test content
What is the Arc Client?
Install Arc

Y'know what'd be fun? A crafting system!

ilztasilztas Posts: 95 Arc User
edited November 2013 in Suggestions Box
This mod-fusing idea's neat n' all, but there's so much more a crafting system could do, and we could use the fusion tables for it since they're already in place.

Maybe we could take items we don't want and break 'em down at the tables into various materials, which we'd then use to craft various items based on whether our fusion skill is Arms, Science or Mysticism. Doing it like that would give the skills more purpose than just determining what nodes we can get mods n' cores from, too.

We could craft better equipment (or modify existing gear), or maybe simple charged devices like "Magician's Dust", "Bag of Confiscated Contraband", "Zombie Dust", those undead/demon-summoning devices... maybe some costume pieces could be done this way...

What do you guys think?
Post edited by Unknown User on

Comments

  • jerax1011jerax1011 Posts: 966 Arc User
    edited October 2013
    We did have a crafting system, that was replaced by the Mod one we have today. I really think that we could use something to break down items again... and have good crafted gear as well as other perks from it again.
    EU5doX8.jpg
    @Aleatha1011 in CO | Keeper of the Cheesecake since Nov. 2011| Bunni BOT is on PRIMUS! | Come check out my deviantart page!
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited October 2013
    ilztas wrote: »
    This mod-fusing idea's neat n' all, but there's so much more a crafting system could do, and we could use the fusion tables for it since they're already in place.

    Maybe we could take items we don't want and break 'em down at the tables into various materials, which we'd then use to craft various items based on whether our fusion skill is Arms, Science or Mysticism. Doing it like that would give the skills more purpose than just determining what nodes we can get mods n' cores from, too.

    We could craft better equipment (or modify existing gear), or maybe simple charged devices like "Magician's Dust", "Bag of Confiscated Contraband", "Zombie Dust", those undead/demon-summoning devices... maybe some costume pieces could be done this way...

    What do you guys think?


    You mean, something EXACTLY like crafting that was removed to make place for current mod system? :biggrin:
  • beldinbeldin Posts: 1,708 Arc User
    edited October 2013
    Our crafting was maybe not the greatest .. but i still miss it :frown:
    R607qMf.jpg
  • shadowzero66shadowzero66 Posts: 331 Arc User
    edited October 2013
    Oh, Ilztas... poor Ilztas. You came into this game a bit too late. Our old crafting system (which allowed for actual crafting!) did pretty much what you described. We could craft gear, devices, action figures, costume unlocks, and even travel powers. We could break down gear of the matching crafting school to rank up. The nodes even gave you a temporary buff depending on crafting school. Heck, each of the three crafting schools had three sub-branches (mostly relevant for action figures).
    Grind for the Grind God! Tokens for the Token Throne!
  • ilztasilztas Posts: 95 Arc User
    edited October 2013
    Boo. None of you recognized the sarcasm laced throughout that post. I first joined back in January 2011 when this went free-to-play. I once went by the handle @JeffBurton.

    Seriously though, we do need that crafting system back.
  • gynomightgynomight Posts: 93 Arc User
    edited October 2013
    Ugh... I hate all that research & development and crafting and modding nonsense that was forced upon us. It's all overly complex and not fun at all.
    I'm glad the system has been simplified. This game should be fun. It shouldn't feel like homework or some tedious chore.
    That is my own personal opinion, ofcourse.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited October 2013
    Our former crafting system was pretty standard for MMO. It could easily exist along with modding system.
    It was reasonably well made and usable.

    What was botched were weak craftable items. Usually there was no point in crafting save for AFs, weapon model unlocks or grindy travel powers/costume unlocks.
    But at least it was there and it was fun for part of playerbase.

    Then it was destroyed and justified that it was disliked. Well, maybe for some. But now there is one reason less to even leave RenCen.

    And new modding system is nothing more than money grab.

    Crafting is one of parts of gameplay universally recognised as one more thing hooking players to the game. Not all players, but at least large part of them. Successful MMOs do have crafting.
    But I guess that since CO is hardly wildly successful, there is no need for crafting. :rolleyes:
  • beldinbeldin Posts: 1,708 Arc User
    edited October 2013
    The old system was a little bit grindy, and especially after they made the Elite Modes for SL there was no longer a reason to craft purples. However all that was needed would have been just to bring the stats of (all) purples a little in line.
    R607qMf.jpg
  • cptmillenniumcptmillennium Posts: 451 Arc User
    edited October 2013
    I do miss the old crafting system.
    __________________________________________________
    The poster formerly known as Lightwave!
  • jerax1011jerax1011 Posts: 966 Arc User
    edited October 2013
    ilztas wrote: »
    Boo. None of you recognized the sarcasm laced throughout that post. I first joined back in January 2011 when this went free-to-play. I once went by the handle @JeffBurton.

    Seriously though, we do need that crafting system back.

    To be fair sarcasm is hard to convey in text... BUT I do remember you Jeff, just took your suggestion seriously as I didn't remember when you had joined.
    EU5doX8.jpg
    @Aleatha1011 in CO | Keeper of the Cheesecake since Nov. 2011| Bunni BOT is on PRIMUS! | Come check out my deviantart page!
  • shadowzero66shadowzero66 Posts: 331 Arc User
    edited October 2013
    ilztas wrote: »
    Boo. None of you recognized the sarcasm laced throughout that post. I first joined back in January 2011 when this went free-to-play. I once went by the handle @JeffBurton.

    Seriously though, we do need that crafting system back.

    Your new @handle (@ilztas) and your many "I'm overwhelmed by all the powers to pick from to do X" talks in zone chat make it seem like you were an actual new player.
    Grind for the Grind God! Tokens for the Token Throne!
  • twg042370twg042370 Posts: 592 Arc User
    edited October 2013
    ilztas wrote: »
    What do you guys think?

    I think I saw you suggest doing this in Zone for the lulz, is what I think.

    Anyway, the old crafting system was poo and if they were to bring one back it should be similar to Neverwinters.
    _________________
    Wait? Whaaaa..?
  • williamkonywilliamkony Posts: 582 Arc User
    edited October 2013
    The equipment from the old crafting system was garbage, no doubt about it, but I do indeed miss the consumables. :(
    Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
    Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
    Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
    Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
  • ilztasilztas Posts: 95 Arc User
    edited October 2013
    Okay well the STYLE of the old crafting system was interesting at least. Time-consuming perhaps, but much more interesting than mod fusion. I'll agree the results of crafting could be more useful, at least in the case of equipment.

    Wouldn't mind being able to craft devices, even if they're charged variants only. All we can do nowadays is hunt 100+ Red Banner mages for example and hope for the best at getting that Magician's Dust.
  • ryuuchi1993ryuuchi1993 Posts: 6 Arc User
    edited October 2013
    While I'm sure by this point this post is old as dirt, I have to say, I want a crafting system back in this game... to be honest I came to CO too late for some of the high end crafting to be plausible for me. Namely the crafted Travel Powers (yes I know they brought back variants in the Q store but personally I FAR preferred the Storm Rider's effect to Electro Flight's (the latter of which I do have now by the way)) and Costume Parts (which I know are back in the form of Drifter Salvage Boxes but what annoys me there is twofold. One, you have to either pay for it or farm the heck out of Questionite, and two, even then it's constantly a gamble, you may get a part you already have). Personally I couldn't care less about the Crafted Figures, I never use AF's.

    Not to mention the fact that, honestly, hitting 400 in a craft is now infinitely more difficult since Mods are the only way to level it.

    Long story short, I want a far more linear and easy way to obtain these things (or in some cases actually possible). While I do think that Mods are great, they allow for people to hit far greater heights than they used to if you ask me, it wouldn't be very hard to keep that while re-incorporating the old system with some tweaks, would it?
  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited October 2013
    I missed making devices, costumes and power replacers. If I knew they would have abolished them entirely, I would have focused on making them all for my mains.
  • thearkadythearkady Posts: 337 Arc User
    edited October 2013
    twg042370 wrote: »
    the old crafting system was poo

    While I agree in principle, I'd still rather have that back than shovel my way through the wagonloads of bovine dung that is the fusion system.

    (Oh, and I'm still wayting for Cryptic to make amends for how they handles the change from one to the other, which was basically a big middle finger for those of us who were barely shy of finally crafting <insert L40 costume unlock you didn't quite get done here>.)
  • ryuuchi1993ryuuchi1993 Posts: 6 Arc User
    edited October 2013
    thearkady wrote: »
    While I agree in principle, I'd still rather have that back than shovel my way through the wagonloads of bovine dung that is the fusion system.

    (Oh, and I'm still wayting for Cryptic to make amends for how they handles the change from one to the other, which was basically a big middle finger for those of us who were barely shy of finally crafting <insert L40 costume unlock you didn't quite get done here>.)

    I entirely agree with how pants-on-head-stupid it now is to hit 400 with Fusion. I was lucky that I was able to get one character to 400 Mysticism before On Alert hit. Even then I wonder if it was WORTH it for the... 15-20% bonus to Fusion or so from R1? "highest crafting level possible: still has a fair chance of failing at creating a mid-level item" is just silly IMO.
  • edited October 2013
    This content has been removed.
  • twg042370twg042370 Posts: 592 Arc User
    edited October 2013
    thearkady wrote: »
    While I agree in principle, I'd still rather have that back than shovel my way through the wagonloads of bovine dung that is the fusion system.

    If by that you mean "Man we get way to damned many mods as drops and I'm always throwing them away." then you are correct.

    If you mean, "The old crafting system was better than what we have now." I'm afraid to inform you that your opinion is bad and you should feel bad.
    _________________
    Wait? Whaaaa..?
  • crosschancrosschan Posts: 920 Arc User
    edited October 2013
    twg042370 wrote: »
    If by that you mean "Man we get way to damned many mods as drops and I'm always throwing them away." then you are correct.

    If you mean, "The old crafting system was better than what we have now." I'm afraid to inform you that your opinion is bad and you should feel bad.

    if by that you mean, "Man we get too many R1 vehicle mods," then I would say not that you were correct or incorrect but that I agree with you.

    If by this,"I'm afraid to inform you that your opinion is bad and you should feel bad," you mean,"Opinions are subjective but having any crafting system vs. zero crafting system has to be better simply by virtue of 1 > 0 since even in NW they do not consider mod fusion to be crafting," then I would have to agree with you. :wink:

    Overall, we do need something to fill this(one of many) void left by On Alert. That is my opinion on the subject. I also agree it will likely be a minion/tasks system similiar to STO/NW but closer to the NW system since that is the most recent version.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
  • thearkadythearkady Posts: 337 Arc User
    edited October 2013
    twg042370 wrote: »
    If you mean, "The old crafting system was better than what we have now." I'm afraid to inform you that your opinion is bad and you should feel bad.

    If by that you mean "a system designed for characters that earned their 400 crafting skill in a now defunct system while throwing newbies under the bus can possibly be better than anything" I have to inform you your opinion wasn't worth the time you wasted formulating it, is worse that a 20 year old hound's breath and you really should feel like a moron for insinuating anyone could possibly see a need to feel bad about disagreeing with that hogwash.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2013
    I would happily support a crafting system like the one we used to have. But only if it involves lots of farming of things like the old one did.


    No I'm serious, I actually thought it was a lot of fun farming those reinforced tissues.
  • beldinbeldin Posts: 1,708 Arc User
    edited October 2013
    twg042370 wrote: »
    If you mean, "The old crafting system was better than what we have now." I'm afraid to inform you that your opinion is bad and you should feel bad.

    We don't have any existing crafting system at the moment, so every crafting system could only be better than that, no matter how bad it was.
    R607qMf.jpg
  • battybattybatsbattybattybats Posts: 777 Arc User
    edited October 2013
    If we get a crafting system again then Give Us More Bank Slots!!!!!! because things fill up plenty already on characters enough with mods and devices and things as it is especially since vehicle mods came into the mix.
    Running around getting ingredients, the humour of a lot of those ingredients, making our own heals and power replace devices and special action figures all had some fun to them when done on the characters it felt appropriate to do (the scientists and gadgeteers and sorcerers etcetera) so i'd be ok with that returning so long as my characters can affordable with in-game currency get some room to put the ingredients!
    ___________________________________
    While she has been rescued
    what diabolical mastermind
    was behind the devious brain-napping of
    the Volterrific Dr Cerebellum?
  • twg042370twg042370 Posts: 592 Arc User
    edited November 2013
    thearkady wrote:
    Wharrgarble

    Sorry. The crafting was poo and mods are better in every way. I admit that I admire your dedication to poo. It takes a brave person to do so in the face of universal repulsion.

    Regardless. Crafting = Poo. See, there's math so it's proven by science.
    crosschan wrote:
    That is my opinion on the subject. I also agree it will likely be a minion/tasks system similiar to STO/NW but closer to the NW system since that is the most recent version.

    That'd be a great bonus. A Contacts system like STO's DOffs. Something to click and ignore.

    But adding mods to gear so an Inferno goes from zero to hero? Works great, needs to be kept. Having to farm dozens of components across five maps for twenty levels just so you can get a second bag? That idea can take a flying leap into the abyss.
    _________________
    Wait? Whaaaa..?
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited November 2013
    twg042370 wrote: »
    Sorry. The crafting was poo and mods are better in every way. I admit that I admire your dedication to poo. It takes a brave person to do so in the face of universal repulsion.

    Regardless. Crafting = Poo. See, there's math so it's proven by science.

    Yes, having crafting in mmo's is indeed a pile of poo. It's good that CO corrected this mistake, not like pretty much any more successful mmo. :biggrin:
  • ryuuchi1993ryuuchi1993 Posts: 6 Arc User
    edited November 2013
    twg042370 wrote: »
    Sorry. The crafting was poo and mods are better in every way. I admit that I admire your dedication to poo. It takes a brave person to do so in the face of universal repulsion.

    Regardless. Crafting = Poo. See, there's math so it's proven by science.

    I admit that I admire your dedication to going on a thread just to cause trouble. Your logic is lacking sound reasoning, and if you can't give legitimate reasons that Crafting is poo according to you, please leave this thread alone.

    Personally, while I like that mods allow for far more versatility in gear, there is one issue. The farm to the highest tier is entirely not worth your time. If they let up on the Diminishing Returns a bit, maybe it would be more worth it.

    And I'm not saying get rid of mods entirely. Just... bring back a crafting option. If people want to craft to get Travel Powers, Devices, Costumes, and Action Figures, why not let them? It wouldn't be harming your "perfect" mod system in any way shape or form.
  • crosschancrosschan Posts: 920 Arc User
    edited November 2013
    I admit that I admire your dedication to going on a thread just to cause trouble. Your logic is lacking sound reasoning, and if you can't give legitimate reasons that Crafting is poo according to you, please leave this thread alone.

    Personally, while I like that mods allow for far more versatility in gear, there is one issue. The farm to the highest tier is entirely not worth your time. If they let up on the Diminishing Returns a bit, maybe it would be more worth it.

    And I'm not saying get rid of mods entirely. Just... bring back a crafting option. If people want to craft to get Travel Powers, Devices, Costumes, and Action Figures, why not let them? It wouldn't be harming your "perfect" mod system in any way shape or form.

    Hey, caught that lil bit there in red and just wanted to make a comment. If you truly want "Versatility in Gear" then how about we cut the numbers mods contribute to gear(something reasonable, not nerfing them into the pavement mind you) and then add 3 slots for another secondary off, def, and util? Then, with 6 gear slots, it would actually be possible to put a little of this or a little of that and balance out the occasional "weak spot" in a build. Say, for example, you just need a smidge of rec or end to iron out your energy useage to perfection...well...with 3 more gear slots this would be possible with less of a hit to SS Focus than in the current system. IMO, this would take the game forward leaps and bounds.*

    *Yes, this is partially a joke based on how On Alert actually removed these gear slots in the name of versatility yet not a single dev has ever been able to explain to me how that worked out BUT I think reverting this portion back to a more pre-On Alert style system would actually grand the versatility they were looking for in the 1st place.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
  • thearkadythearkady Posts: 337 Arc User
    edited November 2013
    If we get a crafting system again then Give Us More Bank Slots!!!!!!

    A very valid point. I don't think you need to worry, though, seeing as how Cryptic apparently prefers to cater to semi-sentient spammers like the one we've been seeing in this thread.

    EDIT: Come to think of it, there's an argument for re-introducing crafting: Silvers would basically have to buy bag slots to account for getting materials into their inventory on top of everything else.
  • ryuuchi1993ryuuchi1993 Posts: 6 Arc User
    edited November 2013
    crosschan wrote: »
    Hey, caught that lil bit there in red and just wanted to make a comment. If you truly want "Versatility in Gear" then how about we cut the numbers mods contribute to gear(something reasonable, not nerfing them into the pavement mind you) and then add 3 slots for another secondary off, def, and util? Then, with 6 gear slots, it would actually be possible to put a little of this or a little of that and balance out the occasional "weak spot" in a build. Say, for example, you just need a smidge of rec or end to iron out your energy useage to perfection...well...with 3 more gear slots this would be possible with less of a hit to SS Focus than in the current system. IMO, this would take the game forward leaps and bounds.*

    *Yes, this is partially a joke based on how On Alert actually removed these gear slots in the name of versatility yet not a single dev has ever been able to explain to me how that worked out BUT I think reverting this portion back to a more pre-On Alert style system would actually grand the versatility they were looking for in the 1st place.

    That is of course another viable option if you ask me. I think the only issue there is that it would require far more coding to work on I would imagine, but then again I don't know too much about coding in the first place.
  • crosschancrosschan Posts: 920 Arc User
    edited November 2013
    I don't know that it would be "Far more" since the lionshare of my suggestion likely(I too am not a coder so I could be wrong) would likely be in the pre-On Alert Code. Heck it might be in the live files right now and just require a bit of a rollback to access the older stuff. Then it would just be a matter of some number adjustments on the mods to balance a 6 gear system vs. a 3 gear system. Of course, as previously stated, I'm guessing in the dark here.
    2s9bzbq.jpg
    Join Date: Aug 2009 | Title: Devslayer
Sign In or Register to comment.