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Re: Crafting

Posted: Wed Jun 20, 2018 6:48 pm
by dcruse2
Do both, put all items with durability and when it breaks it no longer gives benefits from use until a crafter "at the same or higher level than the item is, with rare mats of the same level" goes through a crafting process to restore the gear to its "like-new" durability and stats. there by giving high end crafters a need to fill and keeps ubber 2 year farmed loot from just going poof upon breakage. this of course scales with all loot so even if your attached to your level 20ish 2HS great axe. you can bring it to a level 20ish crafter and pay a fee for him to rebuild it for you. find a need , fill a need :)

Re: Crafting

Posted: Wed Jun 20, 2018 8:26 pm
by Jakkal
dcruse2 wrote: Wed Jun 20, 2018 6:48 pm Do both, put all items with durability and when it breaks it no longer gives benefits from use until a crafter "at the same or higher level than the item is, with rare mats of the same level" goes through a crafting process to restore the gear to its "like-new" durability and stats. there by giving high end crafters a need to fill and keeps ubber 2 year farmed loot from just going poof upon breakage. this of course scales with all loot so even if your attached to your level 20ish 2HS great axe. you can bring it to a level 20ish crafter and pay a fee for him to rebuild it for you. find a need , fill a need :)
This is not possible with the current system. And the current system already had equipment durability which at 0% would mean your character gets no stats. You'd go to a general goods vendor to repair your gear.

SOE misused this to the point that I'd love to see this just removed from the game. They forced raiders to break their gear which ended up costing tanks (And some times others) up to a plat a night, just to raid. It was seriously a bullshit system.

Anyway one of the reasons why I say your suggestion won't work is that items are soulbound on equip. You cannot give them to a crafter. And allowing a system that lets you give it to a crafter will be exploited. As in, "Hm, my cleric doesn't like this RAID WEAPON he picked up from Varking, perhaps my PALADIN could use it instead". *Exploits to give to to Paladin*.

Anyway, repairs is just a cheap money sink. It really doesn't do anything for the game. Just let crafters keep making repairstones and it handles most of what's requested.

Re: Crafting

Posted: Wed Jun 20, 2018 8:44 pm
by dcruse2
Ok then, get rid of the item repair on merchants. let high end mats drop from bosses which the raider can take to a level 50 armor-smith to make him a "Jakkal's Ubber Awesome Breastplate Repair Kit MK50" and then he can right click it and click his chest slot and fix it. then the crafter at level 50 has a use even though he cannot "Make" a raid comparable armor item he can help repair them. and you still get to keep your raid gear and reuse it after it breaks. comparable repair kits could be made at all tiers to ensure the viability of crafter of all levels. that way crafters should never feel left out or pointless. there is always ways of making crafters useful without having crafted gear being BiS and trumping raid gear. raid gear should always be best due to how hard it is to acquire.

Re: Crafting

Posted: Wed Jun 20, 2018 9:00 pm
by Jakkal
See I don't understand why people think crafters are pointless, especially at end game. You needed crafters to make APW and POTA armor. You needed crafters to socket augments. You needed crafters to craft the items needed to get 51+ spells. And in APW, you got special drops like masterwork crystals that allowed you to make some really nice pre-raid gear, which we loved doing for our new guildies.

There's even a raid that requires you craft /during the raid/, if you don't have enough crafters for it, you literally cannot do the raid because you will wipe. (I'd really like to see more like this).

I don't want to make any changes that add more tedium to the game, like spending hours in chat hoping a crafter comes on to fix your raid gear that you just busted. (Seriously, that causes the kind of frustration that makes people quit). I'd rather see crafters get the chance to do things like create the augment goop needed to put augs in slots. Or let crafters make the solvent used to remove said augs and keep them. SOE decided to put this stuff in the cash shop when it could very easily be given to crafters instead.

And since we're not going to have a cash shop, a lot of that stuff can be made by crafters instead.

Re: Crafting

Posted: Fri Jun 22, 2018 12:08 pm
by dhew
Agreed. Youll have a cash shop, but it will be in the form of illegal RMTers. Hah.

Re: Crafting

Posted: Fri Jun 22, 2018 12:43 pm
by Jakkal
I'm suddenly reminded of LiveGamer.

Re: Crafting

Posted: Sat Jun 23, 2018 6:47 am
by dhew
Whats LiveGamer?

Re: Crafting

Posted: Sat Jun 23, 2018 7:22 am
by Jakkal
Livegamer was the RMT system that SOE put on some of it's games, vanguard included. It let people buy anything that could be exchanged for real money. Because, at the time, 51+ spell components were so hard to come by, those sold a lot. You could even sell characters. Some people's sorcs sold for $800.

We had a few people in our guild that would be super loot whores, demanding all kinds of special loot. And as soon as they got it, they'd put their toons up on Livegamer. LG did a lot of damage to the population of VG.

They got rid of it sometime before F2P, I don't remember exactly when.

Re: Crafting

Posted: Mon Jun 25, 2018 1:28 pm
by dhew
Wow! So yeah, RMT haha

Re: Crafting

Posted: Thu Dec 24, 2020 4:43 pm
by fezikk
I know this is an old thread.
1. I hate durability on gear, it seems like a "sink" for time and resources I think there have to be better ways to create ongoing relevance for crafting.
2. I think you should be able to craft your own crafting gear and for that matter diplo gear.

Crafting that is too easy to master and perform always becomes bloated in the top end, if you want someone to pay to do something, just like in RL you need to be prepared to do something they are too lazy or busy or unable to do themselves, but if you want crafting to be accessible in game, the unable option is limited as a lot of people will raise crafting to be able to be independent, you have cross-class dependency to work with, but that has limits, which really leaves crafters doing things that take too much time/effort for the rest to bother doing.

Another way to create a niche for crafters to "earn" is have certain materials (no trade by necessity, or some will farm the @#$ out of them and flood the market) which require more than 1 sphere, the more effort involved the more the "average" player won't want to do it themselves. IMO the adventuring side of that kind of thing should be at most group content, raiding should imo only be required for the other spheres for things relevant to raiding.