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Is crafting in the game?

Posted: Tue Nov 28, 2017 6:15 am
by Cipehrdec
hello,

sorry if this has been asked, but is crafting of any type in the game? I'm in the tutorial area atm and when I try to craft it doesn't give me the option. When I talk to a NPC about learning a trade they say I must choose my trade before I can talk to them but then offer no option to choose a trade :D

Do I have to wait until I get out of the Tutorial area?

Sorry if this is a repeat post.

Respectfully,

Cipher Dec

Re: Is crafting in the game?

Posted: Tue Nov 28, 2017 9:53 am
by Jakkal
Crafting is not in yet. The devs are busy working on it.

Re: Is crafting in the game?

Posted: Tue Nov 28, 2017 8:12 pm
by Cipehrdec
That's great to hear Really enjoyed crafting and harvesting. So I should go ahead and start skilling up on harvesting now and same the resources for when it does come available.

Re: Is crafting in the game?

Posted: Tue Dec 19, 2017 9:39 am
by callamon
as I stated in another post I made, crafting is by far my favorite aspect of the game (my next favorite is probably just creating bard songs, LOL), so I am really stoked to get back to the crafting tables... I loved it so much, I had a toon maxed in crafting in all six specialties so I could make all the crafted ingredients myself...

Re: Is crafting in the game?

Posted: Tue Dec 19, 2017 10:28 am
by callamon
One thing I would like to mention is some tweaks to crafted items that make them more comparable to quest rewards if they are crafted to certain quality levels (which is quite difficult in certain cases), thereby making crafting a viable option to pure adventuring/questing rewards, and provide crafters more income options when they can sell these higher quality items on the broker

Re: Is crafting in the game?

Posted: Fri Feb 16, 2018 1:48 am
by savimakwo
I had a toon maxed in crafting in all six specialties so I could make all the crafted ingredients myself...

Re: Is crafting in the game?

Posted: Fri Feb 16, 2018 9:11 am
by Jakkal
Right now we don't have any intention to tweak the stats on crafted items. If we do that, it will come much later. What I would like to focus on is adding more crafting questlines so it's not such a dull grind. This is still a long ways off, but that's my first goal for crafting in VGO.

Re: Is crafting in the game?

Posted: Mon Jun 18, 2018 12:27 am
by nosferum
-While I certainly won't ask the emulator devs to do such work--there's so much already on the plate--I will add to Callamon's concern about the weakness of crafted items (if only to stimulate conversation). My only LIVE experience was in Artificing, but in that one case I was deflated to find I had wasted a lot of time making jewelry of lesser power than what I already had from soloing in Adventuring (I think I only made it to the mid 30s in crafting). In my time playing this emulator, I had assumed this was the reason that work on crafting was on a back-burner.

-As for LIVE, I have always assumed the VGO developers just never had the time or money to review crafting before it was implemented. I've never come to any explanation why, however, there was no apparent plan to deal with the obviously-expected problem of conflicts between Adventuring quest rewards and crafted items. That stated, I don't have a good answer to that conundrum myself, save that one could simply cut out huge portions of adventuring quest items (a sad thing to do after all that database work) in order to incentivize crafting and player trade. Certainly EVE Online has taught us that such a plan can work. I would certainly support any emulator developers to make of this project whatever they deem fit.

Re: Is crafting in the game?

Posted: Mon Jun 18, 2018 8:29 am
by Jakkal
It was the other way around. In VG Live, originally, the crafted gear was superior to adventuring gear. I believe the devs found this unacceptable as adventuring was the main sphere of VG and they wanted people to feel like they were earning gear. So they either boosted Adventuring Gear's stats or they nerfed Crafted gear's stats. It then became a matter of using crafted gear to fill in for what the Adventurer was lacking (Which made crafting still have a use). And I was fine with this.

I see a lot of people saying that they stopped playing in the mid-30's which is a shame because post 35, the game was slightly more like what people say they want from the game. They just never got to it. When you're working on your pre-raid gear, it was easier to make masterwork armor, jewelry and weapons which were superior to a lot of the adventured gear. And crafting was also a *requirement* for APW and POTA gear. So it definitely had its uses.

I don't think we'll be changing the crafting dynamic and make it have better stats than adventuring. There's still plenty of good reasons to craft, if anything because you can custom make your stuff.

The only thing I'd really like to see added to crafting, stat wise, is stuff that is more class specific. More items with sneak, more items with bard modifications. That kind of thing. Since Crafting lets you fill in the gaps with customized, stat specific stuff, I think this would be the best change for it.

Re: Is crafting in the game?

Posted: Mon Jun 18, 2018 2:21 pm
by nosferum
Jakkal,

Note: my statements are more about general MMO design than this specific emulator.

That explanation seems rational; thanks for that. It does seem to reflect a problem inherent in quest-driven game design. People adventured just fine in games before Dark Age of Camelot's quest-driven design (I assume Mythic invented/popularized it). I get the impression that a quest-driven adventuring system produces the impression among players that players should receive something from the quest itself, and ignore the value of the adventure they undertook. Perhaps that's largely because quest-driven systems make the player more passive; planning and problem-solving less. In DAoC, the quests pushed players out into all of the designed areas (it was called a "themepark" world design) to combat the problem of players funneling into the few areas with the best risk/reward ratio. The impact on other sources of loot (crafting) has brought so many different solutions, but rarely the absolute avoidance of crafting. In DAoC, WoW, and Star Wars:TOR (each heavily influenced by the former) crafted loot was slightly better than quest loot. Regardless of the solution, though, quest-driven design in a game which includes crafting does seem to require a massive list of possible loot items, to fill two different tables: Adventuring and Crafting.

Your ideas for addressing the conflict may well prove healthy. One other possible solution would be to give either Adventuring or Crafting a fundamentally different loot result: for example, expendable items. That would require quite a bit of work, though, deleting existing database items and creating new ones. Regardless of the ideal, though, none of this discussion is intended to pressure the emulator designers in any way.