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Re: Crafting

Posted: Tue Aug 04, 2015 8:27 am
by Ratief
Durability is a very difficult thing to have if you don't have enough players though. You also don't want end game gear disappearing. If an item takes 6 months to get you don't want it going poof in another month.

Re: Crafting

Posted: Tue Aug 04, 2015 9:15 am
by Jakkal
Definitely agree with Ratief. You already have to work hard for the gear you get. I feel like putting in that level of durability will cause frustration over fun.

Re: Crafting

Posted: Tue Aug 04, 2015 9:29 pm
by Koralith
If you were to do durability I think it should be limited to a reduction of potency and not an out-right breakage. Which, if I recall, VG did? I would have sworn that if I didn't repair my stuff the armour was less effective. I could be misremembering though (or confusing with other death penalty debuffs).

Re: Crafting

Posted: Tue Aug 04, 2015 9:31 pm
by Ratief
[quote="Koralith"]If you were to do durability I think it should be limited to a reduction of potency and not an out-right breakage. Which, if I recall, VG did? I would have sworn that if I didn't repair my stuff the armour was less effective. I could be misremembering though (or confusing with other death penalty debuffs).[/quote]
You are correct. When gear hit 0% you would no longer get benefits from it.

Re: Crafting

Posted: Wed Aug 05, 2015 6:03 am
by falloutdc
Yes it's a little problematic to design such a system in a raid based game. But if you want to make crafting a big part of the economy I see no other way then to add some sort of item breakage. Right now durability is designed as a small goldsink. Mudflation kicks in fast in vanguard

How long could it take for a item to break completely down if every time you repair it it reduces the total durability by 1 . What if it takes 1+ year for the highest grade items, and a week for the cheapest crafted copper items.
Let's imagine there would be a questline for crafters to learn recipes to repair items . This recipes could require money and materials from dungeons to repair a item back to full dura with a chance of breakage
Bind on equip could be removed eventually

Re: Crafting

Posted: Wed Aug 05, 2015 7:47 am
by Jakkal
No, I'd really rather not do that at all. It took me 3 years to get the rogue uberdagger. It took me 1.5 years to get a belt drop from POTA. If any of those broke, I think it would be the frustration that would make me stop playing. I don't really see that being much different in that they're already needed at end game to make POTA/APW armor, as well as socketing augments.

Minerologists could already make repair stones, and that seemed sufficient to me.

If you really want to give crafters a boost and help the economy, let them make augments. Maybe only the really special ones are raid dropped - but there's no reason that crafters can't make augments to just fill slots while people are working on the uber ones.

Re: Crafting

Posted: Wed Aug 05, 2015 9:40 am
by Glenzig
[quote="falloutdc"]Yes it's a little problematic to design such a system in a raid based game. But if you want to make crafting a big part of the economy I see no other way then to add some sort of item breakage. Right now durability is designed as a small goldsink. Mudflation kicks in fast in vanguard

How long could it take for a item to break completely down if every time you repair it it reduces the total durability by 1 . What if it takes 1+ year for the highest grade items, and a week for the cheapest crafted copper items.
Let's imagine there would be a questline for crafters to learn recipes to repair items . This recipes could require money and materials from dungeons to repair a item back to full dura with a chance of breakage
Bind on equip could be removed eventually[/quote]

Sorry. I really think this is a bad idea. It may be more "realistic", but it certainly wouldn't be fun. If I spend a significant amount of time getting an item, I don't want it to break from using it. Ever!
Whether it takes 1 year, or 3. I should be able to keep the items that I earned.

I don't agree that this is the only way to make crafting matter for the economy. The best way to do that is not to force people to repair their gear or lose it. The best way to do it is to make crafted items, especially armor and weapons, desirable. If crafted gear was better than quested gear for its level range, like URT or Hunters league, then people would gladly spend the gold on it.
In my opinion, crafted gear should be better than anything you can solo or small group, but not as good as something you get off of a named, or a good deep dungeon run.
I like Jakkal's idea about making some of the lesser Augs through crafting also.

Re: Crafting

Posted: Fri Feb 23, 2018 10:26 am
by Jeph
I know this is an old thread, but I would like to add my opinions. Vanguard's crafting system, to me, is the best I have ever encountered and I would hate to see crafters minimized to being repair shops. As a crafter, I enjoy creating relevant items at all levels that are useful to the community and economy. Agreeing with Jakkal, adding in new recipes where crafters could create items that would be relevant at end game and near-end game makes sense to me.

Re: Crafting

Posted: Sun Mar 04, 2018 1:21 am
by wheema
Agreed ^^^

Re: Crafting

Posted: Thu Jun 07, 2018 7:35 pm
by Gruff
falloutdc wrote: Tue Aug 04, 2015 5:01 am One way to revalue crafting would be to create a item based durability. Each time the item is repaired the durability drops until the item breaks . There could be crafting recipes to repair said item but this should be limited. Or hard to obtain materials which increase the durability of weapons

Crafting in item grinders will always be tacked on and serve no real purpose. durability and removing items from the economy is important to keep a steady demand
I disagree with this. Generally, you out-level your gear. And because it became soul bound when you equipped it, would not get recycled. And crafted gear really was not as good as the best year you could get raiding so even high end late game gear eventually became obsolete.

My request for crafting would be to make sigil's less rare. I maxed out crafting once and would not care to do that again. In the old game, you hardly saw a sigil until level 45 or so but ended up with more than you needed by 50. I'd be nice to get a sigil when you are still low enough level to actually USE the armor that you can make with the recipe! The old system assumed you always made armor to sell to others. With smaller player populations. I don't think that model is still valid.