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Bring back the R&D

dataweaver42dataweaver42 Posts: 166 Arc User
edited July 2012 in Suggestions Box
There are many things about the new crafting system that are nice; but some rather significant elements got lost in transit. I'd like to see some of them return. Here's how I'd do it:
  1. Bring back the old Discoveries (i.e., Insights, Epiphanies, and Profundities), but as currencies similar to the Recognition currencies. I'd have these currencies be earned in a manner similar to the old Research system (i.e., you dismantle items that you've picked up while out adventuring); but instead of getting old-style Components, each device that you dismantle in this manner turns into a random amount of Discoveries.
  2. The old Skill Trainers become Skill Vendors, working very much like the way the Recognition Vendors work: you can spend your Discoveries to buy Gear and Upgrades, Modifications, Costumes, Travel Powers, and Consumables. The main difference is that some gear would have a skill requirement as well as a Discoveries cost: for example, a Level 3 Modification would require Skill 100 or more, a Level 4 Modification would require Skill 200 or more, a level 5 Modification would require Skill 300 or more, and a level 6 Modification would require Skill 400; likewise, items that used to require Slight Discoveries would have a minimum Skill requirement of 100; formerly Mild Discoveries would translate to a minimum Skill of 200; and so on.
    1. Gear and Upgrades would include the same Caches and Accessory Boxes that Recognition Vendors sell, Power Replacers (for those who want them), and all of the old Bags.
    2. Modifications would work exactly like they do for Recognition Vendors.
    3. Costumes would include all of the old craftable costume pieces; and the Arms and Science Vendors would also have a number of weapon costume unlocks: Arms would sell Pulson Assault Rifles, Flintlock Pistols, SHL Blaster Pistols, GEM Emerald Laser Rifles, and Alien Organic Rifles (3); Science would sell JS Electrocutor Rifles, A4 Frosty Ice Rifles, Pulson RF Pistols, and GEM Diamond Laser Assault Rifles. For me personally, this would be the main reason to do this: even if you do none of the other things, I want the formerly craftable costume pieces to be purchasable from the Skill Trainers. That is, after all, why they're attired the way they are.
    4. For legacy reasons, I'd like it if Travel Powers included Hyperball, Mystic Flight, or Electro Flight, as appropriate to the vendor; though as these are available through the Questionite Vendor, little would be lost if they weren't there.
    5. Consumables would include all of the old crafted Consumables: there was nothing wrong with them, other than the hoops that you had to jump through to get them.
Post edited by dataweaver42 on

Comments

  • jackfrostsjackfrosts Posts: 3 Arc User
    edited July 2012
    There are many things about the new crafting system that are nice; but some rather significant elements got lost in transit. I'd like to see some of them return. Here's how I'd do it:
    1. Bring back the old Discoveries (i.e., Insights, Epiphanies, and Profundities), but as currencies similar to the Recognition currencies. I'd have these currencies be earned in a manner similar to the old Research system (i.e., you dismantle items that you've picked up while out adventuring); but instead of getting old-style Components, each device that you dismantle in this manner turns into a random amount of Discoveries.
    2. The old Skill Trainers become Skill Vendors, working very much like the way the Recognition Vendors work: you can spend your Discoveries to buy Gear and Upgrades, Modifications, Costumes, Travel Powers, and Consumables. The main difference is that some gear would have a skill requirement as well as a Discoveries cost: for example, a Level 3 Modification would require Skill 100 or more, a Level 4 Modification would require Skill 200 or more, a level 5 Modification would require Skill 300 or more, and a level 6 Modification would require Skill 400; likewise, items that used to require Slight Discoveries would have a minimum Skill requirement of 100; formerly Mild Discoveries would translate to a minimum Skill of 200; and so on.
      1. Gear and Upgrades would include the same Caches and Accessory Boxes that Recognition Vendors sell, Power Replacers (for those who want them), and all of the old Bags.
      2. Modifications would work exactly like they do for Recognition Vendors.
      3. Costumes would include all of the old craftable costume pieces; and the Arms and Science Vendors would also have a number of weapon costume unlocks: Arms would sell Pulson Assault Rifles, Flintlock Pistols, SHL Blaster Pistols, GEM Emerald Laser Rifles, and Alien Organic Rifles (3); Science would sell JS Electrocutor Rifles, A4 Frosty Ice Rifles, Pulson RF Pistols, and GEM Diamond Laser Assault Rifles. For me personally, this would be the main reason to do this: even if you do none of the other things, I want the formerly craftable costume pieces to be purchasable from the Skill Trainers. That is, after all, why they're attired the way they are.
      4. For legacy reasons, I'd like it if Travel Powers included Hyperball, Mystic Flight, or Electro Flight, as appropriate to the vendor; though as these are available through the Questionite Vendor, little would be lost if they weren't there.
      5. Consumables would include all of the old crafted Consumables: there was nothing wrong with them, other than the hoops that you had to jump through to get them.

    I agree.. ther are at lest sume of the old R & D that wude relly wurk weth the new whay.Or sumething like the post abuve me wude be beter than the whay it is know. Ther is a lot of whays that thes game can be made a lil beter butt it takes us long term players posteing whut we think wude be beter on here. And it takes the wonderful peps in the dev team to make thes amazing game the best hero mmorpg out ther.
  • rokurocarisrokurocaris Posts: 1,074 Arc User
    edited July 2012
    /signed

    I don't think we will ever get the old system back, but I can't deny that the new one feels incomplete if not outright failing. The concept might look like an improvement on paper, but in reality it is flawed by the fact that it just eliminated and replaced anything from the old system. There were positive traits to it the new system lacks.

    The new crafting improved nothing. It was only a restart from 0, wasting the opportunity to build up on all that was good about the old system.

    On a sidenote: Rather than those substitutes from the Q-Store, I want the REAL crafting travel powers back at the vendors.
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited July 2012
    "[Cryptic] worked really hard on the new system and this new one is hundreds of times better then the old one."

    If you ask me it is a bit better in customizing your gear. However, its an excuse to not fix the power replace mechanic. The biggest loss here was the ability to craft devices and items that had nothing to do with stats.
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    The new crafting improved nothing. It was only a restart from 0, wasting the opportunity to build up on all that was good about the old system.

    For me we don't have any crafting anymore. Crafting is all about creating stuff, and what
    can we create now ? Yeah .. nothing .. so NO crafting at all.

    Other games, even from PW have also the possibility to upgrade gear like we do with mods,
    but they still have Armor and Weaponsmiths, Alchemists, Cooking, Woodworking .. and whatever
    else .. and THAT is crafting.
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  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited July 2012
    If you ask me it is a bit better in customizing your gear. However, its an excuse to not fix the power replace mechanic. The biggest loss here was the ability to craft devices and items that had nothing to do with stats.

    I agree with this. I'd like to see something like what the OP gave us, or just about anything to bring us a return of crafted Devices, Power Replace Items, and the Crafted Costume Unlocks.
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  • tharkantharkan Posts: 0 Arc User
    edited July 2012
    I miss the ability to take equipment you don't need and turn it into crafting components. I hate the fact that now the only way to get healing items and bags is to buy them. Most of all, I absolutely LOATHE the fact that the removal of the old crafting system got rid of numerous costume pieces and action figures. The old system needs to be reimplemented, but so that it works with the admittedly good idea of mods and fusion.

    We should be allowed to take equipment we don't want/need, and turn them into components, and use those components to create new mods and equipment, as well as healing items and bags, costume pieces, action figures, and anything else i have forgotten.
  • youganyougan Posts: 117 Arc User
    edited July 2012
    i know it's a different game but up until now this is still the best crafting system i have played with:
    http://lotro-wiki.com/index.php/Crafting
    just don't look at the crafting grouping, they suck.....

    i would say the crafting system of GW2 is the best but i don't like linking to much to games that are not released yet.
  • klittyklitty Posts: 1,545 Arc User
    edited July 2012
    Why can't we have this plus the mods/cores/fusion stuff??? :3


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  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    klitty wrote: »
    Why can't we have this plus the mods/cores/fusion stuff??? :3

    Because they don't know how to implement Crafting-Alerts :rolleyes:
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited July 2012
    They don't have staff or resources to make the "crafting" more than it is now. It's easier to wipe old and than try to fix the old. Also 'We don't have tech' could be applied.
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  • dagconfaraday#1221 dagconfaraday Posts: 89 Arc User
    edited July 2012
    I kinda like this in regards to converting Insights, Epiphanies & Profundities into Skill based currencies.

    But rather than the Skill vendors being where you turn them in. I'd rather have the tables themselves be the vendor for them. It just makes more sense story-wise in that one is putting their thoughts on the table rather than turning them in to a person.

    I could also maybe see bonus % in awarding Insights, Epiphanies & Profundities based on Skill level.

    The only thing I could suggest was that the items available were more specific to the Fusion/Mod system as a whole then an across the board reward list.

    The reason being is that Recognition is basically set up a gate in obtaining rewards and not really a currency in the traditional sense. Having another system like that may end up just adding more "clutter" dollars after one attains all the items available.

    While if it was specific to tools encompassing the Fusion/Mod system like new slotted gear, catalysts, mods, or an alternate purchase price for unslotting gear; then I could see a need to keep working to attain more of this currency for the demand.

    The incentive being either they sell the "junk" gear for Resources or break them down for Epiphanies so they can utilize all the tools of the system at an equivalent to a discounted price.

    I can also see an expansion into a way of buying customized slot gear. Like maybe selecting different attributes in valid combination and the system spits out a price for purchasing that type of gear. Similar to how we had that customizable gear before, but more in the way of a stores "search filter" masked in such a way that makes us feel we are building the item we want like a build-a-bear.
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