If players do not get more control over what they craft, the whole thing is just a similar problem in different clothes. Other points that are mandatory are less grind (for example the breaking down option helps, since you can then collect through normal gameplay) and and incentive for economy without buffing monopolies or oligarchies (for example limiting certain parts to BoP drops in raids is bad for the market, like we have now. But making these drops BoE would make it totally different, while still giving the local benefits for raiders).
Giving the option to make swords relying on dex and not strength is one thing.
Allowing for choosing appearance and stats in a way is too.
If someone wants a dagger with strength and wisdom, it should be possible. Simple as that.
I am still curious, with the random elements (critical success) introduced...will there be some risk involved as well?
Will it be possible to modify existing items?
What will happen to the guild decorations and architects?
Will there be npcs for all, where you could buy "designs"?
Last edited by Kurt2013; 7th November 2013 at 15:19.
Some questions :
- Did the new craft system will be tied to guild city structures&levels like level of weaponsmithing building and such things ? I'm a little concerned about testing it in TL since it is not really easy to have a complete guild city here ?
- Will you ask for players point of view about how the new unchained minis will be balanced ? It seems to be a very delicate work if i refer to the words you used, so i don't know if players PoV is something you refer sometimes or if you take them very carefully considering pvp crowd share less the same ideas about the game and how it must be balanced, than pve crowd.
- You evocated some months ago some sort of special Test Live event to strenghten up the population of testers in this server ? Did this idea abandonned ?
I think it would be a good idea to advertize more on this to have a decent testing on both new crafting system & unchained minis. Atm, it is not possible to test something else than 6-players dungeons in TL (and still you have to advertize in your own guild and make special internal events) and i fear you won't get so much feedback for theses hot-projects with the current population on TL forums&servers.
Crafting revamp looks good, How about since production is slow we give a small change to pvp that would make a big difference.
Decrease the pvp xp required for levels 1-10, Pvpers dont like grind so why is it there
Is this too complicated? Maybe a half-day and one server restart would make pvpers rejoice. Does that not make sense? I feel like I'm taking crazy-pills lol
Last edited by Usedtissue; 7th November 2013 at 20:20.
Usedtissue Necro 10//Emptycan ToS 7//Puggles HoX 6//Ammagaden Guard 5//Trollololo Conq 5//Bottlecap DT 2
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Crafting revamp ~ awesome, I'm excited to hear that we may see it by 2014!
Server Transfers (paid or otherwise) ~ "as soon as possible" is as vague as it gets man ... COMMON'!!
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Game Director’s Letter – October 2013:
That's good news!We are working towards releasing a build containing the tradeskill system to the testlive servers quite soon.
I hope that's (new craft system) happening really soon because after Halloween event nothing to do more in this game for me again
And I know many veteran players who feel same
Last edited by Ernests; 12th November 2013 at 07:33.
Kattas - 10.PvP, full T6 and full AA demo