Now that most of us profession type players have all our professions at level 80,its sooo sad to realize that the only thing worth while making is potions(but not the +1 ones as you guys still have not made them work),and profession tools. Alot of us have wasted much time,AD,and cash to get our professions to where they are and there isnt anything worth making! PLEASE give us recipes that are at minimum as good as the best stuff out there,like IL 1010,at VERY least! Do not keep us hanging!
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However, crafting should provide a next best option for those who don't want to run the hardest content but want something a little better. Maybe this will happen when Masterworks gets an update. We'll just have to wait and see.
Much more challenging that killing a few monsters with other players helping...
There would be several ways to include good armor sets / single pieces that could mix with endgame gear or several stat options, I mean... Don't need to fry my brain if there is only one viable bis piece / slot.
But yes its better to discuss if running the same piece of content for so many times should be more or less rewarding than one of the greatest AD sinks of NW.
Length comparison all over again.
This is a game everybody enjoys differently. Why does it always involve a big HAMSTER discussion when people want to feel rewarded?
This is what gaming is about... Unlocking Tier 1 of endorphins or something...
The easy way to do that, is to make professions craft augmentations to items or auxiliary items not related to the gear you wear, this way the professions and dungeons systems are harmonious and don't conflict with each other.
Other games can do it too - say you farm BIS dungeon gear in tomm, there could be other gear in MW. Say we get gear from endgame content, but BIS weapons from both. The options are there, but whatever the devs will choose to put into the next recipes will not be viable for more then 1-2 mods, again. If its gear, people will HAMSTER about the MW-crafters as if it's THEIR fault.
It isn't.
I don't think that you didn't think about it or something @thefabricant, I know you do. I don't usually have a problem with your opinion, since you know this game far better than me I presume.
It's the choice of putting others down for the way they engage with the game, because it isn't the same as yours I have a problem with. Not everybody not choosing to run tomm instead is an idiot that cannot play their main.
In a bunch of old games i played, successful craft system had always involved some fundamental principles :
- a wide part of equipments can be crafted
- 1 or 2 collectible + 1 or 2 lootable + 1 intermediate craftable = 1 crafted equipment.
- relevant consummables
- everything is sellable/buyable on AH
I'm not a super big fan of crafting in any game (even back in the days i was playing Ultima Online), but i also very much dislike the wild RNG for looting equipment that came into RPG from Hack&Slash.
In my opinion, crafted object should at least be equivalent to looted ones.
Keep in mind that craft and loot are not mutual exclusive, in fact they should be strongly tied together rather than being on 2 quite separate paths (which is the case now on NWO).
Here is my point of view :
I regret that we don't need to know/contact any crafters in order to equip ourselves.
It's one of the enjoying part of MMORPG : to enter in a communauty, make your hole, interract with others. The more the game, by its design, make you meet/fight with or against/speak/negociate/roleplay/etc with other players, the more the game will achieve really something.
And the more i get old and see new games and new games, the more we tend to encounter automatized concepts to "ease" the gaming experience (while in fact reducing the social interractions between players).
What the point of playing a MMO if I can play it mostly solo (or "simili-solo", considering players i am with in a dungeon not differently than any random NPC citizen wandering around in PE) ?
But i'm digressing...
Every equipment you can loot should also be craftable and vice-versa (with some exceptions, because you want the exclusive factor to be applied sometimes).
At least one of the ingredients needed to craft one specific equipment should be a loot droped by a specific ennemy/encounter (and not a craftable/collectible).
Ex :
- let's say the Demogorgon's Girdle has 0,5% chance to be found in the end chests of eDemo (you don't want the "lucky loot" factor to be gone).
- let's say it is now also craftable. Ingredients : x + y + z + 200 Demogorgon pubic hairs.
- let's say you make the loot table so that everytime you do an eDemo, you have 75% chance to loot 1 pubic hair.
Statistically it should take a bit more time to make the Girdle by the craft, so le lucky looter can still live, but at least, hard work or market play (or crafter/merchant organizations, as i had seen on some other games) can also have a place.
I remember it dropped on my first ever FBI run ever and I was so happy!
But it feels like every interaction and drop that actually could serve to make some AD nowadays has to be nerfed/reconsidered, I don't know... It felt so useless to me when I found out how short the MW BIS lifespan usually is (took me a while to catch up on MW)
There is nothing of that if all you can do is put some guild marks into a explorers and make some potions and that's really it.
When we are talking how bis gear should never come from MW, only tomm (or yeah, whatever) are we talking ALL of it? Or do you not care about some things as long as you can make hella money? Like. If you said, for example, gear should drop/bought by seals bta, does that entail weapons? Probably. Then you need the rings to make profit, yeah. So... would comp gear be okay? Yes? Is there something more acceptable than broken stuff?
Imagine there is something like summer fest crafting of food buff stuff instead of that profession that you would like to see become useless, tomm guys, that would be okay? To make good lasting food stuff in a profession called kitchen or whatnot?
(or is that too eso with food that actually matters, watermelon sorbet aside?)
This is just being smart with resource allocation and its blatantly obvious as well that this is what cryptic should be doing with almost everything, but they are instead designing content as if they are a 200 man team and can afford to redo every system every single mod. And no, I am not just saying this because I dislike professions, if the best gear comes from professions I will do professions and make AD. If the best gear comes from dungeons I will farm dungeons and make AD. I just believe it is bat-HAMSTER insane to design a system in a way so that you make all your older systems obsolete if you were to update it.
But as soon as I read on the forum "is going to be BIS for a while" I read "will be BIS for next mod" like ...
Generally:
Even if all professions' MW would exclude gear (because if MW gear is worse then dungeon gear, there is no reason to craft it, either, aye? No need to unlock stuff worth mils of AD for a armor piece of 10k everybody will try to craft and sell that is second best. NW doesn't do second best well.) and we would go for upgrades/armor kits/whatnot, there needs to be another M15 done for real this time to make it viable.
I don't see it. I don't see this kind of rework in the future, there won't be any reworking/changing direction considering vertical/horizontal progression.
I would like to see a better approach here, but there is not even fixing what doesn't work in a system they already overhauled.
TL;DR I'm just salty about throwing out a lot of AD for stuff to be obsolete after I went out for a smoke for a min. I'm very salty about my forgehammer. I really really wished we would see iniative to actually impact on the game most fundamental flaws.
Maybe I'm pessimistic about it because it does feel like the end phase of that long run already, and changing systems around now would be too much work for something that is not a new and shinier game.