Author Topic: Crafting idea brought to you by Archage  (Read 837 times)

Offline dale "dalewj" ofj

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Crafting idea brought to you by Archage
« on: October 10, 2014, 02:42:25 pm »

I made blog post about crafting uber stuff in Archage and how possibly we can take ideas from that system in AW in the far future.  HAs a video to explain the Archage crafting.
http://dalewj.com/archage-crafting-at-the-highest-levels/
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Offline Cobra "The Guru" Guru

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Re: Crafting idea brought to you by Archage
« Reply #1 on: October 10, 2014, 02:56:41 pm »
I've played the beta of arheage and I totally am against the labor system.
you need to have thousands of them to be able to craft high equipmenet and it's the biggest restriction I've ever seen in a game. obliging the player to be logged to earn enough labor points to be able to gather ressources or craft is stupid.

I think the crafting system in AW is one of the best I've encountered in all the mmo's I've played. You have ressources , a bp and you craft the items and the amount you need or want with success. No need to change it and implement a higher success rate it don't fit with the system of aw with repairs amount, etc.
There is no lvl of rarity in aw.
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Offline dale "dalewj" ofj

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Re: Crafting idea brought to you by Archage
« Reply #2 on: October 10, 2014, 04:14:14 pm »
I agree about the labor points, I hated that part of it.   But the rarity can be interesting if done correctly.   We need AW crafting in the future to be the same but to give it some "uniqueness" we need to look at other crafting systems and take ideas from a few to get the right system (IMHO)
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Offline Cobra "The Guru" Guru

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Re: Crafting idea brought to you by Archage
« Reply #3 on: October 10, 2014, 07:49:32 pm »
in my opinion the universe of AW is a unique post apocalyptic universe. It's not a classic rpg with legendary items, etc.

to improve the crafting system I agree, but I was seing more like being able to create new items by discovering new patern, being able to assemble different component.
ex most of items use steel atm, but someone could be able to discover a titanium pick, etc ...
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Crafting idea brought to you by Archage
« Reply #4 on: October 10, 2014, 09:04:48 pm »
in my opinion a postapocaliptic universe need to have a system of recycling existing items, like irl recycling is part of the way things works, u have a gun who is broken but I believe u can use at least some parts to craft another one, and the rare or extremely rare concept can be placed here , thought so called recycling don't guarantee u the component part u are looking for, maybe u get just slag, the gun was too broke, nothing remained after recycling,


any existing item can have a chance to provide parts, sometimes up to 90% of it can be used again, some parts r soo durable that can be used multiple times, like the clothes and backpacks  we have now, are not unlimited, r just to durable to decay, ( more or less )...my point of view

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Offline Hugo "Lossehelin" Santos

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Re: Crafting idea brought to you by Archage
« Reply #5 on: October 10, 2014, 09:50:02 pm »
well if you wanna take the concept behond, each part of the item able to be disassembled for parts, and with those parts the player can use it to craft other items and even make it to create original and unique items brought by the creative mind of the crafter. That would involve an unlimited ppossibility crafting system that would promote discovery of new blueprints by the crafter.
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Offline Cobra "The Guru" Guru

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Re: Crafting idea brought to you by Archage
« Reply #6 on: October 10, 2014, 09:59:51 pm »
we can already recycle 10 broken items for a 0/100 new but ya idd recycling the items or disassmbling it could be also a good idea
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Offline dale "dalewj" ofj

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Re: Crafting idea brought to you by Archage
« Reply #7 on: October 11, 2014, 12:27:08 pm »
Guild wars has the first step to recycling.  You get a salvage kit and you can use that on the immense amount of useless weapon loot to get 1 piece of material from part instead of selling it.  But I agree there needs to be recycling of crafting items. 
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Offline Event "Janе" Horizon

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Re: Crafting idea brought to you by Archage
« Reply #8 on: October 11, 2014, 10:50:44 pm »
I doubt if recycling is going to be part of AWR, it violate the 'thou must hunt to get loot' rule.
However, scraping the item for P.Note(s) might be on the cards.


Also, I am surprised that in Real Life it is common to craft your own gun using parts from a worn out gun. But I am not a gun person. There probably lots of recycling places that build new knives, guns,  mining equipment and medical items using old parts from worn out items.
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Re: Crafting idea brought to you by Archage
« Reply #9 on: October 13, 2014, 06:51:33 am »
В Arche Age ужасный крафт, там шанс сделать нужную для своего класса вешь равен 0,00000000000000000000000000001%. Поиграл там полгода и бросил, с патчем 1.2 там всё с ног на голову перевернули, и крафтеры там щас все в шоке, 90% отказались от крафта, убыточно...
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Offline Jarod "Brickwit" McBrickerton

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Re: Crafting idea brought to you by Archage
« Reply #10 on: October 13, 2014, 04:58:56 pm »

I made blog post about crafting uber stuff in Archage and how possibly we can take ideas from that system in AW in the far future.  HAs a video to explain the Archage crafting.
http://dalewj.com/archage-crafting-at-the-highest-levels/
Holy hopping hell in a handcart! I've never liked any crafting system that required luck in order to make what you want and ArcheAge takes that to a whole new exponentially crappy level! A co-worker of mine just mentioned starting playing it so I'll have to warn him to not expect to be able to craft much of anything past level 44 with any kind of confidence.

With that out of the way, I think I see where you're going with taking some of the chance element from AA and bringing it into AW. If crafting ALWAYS guaranteed that you'd get the part you wanted from the ASP, but had a chance of also giving you some extended attribute of some kind I think it would liven up the crafting system a lot more, especially if this was true at all levels. For armor there's plenty of potential for one-shot lucky boosts such as individual protection enhancements and/or slight visual variation; for weapons it could boost damage output, reduce ammo usage, or reduce reload speed (though this is apparently going away anyway), or give it a special visual pattern (camo, carbon fiber, etc.); for HKs there's similar potential for improved heal range and reload speed (which may also be going away); and so on. This kind of variable, luck-based enhancement - especially if the chances grew with higher stages in the particular MFC profession instead of just reduced crafting time - would make the "Crafted by" line a lot better in terms of product advertising and would give crafters more incentive to get those stages higher than just the first unlock stage required to craft the next group of items.
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