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Crafting

What would you like to see us "fix" about Vanguard: Saga of Heroes?

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Glenzig
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Crafting
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Post by Glenzig » Wed Jul 29, 2015 6:26 am

I have just one basic request for crafting. Make it more relevant please!
I never leveled a crafter to max level. The reason was mainly that I knew that while it would be useful in some areas, it wouldn't be really meaningful. Crafting seemed to lose its impact on the game after the level cap increase. Before that it seemed much more valuable. Maybe I am just remembering wrong. Or maybe I'm just flat out wrong. If so please correct me, I never took a crafter above 40.
Crafting in vanguard is by far the best in any game I have played. It really does feel like a whole different sphere of the game. Because of how awesome the system for crafting is, I think it would be a real shame to let it continue to remain as it was on live. My hope is that it becomes relevant again like it was in the begining. Crafted gear should have the potential to really change a character. And good crafters should be in demand.
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Kandra
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Re: Crafting
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Post by Kandra » Thu Jul 30, 2015 11:14 pm

You're not remembering it wrong. The best crafted gear was a good alternative to swamp gear when first setting foot in APW for some classes. After the level cap increase, new content, nerfs to clickies, and faster leveling the crafters were reduced to doing PotA upgrades and socketing augs mostly.
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Jakkal
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Re: Crafting
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Post by Jakkal » Fri Jul 31, 2015 7:53 am

It wasn't just that. Crafted gear used to be comparable to the best equipment you could get for any level range. (such as Hunter's League) but at some point, they nerfed the crafted gear so it wasn't quite as good as the adventured gear.
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Sile
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Re: Crafting
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Post by Sile » Fri Jul 31, 2015 9:35 am

Given the emphasis on triggered raid mobs I was surprised to never hear of a single one that could be spawned using crafted items. The only raid mob I'm aware of where crafting was even directly raid relevant was Summoner Rinipin for whom crafted hammers were necessary to counter stone immobilization on players. It would be interesting to have, say, a cowardly boss that could be lured out into the open with an exact replica of a world-breaking relic or a ring event that could be started by inserting a new eye into an incomplete statue. Maybe even add recipes that open up unique raid shortcuts or trigger scripted city invasions. Definitely bring back the relevant gear, though I would like to see a little more depth to crafting in the raid scheme.
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Jakkal
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Re: Crafting
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Post by Jakkal » Fri Jul 31, 2015 9:48 am

Yerkj required crafting *during* the fight, which I thought was one of the most creative and hilariously fun in the game. But we never killed him much because his loot was obsolete due to some of the content that came out afterwards.

Shendu required diplo.

That's all that I remember that directly required the other two spheres.
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Glenzig
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Re: Crafting
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Post by Glenzig » Fri Jul 31, 2015 9:51 am

I agree that crafting should be more fully integrated into the endgame content. However, I think just focusing on end game crafting is not really enough. The crafting system in VG is complex and challenging. It isnt just an additional time sink that you can make some useful or interesting trinkets from, like a lot of other games. It is a whole separate game in and of itself really. The way you progress and level your crafter is really unique too. I think that's the main reason it needs to become more relevant as a whole, through all level ranges as far as gear goes. Because you don't actually just sit and make armor and weapons to level your crafter, it doesn't naturally add crafted gear into the economy. Crafters can choose not to make armor or weapons at all until they are already maxed level. And then, the gear isn't up to par, so why bother uness it's just for personal gratification or to somewhat twink an alt?
That's the main problem I can see.
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Blackstorm
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Re: Crafting
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Post by Blackstorm » Fri Jul 31, 2015 10:30 am

Craft is a big part of the game.
Personally i think, each craft expertise should be an entire job like a Sorcerer or a Guardian. But you can't have a good job without a real interest for it (from others).
You can have thousand and thousand of recipes, if players don't have the time to use them, they don't need them and you are useless.

If your character jump to the lv10 to 15 on a day, at lv10 you will say, you dont require that stuff because in few hours you no longer need. But if you need 1 week or more to level up to the lv15, you will buy each pieces from a crafter then you will go discover several dungeons to improve your character and be the best as possible for your current level and be sure to grind in good conditions.

So, xp curve is really important for economy and crafters
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Ratief
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Re: Crafting
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Post by Ratief » Sun Aug 02, 2015 11:44 pm

I plan on tackling the crafting system after my current pieces are finished (at least that is my hope). I'm also hoping to figure out a way to have better, and more, crafting quests in the game. I'm happy to hear about any idea to make crafting batter.
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falloutdc
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Re: Crafting
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Post by falloutdc » 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
Duplicates don't hurt ;) (tm John Adams 2014)
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Glenzig
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Re: Crafting
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Post by Glenzig » Tue Aug 04, 2015 6:25 am

What type of items are we talking about having the scaling durability?
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