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Where to learn

thebmcthebmc Posts: 7 Arc User
edited September 2012 in Items and Crafting
Can't believe the wiki/game/forum doesn't state this anywhere.

Where do you learn the new crafting system...:confused:
Post edited by thebmc on

Comments

  • sockmunkeysockmunkey Posts: 864 Arc User
    edited September 2012
    You'll get a mission at level 15, or when you loot your first socketed item. That will take you to the crafting trainer Max Plankc. for instruction.

    There really isn't much to learn however. 5 of any one type of mod, will fuse into a single mod of the same type, one rank higher. Failure will only consume a single mod from the 5, not the entire stack.

    Sockets come in three types. Core, Armor, or Enhancement. Only the proper mod will fit into its socket. Core mods only go into core sockets.

    The first socket in ANY item is always a Core socket. Additional sockets will either be Armoring or Enhancement depending on the type of gear.

    http://www.champions-online-wiki.com/wiki/Modification_System

    Click that for any further in depth info.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited September 2012
    It's not crafting. It's Modding.
    http://www.champions-online-wiki.com/wiki/Modification_System




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  • secksegaisecksegai Posts: 1,354 Arc User
    edited September 2012
    sockmunkey wrote: »
    You'll get a mission at level 15, or when you loot your first socketed item. That will take you to the crafting trainer Max Plankc. for instruction.

    There really isn't much to learn however. 5 of any one type of mod, will fuse into a single mod of the same type, one rank higher. Failure will only consume a single mod from the 5, not the entire stack.

    Sockets come in three types. Core, Armor, or Enhancement. Only the proper mod will fit into its socket. Core mods only go into core sockets.

    The first socket in ANY item is always a Core socket. Additional sockets will either be Armoring or Enhancement depending on the type of gear.

    http://www.champions-online-wiki.com/wiki/Modification_System

    Click that for any further in depth info.

    They really simplified things, and gave up on a system that had sooo much potential.
  • sockmunkeysockmunkey Posts: 864 Arc User
    edited September 2012
    The key word is potential.

    I would love to have a nice, well done, useful crafting system in game. I don't miss the old one so much, because we never had anything like that.

    We had a worthless grind happy mess.

    Other then the Af's and Costume unlocks. (That mind you required piles of super rare hard to get mats, that made them very difficult to make.) There wasn't really much of value there.

    And lets face it, the reason why so many folks are upset at the removal of the AFs and costumes was because so few of us actually took the time to make them. Because they were so freaking hard to do. We lost out, because they didn't seem worthwhile at the time. That thought alone, is not indicative of a useful system. Id love to have them come back, just in a different way then before.

    So, no. We never really lost crafting. We never really had crafting. We had an idea, potential, built on a flimsy house of grind stones. That was never really all that useful, or popular.

    I for one, would love to see crafting in this game. After 3 years, I think we earned its consideration.
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited September 2012
    I hate to say it, sockmunkey, but we definitely *did* "lose crafting". The old system had you gather materials through nodes or by breaking down items you didn't need, increase your skill through this, learn blueprints, then make things using those blueprints and materials.

    The current system isn't even remotely crafting - you stick the round peg in the round hole and the square peg in the square hole, and that's it.

    I used to be able to keep my crafting skill at the correct level for each character, through breaking down items and hitting whatever nodes I found on the way. Not once have I been able to break 100 crafting with the new system - but why even bother when the mods you need just drop randomly. I have no say in what items I want to create. The only way to get bags is to buy them, and the only way to get consumables is with recognition tokens or resources.

    What the devs *should* have done was to replace the old enhancement system for items with mod blueprints that you found or learned, and allowed us to use mats to create items, determining their inherent bonuses as well as putting in mod slots. There should have been a system of converting mods from one to another as well.

    Even leveling up, there is no way to have any say in what items you get - the closest you get is if a mission reward has a choice of a piece of gear - and if none suit your character, it's roll the dice time with the random green box, (which never has mod slots, mind you).

    Now, I basically use whatever I randomly find until I'm level 40, then I run UNITY's for Silver Champion Gear...
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  • sockmunkeysockmunkey Posts: 864 Arc User
    edited September 2012
    You had skill levels with nothing to make. You had a bank full of mats and nothing to build.

    And the few things you could build needed not only the bank full of mats that have been piling up like a hoarders home. But you also needed special mats that could only be gotten rarely by sacrificing piles of quality gear.

    A bank full of mats is useless, unless you have 20 Dragons blood or Questionite AND a pile of store bought mats. to make sure you had to pay something.

    It had potential. But it wasn't a functioning working system.
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