Page 9 of 12 FirstFirst ... 56789101112 LastLast
Results 81 to 90 of 118

Thread: Crafting suggestions/concerns/info from the old forums

  1. #81

    Default

    From "Craft rewap" thread:

    Old 15th March 2012, 11:18
    #5 paulson

    Originally Posted by jauertussen View Post
    first question when is it gonna happen
    secound will all my tradeskill resources be anything worth, or will they be deleted, wud be pretty pissed if all the mats for t3 craft disapered including alot of shards.
    and will thoes be good to keep for new crafts.
    will there still be some craft in line with the current t3 crafts
    Crafting revamp have been deatached from the adventure zone, so it's probably coming in patch 3.5 instead of 4.0. The exact release date on crafting revamp in still unknown but probably not sooner than may-june.

    3.3 is on test-live and 3.4 will probably need to be tested and tweaked for a month+ on live server too, and we're almost in April already!

    We don't know what will happen to the resources, Silirrion have hinted that some resources may be used in the new system or converted.

    Personally I have a hard time to see a crafting system without basic materials like leathers, silk, metals, and wood, and I think atleast those + rare materials like shards of exiled gods will be reused in the new system.

    Gems however seems to be replaced with the effects system, and I doubt they will allow all the millions of gems to be converted into effects. Effects will probably be a new resource to prevent players from figuring out all the blends in 2 days.

  2. #82

    Default

    From "player housing" thread:

    Old 10th March 2012, 16:41
    #1 noite80

    player housing
    http://forums-tl.ageofconan.com/showthread.php?t=57096

    hello
    with crafting revamp coming up would be great if some player housing could be suported in guild cities maybe officers in guild could assign specific building locations in guild cities to players in guild according to theyr rank in guild
    meaning something like adding more "building nodes" to guild cities and being able to assign those nodes to players in guild so players could get houses acording to space in guild cities wich would be given acording to rank and ofc the bigger the guild city the more housing it could acomodate
    i think this move could bring new meaning and fun to being part of a guild and also make architect stuff more interesting if archtict decorations could later be placed inside each house built and stuff like that
    this could bring a new dimension to architecture crafting

    Old 10th March 2012, 17:48
    #2 Chop-Chop

    Fetch me a bucket, because this is making me drool heavily.

    Best. Suggestion. Ever. (Or at least the best I've read this week).

    What about guildless characters though? Maybe rented inn rooms in the major hubs could be an option (not only for toons without guilds, but also as alternatives for everyone). Such rooms should allow for placement of furniture, weapons and so on, so you could still give them your own personal touch as you would with your own house.

    Open world housing as seen in Star Wars Galaxies is hands down the best system I've ever seen in an MMO. Free placement of buildings (outside of certain areas), a wide range of building types to choose from, free placement of furniture. That system made the game world so much more alive. But instanced housing along the lines of EverQuest 2 and The Lord of the Rings Online would still have my interest.

    Player housing could also bring Funcom some extra income, by selling housing items in the in-game store (although most items should be obtainable via crafting only). The store could of course sell construction permits or house slots of some kind. Say, the game gives you one housing slot for free (i.e. in your guild city, or a rented room in an inn). If you want more, you could spend some TPs and get more housing slots. This would work similar to how you buy character slots.

    Old 10th March 2012, 18:38
    #3 Kurt777

    Guildless characters could make a home in the hubs or hideouts that can be found, bought and claimed throughout the world...just limited on the decorations and trophies available maybe (speaks for itself if there will be things available to guilds only).
    Instanced housing sounds the easiest to me at the moment, looking at AoC specific issues.

  3. #83

    Default

    From "[suggestion]cultural armorsmith" thread:

    Old 29th February 2012, 14:46
    #1 noite80

    [sugestion]cultural armorsmith
    instead of making those recipes vanish, just turn them in to recipes for vanity gear adjusted to materials of new tradeskill system
    that way old player who have them wouldnt have wasted their time obtaining it and they would still exist.

    Old 29th February 2012, 17:52
    #2 PAMPAM

    Quote:
    Originally Posted by noite80 View Post

    Vanity is not quality, and it would most likely end up being more expensive to craft the items than how much money you would get back when selling them.

    Rather give the people some other means to get paid for the hard work... crafting levels? crafting materials?

    (funcom points???) - which would most likely to be used anyways for crafting materials (dont believe me??) - it will be so - otherwise they would not make everything old disappear

    so 2000 FC points per every culture recipe??
    200 FC points per every other recipe

    Old 9th March 2012, 08:34
    #5 Misiuggah

    Only the player will have to know what to mix with what - you will not be farming any recipes, but you will learn crafting by collecting clues and experimenting.

    It was said that veterans (those with trained crafting skills) will get a "starter pack". They will get a boost in the closest crafting skills to those they had trained, but there was nothing specific regarding recipes and mats...

  4. #84

    Default

    From "Do you know? will new crafting require..." thread:

    Old 1st March 2012, 09:03
    #1 PAMPAM

    Do you know? will new crafting require item shopping and €uros
    This is my speculation of how FC will make it: you will require resources in crafting that you can buy from the item stop...

    However, concidering the prices of a
    bag 30€/piece
    usless pets 20€/piece,
    ring that gives +1% xp (upto lvl 40): 10€,
    its gonna be "epic".

    The new crafting can end up in a rip off system that fails even be4 it could work.

    What do you think -

    Will FC rip their players with the new crafting system?

  5. #85

    Default

    From "crafting: thank you for listening..." thread:

    Old 28th February 2012, 18:01
    #1 PAMPAM

    Crafting: Thank you for listening your players
    Thank you FC for listening your players in crafting matters.

    I remember talking with your devs about the crafting long ago, and while we did not aggree completely on things, we did aggree that new kind of system for crafting is required. And I also remember that a random things in crafting progress was concidered as an issue. But as it is merely random the less you have crafted, the better.

    And honestly - I remember giving an idea of bit similar system as yours is going to be. Crafter decides the ingredients, and the laws of the environment and physics (game) decide if those ingredients can make a good item.

    Thumbs up for this.

    Also I want to thank you for making the items basically never be identical to each other. That had always been a problem for the crafters themselves, as the price cutting wars had been going on for long. It basically ended up breaking up the economy together with deflation and item stats inflation.

    I also want to thank you for taking crafting away from guilds, and giving it back to single players, who can decide themselves if they want to share their information or not.

    This will be awesome system.

    Just remember to add new things every now and then, so its never going to be like "we know everything"

    And FC - I do know what I am talking about. I have had a turnoever of aroun 50000 golds in this game. I have gone from blast to dust. I have enjoyed crafting, even though it always had been really bad system.

    I feel like you listened to me and my ideas. Thank you for this.

    Old 28th February 2012, 18:34
    #3 PAMPAM

    ...
    only thing I am worried about is the crafting que slots. This sounds like some kind of offline AA leveling system, that makes sure you can not level according to how much resources you have, but how long you are willing to wait, which would make the crafting equal to all. I mean everyone would level in same progress, which would **** up those who are willing to work harder and understand more of the economy game.

    If that would be the case, the whole new great system will be ****ED UP...

    I hope FC reads this message.

    Old 28th February 2012, 18:58
    #5 Kurt777

    Questions:

    - will the rare and kind of unique items created be sellable?
    - will the inventory and bank space be upgraded for free for everyone?

    Otherwise, it reads nice...let us wait what will come out of it...

    Old 28th February 2012, 19:19
    #6 PAMPAM

    Originally Posted by Galadh View Post
    If the queue is reasonable I'm sure its not big deal. I have seen it working on other games very well.
    It will be a big fail let me tell you...

    Anythign that is deciding your gaming according to some stupid offline leveling system instead of actual playing is a stupid.
    -it is not fair to those who joined later
    -it does not correlate to how much you contribute to learn lets say this crafting
    -it is a stupid socialistic system that gives you somethign you do not earn
    -crafting is for those that love it - it should not be limited or given equally to those who do not love it

    Old 29th February 2012, 11:30
    #7 ibrock

    I'll take the prudent option of actually waiting to see what they unroll on test live before I judge a system that doesn't yet really exist.

    If the offline queue is not onerous, then I see no problem with the proposed system. Unlike 'socialist' systems; capitalist systems reward based on supply and demand ... if the timer keeps supply low and demand is high, then the crafted items should fetch good prices.

    Capitalism doesn't always reward time invested in producing a commodity. So, as for the idea of specialized or experienced players being entitled to benefits, because of the time/work they've invested in an object, that's more like Marx's labour theory of value in which a commodity reflects the resources and time required to create it, a thoroughly socialist idea, indeed.

    Perhaps the key issue is compensation ...

    FC could address this through the creation of a temporary vendor/trader who would buy old crafting-system materials/resources and old system recipes , even ones in a player's crafting book, and unbound blue items (but book-bound recipes, just as a one-off) so that players who've amassed a lot of this stuff could be compensated (and by compensated I mean better prices than the vendor price). Such a trader would exist in-game and give compensation equally; so that if you have a lot of materials and have been grinding for a lot of recipes you'll get a one-off buyout; if you have only a little, then the buyout is less, but equivalent.

    Recipes and rare materials should fetch compensation at good prices (viz. silver and gold).

    After 6-9 months, this 'compensation' trader would be removed, after the new crafting system is in full swing.

  6. #86

    Default

    Old 29th February 2012, 11:32
    #8 Jovana

    I think this will be great update and adition to AoC,crafting is sooo boooring atm, but if they do what they said and if they (FC) do it well i think it will bring new life to AoC

    Old 29th February 2012, 11:36
    #9 Maeja

    Originally Posted by Bandwagoneer View Post
    It will be a big fail let me tell you...
    I disagree; offline leveling can work just fine in crafting.

    Offline leveling is pretty much a requirement to balance both difficulty (invested effort) and rate (time to mastery) of crafting, or of any XP gain in general. The problem with a pure, linear leveling model is this:
    - Set the difficulty so that the rate of gain is reasonable for casual players, and hardcore players will hit mastery in no time flat.
    - Set the difficulty so that grinders will not hit mastery too soon, and it will become impossible for casual players.
    - Setting the difficulty to an average value will likely displease both grinders and casual players.

    The two aspects difficulty and rate are often confused, but they are indeed two separate aspects. In order to achieve a reasonable rate (time to mastery) for all classes of players, it is necessary to vary the required effort to invest per player class.

    One way to achieve this is non linear gain: the first item you craft during the day will give you a lot of crafting XP, the next item a little less and so on. Casual players will have to craft only 1 or 2 items a day to achieve mastery in a reasonable time frame, and grinders can still speed up the process by crafting more. Ultima Online introduced this method with their Guaranteed Gain system.

    This isn't all that different from an offline leveling scheme, and I find that it works out quite well in practice with the AA system. To sum up: gaining mastery should be easy for casual players, having to invest only a little of their limited time. But it should not be fast, at least a lot slower than it is for grinders, who are still rewarded for putting in the extra effort.

    Old 5th March 2012, 08:07
    #10 LunaticAsylumLA

    All offline ideas by Funcom have not been good, I agree with Idoll.

    For the moment being, almost no one is able to sell his crafted items, and some even remove gems from their crafted items (will they be able to put new gems in?).

    Old 5th March 2012, 10:02
    #11 Zaelot

    will there be craftable items on par with Ibis blades and T3 crafted...

    Will there be the opportunity for the massive spell pen stats, if not, they need removing as those ancient gems will be OP legacy shiet!

  7. #87

    Default

    From "t2/t3 crafting and shards..." thread:

    Old 29th February 2012, 13:56
    #1 noite80

    t2/t3 crafting and shards exiled god
    please consider inserting shard of exiled god ibis crafting and t3 crafting in to new crafting system removing any of those would have huge negative impact in game.
    revamp need materials needed to craft them intune with new system but leave the shards and weapons available to craft

    Old 29th February 2012, 15:48
    #2 PAMPAM

    Quote:
    Originally Posted by noite80 View Post

    Yeah - they decided to delete these items from the game... fuccccking awesome... simply awesome

    Did you gather 20 shards during 2,5 years hoping one day you can get your weapons? Do not worry about it, cause in few months your shards will no longer exist at all.

    Maybe they should allowe us to craft all the shards without crafting encounter.... I simply can not see it any possible way fair system that I have to give up my shards I worked hard for.

    Old 29th February 2012, 16:06
    #3 Silirrion

    Funcom
    There will be some equivalent in the new system. It won't be exactly the same, and the final details aren't set yet, but there will be items to create in the new system that are the spiritual successors as it were to the current raid crafted items.

    So those who enjoy the combination of raiding and crafting will not be left out. The new system will have it's equivalent of the current raid crafting.

    Also, as explained in several places the existing items will still be there, in the game, as is, and no items will be deleted in any way. They will all exist 'as is', you simply won't be able to create any more of them.

    Please keep the feedback though to the one thread on the monthly thread as it's easier for the team to read through if it's in one place.

  8. #88

    Default

    From "Funcom why not consider a revamp..." thread:

    Old 13th July 2011, 18:30
    #1 kana86

    Funcom why not consider a revamp of crafting system?
    - is really not useful or even useless for advanced players

    - armorsmith is too distracting, besides the fact that not any basic set for Barbarian

    - is not possible in armorsmith only progress in the field of cloth armor, if you are only interested in that, but you're forced to make progress in all other branches

    - although there are over a year, with items critigation amount, there are gems that give critigation ammount

    - in alchemy can do the basic, very few things, but it would be much more functional and beautiful can also create various potions, buff with a number of different foods

    - The recipe drops that have very few descriptions and do not know what they can not build until you learn.

    - the cultural recipes, are now useless and too costly in terms of investment of time, resources and money

    - there are fun and realistic elements, such as the use of attrewzzi forge, work tables and anything else

    - even the menu of crafting books are not ordered and clear. such as: the gems are not sorted properly and optimally (eg sorted by color), many sets in armorsmith are scattered and not at all ordered, but it would be nice and helpful to sort by level as well as by type (cloth, ligh, medium, etc.)

    - There are bugs in the beginning of the game and never resolved, such as having to log back in. When you take a new recipe, or do not appear in the other recipes in the crafting book, or you have to log back in. just taken the first recipe from this professions, not otherwise appear in the crafting book

    These are just some of the many flaws that the crafting system, which I think looks like a feature still in beta

    sorry for my bad english

    Old 14th July 2011, 15:55
    #2 Raude

    Quote:
    Originally Posted by KANA86 View Post
    ...
    Well Funcom have explained their opinion in this matter several times (in the German CromCasts and I think Silirrion mentioned crafting in soe interwiev or foum post as well). They said that they're aware that crafting is pretty rudimentary now and definitely deserves improvement, BUT they (rightfully, IMHO) do not consider it a priority - they rather concentrate on new content, combat and class tweaks etc. It's on the "things they'd eventually like to do" list.

    Old 14th July 2011, 18:32
    #3 kana86

    Quote:
    Originally Posted by Raude View Post
    ...
    ok, I hope, however, that in future give a pretty settled
    I find that crafting is a very beautiful and potentially interesting, not to be underestimated

    Old 15th July 2011, 15:16
    #4 Kurt777

    Well, a good crafting system is influenced or influences new content, combat and class balance and can keep a whole lot of players busy and contributing to the economy.
    The "priority" is a real bad excuse.

    Old 15th July 2011, 22:47
    #5 Kendaric

    Quote:
    Originally Posted by Raude View Post
    ...
    I think they underestimate the importance of a good crafting system. Not every player is interested in raiding and for those players crafting is part of their endgame activities.
    In it's current state, crafting is simply unattractive and provides little benefit.

    I agree with the OP about armorsmithing, it should be split into two professions: armorsmith (medium, heavy and fullplate) and tailor (cloth, silk and leather).

    Old 12th August 2011, 14:02
    #6 tyrusaran

    yes, armorsmithing should be cut into tailor and armorer, i dont see what forging a steel breastplate has to do with making cotton shoes.

    as for their crappy moneygrubbing excuse that its not a priority:

    if your game does not work properlybecause of all the damn bugs, and then proceed to provide more crappy buggy content, you will lose players and players wont play your game because its shite, end of.

  9. #89

    Default

    From "a few suggestions about the crafting revamp" thread:

    21st July 2011, 15:25
    #1 Avende

    A few suggestions about the crafting rewamp...
    I doubt that I shall say anything new considering what could be great to see in the crafting system rewamp, but...

    1. Profession list.

    - Distinction between gathering and crafting profession should be removed. Make a character able to learn just two professions at all, not more.

    - Architect can go as it is now.

    - Armorsmith and Gemcutter should be remade in THREE professions - Tailor (who works with leather => light armor and clothing => social clothes as well, which is important as well), Jeweler (who makes a gems and different kinds of rings, necklaces and other jewellery - again, including social items) and Armorsmith itself, which makes an armor made mostly from metal => medium, heavy and plate armor.

    - Weaponsmith should be split in TWO professions - Weaponsmith itself (making close combat weapons) and Fletcher (making bows & crossbows and ammunition for them.

    - Alchemist should be split in TWO professions - Alchemist itself (making potions) and Cook (making food and drinks).

    2. Crafting chain.

    - three-step crafting chain. "Basic resource" -> "Intermediary resource" -> "Item". When you cut the tree, you should receive not an amount of "wood", but something more exact - for example, a log (this can be basiс resource), from which you can make several planks, poles or smth like this (these would be intermediary resources), from which you can sell or make from them, for example, a bow, or building part or smth else (item itself).

    - no crafting parts should be eclusively bought from NPCs. They should be either removed or made craftable (which is more preferrable).

    - requirement of workshop should be replaced with the requirement of workplace. Workplaces can be placed in the hub cities and guild cities as well, but in hubs they can be made usable for coins paid to an NPC. This would allow a non-guildmember characters craft good items.

    And this is just on the first glance.

    Old 21st July 2011, 15:31
    #2 Invino

    3 years have passed, there is zero chance of revamp.

    what happens to recipes people already got? I spent 100s gold on recipes over the years (99% pure and utter waste tho)

    Not enough people to actually make an economy with crafting split and only 2 professions.

    Would be nice, but it just won't ever happen (without destroying every single recipe hoarder in the process forcing them to Ragequit)

    Old 27th July 2011, 19:40
    #3 gekoparty30

    Why bring this up over and over.
    Funcom has already stated that there will be no revamp of crafting system
    atleast not the nearest future.

  10. #90

    Default

    From "suggestion" thread:

    Old 21st May 2011, 21:42
    #1 Kurt777

    Suggestion
    Some ideas:

    a) Weapon-/Armorsmith:

    Let the smiths add and modify the stats of existing weapons. Depending on the boni and item there should be a chance to decrease item stats or break it. Also high stats should increase the item category, limiting the amount an item can be upgraded.
    So for example Gorn the Smith wants to upgrade his white Greatsword. He spents some resources and money to initiate the crafting and checks a random (skill modified?) roll. He gets unlucky and messes his sword, but still manages to make it more heavy, resulting in the weapon getting +6 dps, but -12 hit rating...since he failed in a way, the item still remains a white one). The possible boni could be dependant on the level of the building.

    b) Gemcutter:

    A gemcutter may cut and turn existing gems into a pvp version with slightly increased stats.

    c) alchemist:

    As basic skill, an alchemist can transmute resoources. For example turning 20 rough leather into one calloused or 20 calloused into 1 rough. The process might take up some money and special resources or require an alchemy shop of a certain level.

    d) architect

    It should be possible to modify the building looks to cultural taste.

    e) mixed options:

    Special options could be given to certain job combinations:
    Smith+gemcutter: add gemslots to items
    Smith+alchemist: enchant items (giving more boni options)
    gemcutter+alchemist: transmute gems, giving chance to create more powerfull gems or transmute them like the basic resources (e.g. 2 lvl40 gems create a lvl50 one).
    architect+others: enable the use of special statues/placeables

    Old 25th May 2011, 05:38
    #2 LunaticAsylumLA

    Kurt777, Craig has mentioned that they are not doing anything with crafting anytime soon, but, anyway, try posting these great ideas in the suggestion thread!

    Old 30th May 2011, 12:03
    #3 watchdog79

    In my opinion making crafting anyhow dependent on random rolls is a bad idea.

    Old 1st June 2011, 16:47
    #4 lmagowz

    Transmute for alchemy - very good idea.

    Gemcutter can change slot color in items. Funcom can give more life to Gemcutter and Alchemist without any problems - just add more recipes. Items like khitai food, and gemcutting recipes can have endless variations

    Architect - allow people change culture style or banner color on buildings.

    job combinations also very, very interesting idea, can give players A LOT OF FUN.

    P.S. +1 against random rolls

Page 9 of 12 FirstFirst ... 56789101112 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •