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An interview about crafting and some more...


Started by Ivixor
Post #34895
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Check the interview and the review here!
Tell us your thoughts ^^


Buoyant Armigers

May the periphery of ancient wisdom remain merciful with those who deny the darkness...

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Post #34898
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Me Like


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Post #34912
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this is old new's : ( and there are more topic's about this.
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Post #34922
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@Ewan Oh I'm sorry then, I hope someone will close it ;)


Buoyant Armigers

May the periphery of ancient wisdom remain merciful with those who deny the darkness...

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Post #34927
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Nord
some people prob didn't know about it. ^Thanks for the share nonetheless
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Post #34929
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@KayNine You're welcome! ^^


Buoyant Armigers

May the periphery of ancient wisdom remain merciful with those who deny the darkness...

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Post #34932
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Even with the things said there, there's a pitfall that I've seen on a previous game called PWI. The elite players are the only ones able to run the dungeons needed for the elite mats. Unfortunately, the gear that people can make from these elite mats FAR outstrips the gear you can normally buy/make. It got to the point where if you didn't have those gears, people would outright refuse to group with you.

This then leads to people going "oh, you NEED this? And only a few people can provide this item? Here, let me charge 7 times (no exaggeration) as much as it should be". The prices could easily reach into the millions (no small chunk of change), with a required switch-out of gear every 10 levels starting at 60 (with a level cap of 120). This led to the elite players gaining all the money and power, and all the poor players struggling to even get one or two pieces of gear that were "required" for their level. It didn't help that there were other overly expensive required money sinks at the same time. To top it off, it was impossible to run the dungeon to get the lvl 60 mats until you were level 80+, and even then you had to have a pretty good team (and that best armor).

To avoid this pitfall in TESO, one of two things need to happen: The dungeons to get the elite mats can't be so overly butt-raping difficult (if it's a lvl 35 wep, the dungeon needs to be completable by someone lvl 35), or the gear you make through crafting can't be so overly butt-raping more powerful than normal gear.

It's this exact reason I stopped playing that game after a full year.


Avatar created by Arisen.
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Post #34945
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The video is old, but the article is new. The whole idea, IMHO, of crafted items being on one side of the see-saw and drops/quest items on the other side and asking which are best, is the wrong way to think about how both types of items could and should work together.

Concerning crafting, I've mentioned in other threads that I hope TESO takes some inspiration from the stat and crafting system used in DAoC. Sure, in DAoC the best armour/weapons/jewelry are from quests and drops, but except for the Epic Armour (which ain't all that great) you get from your class quest none of them are designed to fit together. All of them have different stat bonuses that don't quite mesh. You need to pick and choose which drops you're going to use and you only have so many slots. Inevitably, there will be some gaps in your stats that dropped armour wasn't able to fill.

That's where crafting comes in. Enchanting (or "spellcrafting") armour in DAoC is still big business, even today. Everyone is piecing together their next equipment "template" and there are always those few last pieces which can only be filled with custom player crafted items. The best part is, when the devs introduce a new powerful weapon drop or armour drop, players who want to incorporate the item into their existing templates will need to adjust their crafted pieces, meaning more business for players.

Finally, we have the concept of caps and bonus caps in DAoC. At level 50, you can equip armour that buffs your STR by up to 75, which is the "cap". Any bonuses beyond 75 won't apply. So equipping 7 pieces of dropped armour that all give you +15STR means some of those bonuses are wasted. This turns templating your character into its own little puzzle. You want to get your equipment buff for STR as close to 75 without going over, so which drops are you going to put together? Or will you make up the difference by spellcrafting a piece of armour with a STR bonus?

So no, I don't think player crafted items need to be the best, but they certainly need to be necessary to a well-rounded toon. It's perfectly fine if drops and quest items are the most powerful items. It would only be bad if you could make a monster template using only dropped/quest items, cutting crafters out of the equation.
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