a peaceful, relaxing, go at your own pace and off the grid thing to do. Some of us like it that way.
     
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  11. Sorthious

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    You can dislike a feature in SOTA, and even complain about it. But, if you don't tell people what your objection to a particular feature is, they can't possibly understand, much less say that your opinion is wrong. Saying "I don't like it", gives noone any indication as to why you don't like it, or why a particular feature may be a bad idea. Point is, if you want to complain about something in the game, at least give a reason why.
     
  12. Sorthious

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    I don't think anyone suggested anything along the lines of "handle or head specialists" Specializations would be way more broad than that. The game already has specializations for crafting. With tailoring you can specialize in Cloth or Leather armor. Blacksmithing and Carpentry already has them as well. The specialization I'm talking about is broad; Mage/Melee/Ranged/Healer gear. You could specialize in a particular type of gear, not specializing in any one particular item. The way it's set up now is very problematic. If you are a mage trying to make gear, and you are getting mainly Melee related attributes on the gear, then specializing in Mage Gear would give you a better chance to get related attributes. As I said earlier, it wouldn't be obligatory to specialize, nor would it mean that you can no longer make other types of items. It would be an option, nothing more.
     
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  13. LiquidBlaze

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    ^ More focused choices in any form would be welcome....
     
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  14. Nikko

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    I think this is a wonderful idea, and I don't understand how it could be viewed as a bad thing. Although someone, somewhere, will find a way to hate it.
     
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  15. Curt

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    How narrow a specialisation should be is my question.
    • plate armour
    • plate armour made of copper
    • plate chest armour?
     
  16. Sorthious

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    That's way too narrow.
     
  17. Elwyn

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    I am all too familiar with how FFXI handled crafting. The last 40 skill level points could each only be used on one of eight craft categories, so you needed 8 alts if you wanted to be able to make the highest-level (or even medium-high) recipes in every craft. Not that making things "cheaper" is entirely good, but I feel like it's a lot better that you not be forced to have alts to be able to make one of everything.

    While this wouldn't keep everyone from making an alt per skill, if it simply keeps you from needing to, that's an improvement. Sometimes you just want to be able to make one of something. Also, locking out non-specialized characters from some recipes gives a disadvantage of missing out on the first-craft XP.

    So yeah, cheaper, not better, sounds like it will avoid or at least reduce the alt-to-win scenario.
     
  18. MrBlight

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    The only thing i can add is specialization may encourage alts to the dedicated crafters. But the single character casual players.. ( or not buying 2nd char ) would then actually push a market.

    Im willing to bet that half the people playing an * adventurer * arnt going to run alts just for crafting specs across board. They r more likely to do 1 on their main.. and focuse 1... while using alts to do dif styles. They would then purchase from specializex people what they need. As the time sink to be a pure crafter is real.

    Specializing would at least make a fense wherr plsyers like me, would maybe do 1 *crafter * that helps my main .. and tthats it. Meaning more of an economy for pure crafters.

    Adding spec, would help dedicated crafters, as it would mean my main char cant do everything, and im not willing to dedicate 3 others so he can. Meaning narket for those who choose to.
    Boom economy. ( this is why games do it that way )
     
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  19. Baratan

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    It isn't going to push a market those other players will just not participate. The way other games do it is alt to play and this game doesn't have to copy everything every other game does wrong.
     
  20. MrBlight

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    Exactly.
    So instead of everyone being self sufficient ( which is how it is now ) and especially over long term..
    Those players WONT roll an alt just to do bow and armor... they will just use main to do bow.
    Now the people on the fence.. are a new market to dedicated crafters who ( in this case ) do roll alts.

    The dif being a LOT of peoplr arnt buying a 2nd char slot or anothrr account.. so adding specialties actually forces them to use the ones that do.

    All the current system does is leave it wide open for longterm single char use players to be master of all crafts / self sustainable.
    This results in no real economy.

    For example.

    ( keeping in mind i havnt opend game in literally months ) me and buddy duoed all way to T5 in days, and to * end game * very shortly after persistance.
    I did all my own bows, and leather. ( ranged / light ) and he did blades and enchant. ( duel wield / light ) .
    We never bought a single peice of equipment off other players long past adv level 85. With just the 2 of us. Why would we?
    Now at least with specialties being added..

    I woudl go ranged agian. Him blades. Now we at least need to find someone / buy our armor and enchantments off someone who specialized in it to stay relevent late game.

    Even if i dedicate time to crafting.. it would only be for bows. In no situation would me or him roll a 2nd character, re level them just to cover another craft. Its more efficient at this point for us to farm and purchase the armor.

    Sure some people will roll that 2nd to cover their main 2 or 3 needs... but definitly not all.
    So the argument is * why would we add specialties when people can roll alts, and do it all anyways, over allowing 1 char to do it all *? Becsuse without doing so, eventually progression slows enoigh where my lil additions to light armor keeps me relevent and self sufficient. As where someone who dedicsted purely to rolling alts to * cover all crafting* now has a wider market.

    The economy in the game is not viable. Its been beaten to death since persistance. Withoit crafting specializations, eventually everyone becomes fully self sufficient. Which means no trade.

    Even if 1/10 people are willing to roll 10 chars to cover all crafting.. every single person who only picks 1 or 2.. now actuslly has a demand for others to fill.

    The reality is, every time i mine something while im killing, i become more self sufficient and i kill the * market * for my gear more and more.
    Me being able to make 1 of my 3 or 4 needs on my main, means id have to re roll 4 alts. Which i simply wouldnt do. And i feel every person NOT willig to roll alts, now adds to the demand for the * dedicated crafters * or someone whose specislized their main, into something i didnt.

    Most games have a pretty viable economy for their first few years.. not sure which games * did it wrong *, but i went all the way to adv lv 92, competitivly withoit buying a single peice of gear off another player, ( only some mats ) and that should scream that somethings not working.
     
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