Crafting Specialization

Discussion in 'General Discussion' started by mass, Sep 9, 2018.

  1. Elrond

    Elrond Avatar

    Messages:
    939
    Likes Received:
    2,684
    Trophy Points:
    105
    Gender:
    Male
    Location:
    Crafters Town
    This would have been one good way to go about it .. unfortunately as Darkstarr stated in last telethon everything will be available at lvl 100 and nothing after that ....
     
    Witcheypoo likes this.
  2. mass

    mass Avatar

    Messages:
    1,224
    Likes Received:
    2,506
    Trophy Points:
    113
    I was kind of hoping if we had this discussion now, they could ruminate on it before implementing their discussed plan.
     
    Witcheypoo likes this.
  3. tyorl999

    tyorl999 Avatar

    Messages:
    146
    Likes Received:
    132
    Trophy Points:
    18
    I´ll like the One-Specialisation per Char idea.

    Hopefully , the specialisation will be a.e. "Blacksmithing" and not "Blacksmithing, Masterwork Armor" or "Blacksmithing Masterwork Blade".

    I dunno understand the people who said " ohh ... damn ...so I need Alts to make more specialisation for my own."

    Dont forget this is a MMO, and "M" stands for "Multiplayer", so its absolut ok for me,
    have to ask friends, if they can enchant my self crafted supderduper MW Chain armor, with their alchemy-spec.

    Its like RL ... you dont find anywhere a GM MW Blacksmith who is a 5*Michelin Cook, too.

    Just my two words
     
  4. Nelzie

    Nelzie Avatar

    Messages:
    885
    Likes Received:
    1,139
    Trophy Points:
    93
    I'm a bit bummed by this. I mean... I get wanting to create some specialization, but if it takes away from what we can already do or makes what we can already do a significant hassle, it will be a big bummer.

    I almost exclusively use Blacksmith based gear right now. If I can only specialize in Blacksmithing, I'll make my alt into a Specialist of Enchanting and my third alt into a Specialist Tailor. I'll have everything I need, as I only use Carpentry for salvaging metal and wood and sometimes I build furniture.
     
  5. Scoffer

    Scoffer Avatar

    Messages:
    767
    Likes Received:
    2,331
    Trophy Points:
    93
    I don't think you would lose anything by specialising though.
    If you specialise blacksmithing you would be able to choose the masterworks applied.
    on the same character if you then decide to make some cloth boots the system would work exactly as it does now, its randomised. Nothing is lost.
     
    Arradin and Nelzie like this.
  6. Arradin

    Arradin Avatar

    Messages:
    1,149
    Likes Received:
    2,175
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Sweden
    It doesnt take away from what you can do, it adds to what you can do if you are specialized... because that is what it means... Specialization... If everyone can make everything all the time, then there is no point to add specialization, because it wont be anything special.

    I really really hope for one Specialization per account.
     
  7. Arradin

    Arradin Avatar

    Messages:
    1,149
    Likes Received:
    2,175
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Sweden
    Yes, i love it. Gives perks to specialization without making it a must have.
     
    Nelzie likes this.
  8. Nelzie

    Nelzie Avatar

    Messages:
    885
    Likes Received:
    1,139
    Trophy Points:
    93
    This is... an unattractive proposition. We already share banks, property and Virtue scores on one account.
     
  9. Arradin

    Arradin Avatar

    Messages:
    1,149
    Likes Received:
    2,175
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Sweden
    Unattractive .. To YOU :) Not to me! Always only opinions, im not trying to claim i have the facts :p
     
  10. Jayfire

    Jayfire Avatar

    Messages:
    92
    Likes Received:
    164
    Trophy Points:
    8
    I don't understand why everyone has to be self-sufficient this is a mmo and economies don't work off everyone being self sufficient, this should open up possiabilitys for crafters to actually sell stuff to other crafters to work together to make grouping more effective, what if you were in a group with a master smith when you were smithing and it would allow you to still choose but from what masterworks were available for your character. I Think its a great idea that they have, it not only gives you the choice but should be opening up special enchants and masterworks and opens up more grouping and selling opportunities its a home run in my opinion and if you want to be fully self sufficient play offline and maybe they can make more options for offline specializing but imho its a great move!
     
    Dyonisys, Bow Vale and Boo Ladedada like this.
  11. mass

    mass Avatar

    Messages:
    1,224
    Likes Received:
    2,506
    Trophy Points:
    113
    Will their proposed form of specialization actually result in less self sufficiency? One of the cheapest things in the store right now is opening a basic account. Many players already have multiple accounts. It is easier to level one crafting skill on an alt to GM than it is to level a skill on an existing character from GM to 120. With just 3 or so alts or alt accounts, it may actually be easier to be self sufficient given what they have proposed than having the ability to have all skills on one character, but making higher levels more important for specialization.

    I understand you guys want interdependence, but do you really think the forced specialization will achieve that? Obviously, based on the above, I do not.
     
  12. xadoor

    xadoor Avatar

    Messages:
    261
    Likes Received:
    336
    Trophy Points:
    28
    Yah, each alt can turn in the Siege quest everyday which would help speed level a bunch. They can also get the 10k exp, and 500 gold everyday by yapping with the oracle.

    And btw for whoever said it up there regarding self sufficiency and healthy economy. Its like public transpiration. Nobody wants to use it, they just want everyone else to use it. As in "you guys" form a healthy economy and let me be self sufficient for what I need and sell tons of crap into economy and profit like mad.
     
    Nelzie and mass like this.
  13. mass

    mass Avatar

    Messages:
    1,224
    Likes Received:
    2,506
    Trophy Points:
    113
    I wouldn't even level their adventure level. I'd teleport my alt to a butchery table and load'em up with carcasses and cleavers. After he builds enough xp pool, simply give him a guidance potion and set him loose on the specialization you want. He never has to leave the house except to visit a trainer occasionally.
     
    Witcheypoo, Nelzie and StarLord like this.
  14. Spungwa

    Spungwa Avatar

    Messages:
    496
    Likes Received:
    1,040
    Trophy Points:
    43
    They don't need to self sufficient, but it will not achieve what you think it will achieve. As has been said, dedicated crafter players will just make alts, just as they do in most other games.

    The only way i can see to make craftering players trade with each other, is to make the process of building a finished product take multiple days in real life time with a limited number of things in production at once (though hopefully this would not be online real life time).

    While building an item is so quick, it is easier for the player to log in an alt spend the 1 hour making what they want than rely on other players.

    The only time in any MMO i have played i have seen this work is when you have a mechanism like below

    If there is multiple stages with multiple day duration per stage to create an end product and say you could only have 10 productions going then you may just do a few stages and sell it on to the next guy.

    If you are limited per character to a global 10 production jobs at once then short of spending HUGE amounts of time with alts setting up jobs people would start specialising in doing certain stages, as they would optimise the logistics of that, saving player time (economy of scale). This is the only time i have found this to work.

    If then a product needs stages from all crafts and specialisation decreases the time by a factor of 3. You may make more money per elapsed time making your specialised stages to sell.

    But for this to be viable there needs to be the demand in the first place.

    In all other cases i have only seen there is gatherers and crafters, gatherers sell to crafters, crafters sell to adventures. If multiple crafts are needed with character limits then the crafter PLAYER just makes alts.


    Regards
    Spung
     
    Last edited: Sep 12, 2018
  15. Elwyn

    Elwyn Avatar

    Messages:
    3,396
    Likes Received:
    4,503
    Trophy Points:
    153
    Gender:
    Male
    Location:
    San Antonio, TX
    Having played a game with some form of this (FFXI only allowed the last 40 skill level points of all crafting skills be divided among the same 40 points), the main thing I am concerned about is that there be no recipes that are restricted to specialization only. (And I know I've said this in the past before, too.)

    I just don't want to be unable to craft every recipe in the game because some are locked behind a one-per-character specialization. I wouldn't even mind much if there was a moderate difference in success chance percent. But I see no sign that they would do that so I don't have any problem with what I've seen so far.
     
    StarLord likes this.
  16. Talewin

    Talewin Avatar

    Messages:
    37
    Likes Received:
    68
    Trophy Points:
    8
    Why not make crafting specializations produce one time items that can't be repaired.

    Just like taming with their one time pets. Dead and done....

    Yeah worse idea ever... For both skills
     
  17. Arradin

    Arradin Avatar

    Messages:
    1,149
    Likes Received:
    2,175
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Sweden
    Off topic ofcourse, but there is not a single item in this game (yet) That you can craft that is as OP as those one time pets, but nice try.

    They said that the idea is to make you more able to decide what comes out of the crafting... and eh. That should have been made in the first place for ALL Skills, but its a decent enough for a specialisation :) Could be worse! im looking forward to 2019!
     
  18. Talewin

    Talewin Avatar

    Messages:
    37
    Likes Received:
    68
    Trophy Points:
    8
    Yeah I don't see it... Their idea of tougher pets is more hp. That's pointless with out defense and a DPS. Pets are far from op compared to the XP spent in the tree versus other siill trees
     
  19. Aldo

    Aldo Avatar

    Messages:
    2,050
    Likes Received:
    3,298
    Trophy Points:
    153
    Gender:
    Male
    The argument that this encourages group interaction escapes me. Just like at present, someone wants you to create an armor set for them. You volunteer your time and request they gather the mats. First problem is when the customer realizes it is going to take them weeks or months to gather mats just to get started. Then when it is crafting day and the crafter gets 10 fails in a row and has to tell customer "sorry you have to bring more mats" Distrust starts to fulminate, and the crafter begins rethinking the time being spent. I don't know, but it seems to me this is not good for player interaction. The crafters are probably better served to produce what they think best and just offer stuff on their vendor to avoid the sticky situation. Before you know it, the crafter will be tempted to just avoid the situation completely, crafting for themselves and perhaps a closest friend, and vendor sales. Working for the larger MMO group will still be vendor based IMO.

    With regards to specialization, I vote account based.
     
  20. StarLord

    StarLord Avatar

    Messages:
    443
    Likes Received:
    769
    Trophy Points:
    55
    Gender:
    Male
    I do not like the specializations because they limit the (new) game play.
    The fun part in SotA had been the classless character - I could achieve everything.
    A specialist (meaning having more XP in a school) would be better, more damage in combat or craft better gear, but at least I could follow up and have the same experience (e.g. in taming some fierce animals, slaying a troll with ranged and melee and magic or crafting a nice bow).
    If I have to choose 1 crafting spec it would restrict me to say crafting bows - only bows, the whole time. If I wanted that I would stay in RL.
    The game should allow as much freedom to gameplay as possible without artificial restrictions.
     
    Blightlord Knightmare and mass like this.