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The Crafter's Hall Crafting Discussion

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Old 04-04-2008, 03:37 PM   #21 (permalink)
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Re: Best Crafting System?

Never crafted in eq1 did a iittle bit in eq2. In wow did tailoring all the way up. I liked eq2 system. It actually made it feel like a seperate thing from adventuring, not just some random side thing. I do want to see a crafting system that makes it truely worth doing! Would be nice so that a person could just do crafting if that person wanted.
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Old 04-04-2008, 06:30 PM   #22 (permalink)
 
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Re: Best Crafting System?

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Originally Posted by UnrestEq2 View Post
Never crafted in eq1 did a iittle bit in eq2. In wow did tailoring all the way up. I liked eq2 system. It actually made it feel like a seperate thing from adventuring, not just some random side thing. I do want to see a crafting system that makes it truely worth doing! Would be nice so that a person could just do crafting if that person wanted.
Yeah. I really loved the crafting system in EQ2 in the fact that crafting was an interactive process. The fact that characters had a artisan level and artisan abilities made it really feel like its own entity. And I did have friends that did nothing but crafting and enjoyed the game!
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Old 04-04-2008, 06:40 PM   #23 (permalink)
 
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Re: Best Crafting System?

And see? I'm the opposite. I didn't like EQ2's way, but loved EQ. Just not enough storage while you wre doing it, which drove me bonkers!
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Old 04-04-2008, 06:47 PM   #24 (permalink)
 
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Re: Best Crafting System?

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And see? I'm the opposite. I didn't like EQ2's way, but loved EQ. Just not enough storage while you wre doing it, which drove me bonkers!
The thing that I didn't really like too much about EQ's system is that you got nothing when you failed at trying to make an item. That random element of completely losing materials always drove up my blood pressure
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Old 04-12-2008, 07:02 PM   #25 (permalink)
 
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Re: Best Crafting System?

Well, I may sidetrack this conversation a bit, but since I don't want to start a new thread and I can tackle it in a crafting thread I will. I was thinking about an in-game economy and how it is effected by players trying to sell at insane prices things that do not need to be sold like that. It was then I thought about what happened in the real world when we came across that trend. Well, a government begins regulating trade in some function when prices get absurd. Why not bring that type of system to an in-game economy? I don't mean create a static form of trade, but one where the crafter is supplemented for his work and not berated because his price is too high. Therefore, I propose a few ideas.

Trade League of an MMO world: A system that acts as a median between the crafter and the consumer. Consumers can visit Trade League representatives and put in orders for items to be crafted. That item becomes a ticket. Crafters visit the representatives and pick the ticket up. When they return the ticket and item they are payed a sum of whatever the player offered and the player gets the item they asked for. The league takes a small fee for providing the crafter with work. When a ticket is taken it is put onto a timer varying from 1 hour to 48 hours in game time. When that time is up the ticket disappears from the crafters inventory and is put back into the large pile of tickets. This way crafters can't horde expensive tickets and the consumer gets there item fast if the ticket is picked up. Only a certain number of tickets can be held by a crafter at a time unless changed by an idea I will explain soon enough.

Trade League Shop: A form of an auction house with set prices on regular items that can be crafted. The crafter sells items to the store and the store pays the crafter up front a base fee for that item. The item is then placed in the shop where players can purchase the crafted item. These items would be relatively common and not rare crafted. Trash items sold here are then placed in an auction house like system where players can bid on items. The money then goes to the Trade League.

Joining the Trade League and Trade Guilds: This idea supports crafters working in the Trade system of selling items. By joining the Trade League and further a Trade Guild you are allowed to get bonuses on items of a certain craft. For example you join the Trade League Guild of Alchemy. All Alchemy related items you sell to the League Shop will pay you more and tickets you pick up in the League will not give the league as much of the players fee when completed.

If we want more in depth crafting we need to commit to making crafting a part of the economy and a part of the in-game world. I mean really, who visits the merchants in cities to buy items as in weapons and armor? No one thats who. When we can buy items from crafters in the Trade League it will help to supply our economy with money and not just sell things to merchants that no one ever sees to care about. If we make items of more value in game like this then we will see the economy of games change. Anyone like the idea(s) I proposed above? Yes this is sidetracking, but this is about crafting.
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Old 05-27-2009, 11:46 PM   #26 (permalink)
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Re: Best Crafting System?

I don't know about crafting, but HARVESTING in Vanguard was awesome! Getting in harvesting groups that lasted all night long and finding a rare piece of soapstone or a warped tree was some of my best memories I had.
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Old 05-28-2009, 08:46 PM   #27 (permalink)
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Re: Best Crafting System?

The best craft systems I've seen have been Vanguard,Horizons and SWG......All very different but I liked elements of all.

SWG for the variety.... resources always changed so you would have to figure new recipes for the new resources.

Horizons for the world building stuff, pretty unique. The whole server would get together to build bridges and tunnels to new lands. Even adventurers got to participate as the crafters and transport peeps often needed protection from high lvl mobs.

Vanguard because it was engaging and fairly customizable.
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Old 06-26-2010, 07:42 AM   #28 (permalink)
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Re: Best Crafting System?

Hi guys. Since I'm still playing SWG and am attempting to master all of the crafting professions (learn the craft, not just gain the level), I can weigh in and say it is still the best and most complex crafting system I've seen.

There are so many variables in gathering materials, crafting and marketing your items that I think there is room for all levels of crafters, which I appreciate as I work my way through.
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Old 07-02-2010, 12:22 AM   #29 (permalink)
 
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Re: Best Crafting System?

I'm not minding LotR's crafting system. EQ2 left me cold. I'd pretty much hung up my needle and thread after EQ because of the systems put in place elsewhere. The problem I have is storage. Rather...lack of!
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Old 07-02-2010, 12:06 PM   #30 (permalink)
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Re: Best Crafting System?

My main beef with any crafting system thus far is lack of true creativity.

You have set recipes, set items you can make with set looks. I mean come on, the whole idea behind crafting is to be able to make something uniquely your own. I would love to see a crafting system where you are able to make certain additions to your armor to make it your own. An emblem, or certain frills.
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