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Is it time to overhaul the traditional crafting system

anrulusanrulus Member Posts: 24 Arc User
edited October 2014 in General Discussion (PC)
With the introduction of certain types of weapons and armor in the recent Icewind Dale and Tyranny of Dragon's patches, there are now more than a few of the crafting classes which are very rapidly becoming obsolete, to the point where the top end crafted gears are less effective than the easier to obtain Campaign rewards, and aside from Leadership and (maybe) Alchemy, are being used less and less across the game.

Would it make more sense to introduce newer armor and weaponry to the game through the crafting system, to reward those who actually spent the time levelling those skills?

Does anyone have an alternative idea on how to improve what seems like quite a flawed Professions system?
Post edited by anrulus on

Comments

  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2014
    An idea that I half expected might have been implemented by now is the the idea of interaction between different professions. These crafting synergies would allow for special crafting with multiple profession requirements such as alchemy and artificing unlocking new options for crafting and/or enhancing weapons.
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  • frishterfrishter Member Posts: 3,522 Arc User
    edited October 2014
    As someone who levelled up weaponsmithing/artificing many times and has assets, I have to say I hope not. The fact that they bound the stuff made it a complete waste of time that I'm glad to see the back of. If they make a use out of it that isn't bound then that's fine. Otherwise I'm kind of glad to see the back of it just so that I didn't need to do it all again for my warlock.
  • dragoness10dragoness10 Member, NW M9 Playtest Posts: 780 Arc User
    edited October 2014
    UOAbigail and CNR305 were MUCH harder crafting systems in NWN Classic. This is a walk in the park by comparison to level up.
    " I tried to figure out the enigma that was you, and then I realized mastering Wild Magic was easier." - Old Wizard in Waterdeep

    "Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."

    "Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
  • anatas07anatas07 Member Posts: 164 Bounty Hunter
    edited October 2014
    Nice ideas ... but, whenever you got an idea please think about it from perspective of a product manager - put a "+" or a "-" at the end of it. Allow me to explain : "+" means that idea will result in increasing the money income and "-" means that idea will make the money income less then there is right now.

    An idea with "+" might be considered. An idea with "-" will be thrown away in a blink of an eye.

    Enjoy (do not send me any money, your first lesson in marketing is free of charge :)) )
    If you see this and have the answer - PM me or answer real quick because this post will be removed
  • eldartheldarth Member Posts: 4,494 Arc User
    edited October 2014
    Yes.
    My opinion: throw out the whole indentured-servitude/slavery B.S. and implement a real interactive crafting mechanism.
  • nurmoodnurmood Member Posts: 342 Arc User
    edited October 2014
    Truth is:

    90% of all crafting equipment is useless or is crafted for fashion reasons or just out of lack of knowledge.
    Nothing is really motivating except maybe leadership which i think isnt really a profession.

    Professions in Neverwinter is just lame and thats really sad!
  • lilbyrdielilbyrdie Member Posts: 24 Arc User
    edited October 2014
    Personally, I like the profession system. As a new player, I never expected anything you could craft would be as good as the best drops in the game. If that were so, everyone could easily get the best items by simply crafting.

    They could add scarce recipes that work well with the campaign sets to improve the set bonuses or something. That wouldn't diminish the value of any sought after item; in fact, it could work together to increase both the value of the top items drops and the value of crafting.

    That said, considering some of the valuations of profession assets and resources, I don't think the demand for top end crafted gear has gone away.
  • nurmoodnurmood Member Posts: 342 Arc User
    edited October 2014
    lilbyrdie wrote: »
    Personally, I like the profession system. As a new player, I never expected anything you could craft would be as good as the best drops in the game.

    what did you actually craft and use up to lvl 60 and after? - and what do you mean with best drops in game?
  • runebanerunebane Member Posts: 0 Arc User
    edited October 2014
    My main problem with the current crafting system is that they keep adding new crafting 'skills'. I think they should update the current skills more instead of adding new ones. If you continually upgrade the existing skills (instead of adding new ones), then it adds a greater feeling of character advancement. And you have more opportunities for the character to use the skill they spent time leveling. That is what I think is missing from the current crafting system.

    For example: Black Ice Crafting should never have existed (imo). They could have just had quests that added recipes/tasks to our current skills. And had one of the many daily quests refine our black ice for us.

    Another example: The siege of Neverwinter. Was no reason to add a whole new skill. Just give each profession something to create that we would turn in for the supply kits.
    Halgarth's Legacy - NWS-DSTGFZHFR
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2014
    runebane wrote: »
    My main problem with the current crafting system is that they keep adding new crafting 'skills'. I think they should update the current skills more instead of adding new ones. If you continually upgrade the existing skills (instead of adding new ones), then it adds a greater feeling of character advancement. And you have more opportunities for the character to use the skill they spent time leveling. That is what I think is missing from the current crafting system.

    For example: Black Ice Crafting should never have existed (imo). They could have just had quests that added recipes/tasks to our current skills. And had one of the many daily quests refine our black ice for us.

    Another example: The siege of Neverwinter. Was no reason to add a whole new skill. Just give each profession something to create that we would turn in for the supply kits.

    The problem is, they used the black ice crafting as a form of gating progression in the campaign - you can't rank up black ice crafting until you progress beyond a certain point. Furthermore, they restricted obtaining more tools and workers to Zen store or lockbox items. I suppose, however, that a more clever approach could have been taken, where the specific tasks you need to upgrade black ice gear could have simply been unlocked upon reaching a certain level of reputation in icewind dale.

    As for other professions - perhaps they could add various blueprints/schematics for better items, which can be obtained as random drops, as set rewards for certain tasks, etc.
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  • zshikarazshikara Member, NW M9 Playtest Posts: 796 Arc User
    edited October 2014
    bioshrike wrote: »
    The problem is, they used the black ice crafting as a form of gating progression in the campaign - you can't rank up black ice crafting until you progress beyond a certain point. Furthermore, they restricted obtaining more tools and workers to Zen store or lockbox items. I suppose, however, that a more clever approach could have been taken, where the specific tasks you need to upgrade black ice gear could have simply been unlocked upon reaching a certain level of reputation in icewind dale.

    As for other professions - perhaps they could add various blueprints/schematics for better items, which can be obtained as random drops, as set rewards for certain tasks, etc.

    For black ice crafting I would have been fine if they would have just added the white gauntlet to the asset vendor in PE. Having the blue/green/purple assets gated behind paid services (lockboxes) I am fine with, as long as we can obtain basic assets for in game gold.

    OT: I would love to see some new reasons to craft high end weaponsmithing and armorsmithing type professions. Maybe they could give us some unique transmute items for leveling them up that are easy to craft? That would be cool and always relevant. Or, if they do add new gear that is high end (Tier 3 or such) then don't have that be the only way to obtain gear at that power level. Don't just duplicate it and have that drop somewhere too, but have something with different stats but at the same relative power level drop from a boss in a dungeon.
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  • bernatkbernatk Member, NW M9 Playtest Posts: 115 Arc User
    edited October 2014
    Well, no. Why? I can share my experience about Cryptic's crafting overhaul in STO. I had 2 max level crafters there. 1 Fed and 1 Klingon. When they overhauled the crafting they discarded any previous progress in crafting without any compensation.

    Ok reread that sentence and wait to sink in. "Without compensation"!

    Now imagine, you have level 20 leadership on several toons. And Cryptic decides to delete those lvl20s. So, what would Gruumsh do?
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  • nurmoodnurmood Member Posts: 342 Arc User
    edited October 2014
    bernatk wrote: »
    Now imagine, you have level 20 leadership on several toons. And Cryptic decides to delete those lvl20s. So, what would Gruumsh do?

    It doesnt have to be that way. 1. Every change will make some people mad - thats ok. 2. An Overhaul of the Crafting system is possible without strapping people of their assets and max lvl professions. 3. You should be aware that every single thing in this game is subject to change. Which is good.
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited October 2014
    UOAbigail and CNR305 were MUCH harder crafting systems in NWN Classic. This is a walk in the park by comparison to level up.

    I don't think the point is how "hard" they are, more how pointless they seem to be.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2014
    If the devs want to add value to the crafting professions, there are a few things they should implement:

    1. Add free-to-transmute armor pieces (of varying degrees of complexity & fanciness).

    2. Add fashion pieces that suit the crafting profession, (and again in a spectrum from simple to elaborate).

    3. Along with the existing pieces, add a dropdown menu interface where we can choose the piece, level, and rarity, and get to allocate a number of stat points however we want, (if need be, set a number of stats we must choose along with the maximum we can allocate to any one stat).
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  • runebanerunebane Member Posts: 0 Arc User
    edited October 2014
    bioshrike wrote: »
    The problem is, they used the black ice crafting as a form of gating progression in the campaign - you can't rank up black ice crafting until you progress beyond a certain point. Furthermore, they restricted obtaining more tools and workers to Zen store or lockbox items. I suppose, however, that a more clever approach could have been taken, where the specific tasks you need to upgrade black ice gear could have simply been unlocked upon reaching a certain level of reputation in icewind dale.

    As for other professions - perhaps they could add various blueprints/schematics for better items, which can be obtained as random drops, as set rewards for certain tasks, etc.

    Exactly. Nothing currently done in black ice crafting should have required its own skill. A quest available at a certain reputation level could have unlocked the recipes. And they could have one of the daily quests refine a set amount of black ice per day. Based on how far you have progressed the campaign.

    I admit that would require them to actually update the crafting system though. Where what they did do probably required less effort. They seem to have a mechanism in place already to add new crafting skills anytime they want. That worries me a little. Because it all becomes so gimmicky. We wind up having a new "skill" for every event, holiday, and such. every time they add a new temporary skill it just makes the whole thing seem more shallow.

    Would have been much better (again, in my opinion) to expand the base skills and work on expanding them out more. Have each event add something to the skills. Some of it temporary, some not.
    Halgarth's Legacy - NWS-DSTGFZHFR
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2014
    They have added a few good (imo) tasks to some of the professions. I can say that I'm very happy with the Emperor's clothing. What I don't like is that you need Dragon Eggs to craft them. So we don't transmute things cause 50k too expensive, but we would craft something that's the equivalent of 80k AD (atm), just to use it for transmutation? Does that make sense? Couldn't they make it some Exotic Leathers/Bolts of Shimmerweave/etc plus an Arcane Crystal/Arcane Shard/Eldritch Crystal? Is it because you can get Dragon Eggs from the Dragon Scale Merchant now? Hopefully if when they introduce more tasks they're gonna give it a bit more thought.
    Armor Kits are great by the way. They're worth the Dragon Egg and the 50k AD. Imo the price vs reward is well balanced. Thumbs up for that.
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  • anrulusanrulus Member Posts: 24 Arc User
    edited October 2014
    anatas07 wrote: »
    Nice ideas ... but, whenever you got an idea please think about it from perspective of a product manager - put a "+" or a "-" at the end of it. Allow me to explain : "+" means that idea will result in increasing the money income and "-" means that idea will make the money income less then there is right now.

    An idea with "+" might be considered. An idea with "-" will be thrown away in a blink of an eye.

    Enjoy (do not send me any money, your first lesson in marketing is free of charge :)) )


    Cynical, but understandable.

    Im thinking more than by revamping crafting you could actually attract more players to use the system, and in doing so, add hard to obtain (but grindable) top end materials to make high end weapons and armor.

    And then from the marketing point of view, make these same items available for Zen in the shop. This balances out the free player base who make minimal purchases with the hardcore and more committed users who regularly spend Zen.
  • anrulusanrulus Member Posts: 24 Arc User
    edited October 2014
    bernatk wrote: »
    Well, no. Why? I can share my experience about Cryptic's crafting overhaul in STO. I had 2 max level crafters there. 1 Fed and 1 Klingon. When they overhauled the crafting they discarded any previous progress in crafting without any compensation.

    Ok reread that sentence and wait to sink in. "Without compensation"!

    Now imagine, you have level 20 leadership on several toons. And Cryptic decides to delete those lvl20s. So, what would Gruumsh do?

    Chances of them doing this are slim. You would <font color="orange">HAMSTER</font> off such a huge proportion of the userbase in an instant, and lose paying players who have stuck around long enough to get these level 20 crafting skills.

    No MMO wants to lose a chunk of its core users in such a way, it would only be done if the product were losing money and slowly dying, and they felt the need to try "One last money grab".
  • anrulusanrulus Member Posts: 24 Arc User
    edited October 2014
    kattefjaes wrote: »
    I don't think the point is how "hard" they are, more how pointless they seem to be.

    Correct

    There are at least 3 or 4 of the current professions which, even maxed, are next to useless in terms of progressing your character, or even boosting your character to a reasonable degree. And which in terms of the Auction House, produce products which dont sell or cant be made without buying in expensive materials which cant be harnessed for profit.
  • anatas07anatas07 Member Posts: 164 Bounty Hunter
    edited October 2014
    And even more, the market is flooded with assets ... who will buy now the assets packs from zen ? I suppose no one, you get assets from AH at 1/5 the price :)
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  • anrulusanrulus Member Posts: 24 Arc User
    edited October 2014
    anatas07 wrote: »
    And even more, the market is flooded with assets ... who will buy now the assets packs from zen ? I suppose no one, you get assets from AH at 1/5 the price :)

    Very true.

    The profession packs would sell better if they werent such a lottery. A lot of the "Packs" are too random, and people really do like to know what they're buying.
  • dragoness10dragoness10 Member, NW M9 Playtest Posts: 780 Arc User
    edited October 2014
    Buying costs AD. Looting is free. Bartering is free. We have a whole trade channel. If you feel you don't need the AD then try bartering supplies in the Trade channel instead.
    " I tried to figure out the enigma that was you, and then I realized mastering Wild Magic was easier." - Old Wizard in Waterdeep

    "Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."

    "Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
  • phrendonphrendon Member Posts: 92 Arc User
    edited October 2014
    Can we add Alchemy , make major Black Ice Salve out of Minor black Ice salve, or something like that?
  • kittykaboomboomkittykaboomboom Member Posts: 141 Arc User
    edited October 2014
    Cham pions had a crafting system, where you went out collected parts, learnt plans and made stuff. Lots of people complained about the gear being useless and how boring it was to gather the material.
    When we got the On alert update , 2 years ago, they changed crafting to mods/fusing. Now it entirely the basic enchant upgrade system which NW had to start with. 5 x rank 1 mod to make a rank 2. 5 x rank 2 mod to make a rank 3.
    That's it, the entire crafting system.

    be careful what you wish for.
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