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Old 06-18-2008, 09:11 PM   #1 (permalink)
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Crafting, Harvesting, and Enchanting

Couple Questions:

1) In depth look at XP Grind towards crafting - How in depth is crafting going be in Aion? Is it going be a super-grind fest like vanguard for example? Are they going take the WoW approach and have crafting almost useless and mindless with being able to make 20 things in a row with a click of a button? Personally myself i hope it's not to hard that it takes 1 year of 4 hour crafting sessions a day but not to easy that everyone can have a profession in something and items are so easily made they loss their value(Something like WoW's 2 weeks to lvl 50 crafter@2-4hour craft sessions a day). A system where players need to seek other players out to craft them items build the social aspect of the game at the same time makes a crafter actually feel like he's a crafter. ( Being able to craft items for other players who want them ).

2) Harvesting - Will their be harvesting other than killing mobs and looting? Example, Plant picking for alchemy or mining for ore?

3) Enchanting / The enchanter class relevance to crafting. - Will the class enchanter have any benefits over the other classes when it comes to materials used in crafting. I personally think they should. Let me explain why. Games I've played like Everquest 1, Lineage 2, EvE Ect Ect. They have all had specific benefits for picking the class that was most geared towards crafting. Examples, Everquest 1, A Enchanter could enchant blocks of ore to make them magical blocks of ore so a crafter could make a more powerful weapon. Lineage 2, Dwarfs were the class you would pick becuase it was the only race in the game that could craft. So it would be nice to see some sort of class more oriented towards crafting then others and the enchanter class is the most logical choice becuase of their ability to "Enchant".
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Old 06-18-2008, 10:57 PM   #2 (permalink)
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Answer to number 2:

Yes, mining and harvesting plants, and extracting energy things (stones/shards/something glowy) from floating rocks full of Aether you have to fly up to, etc., etc..

As for the rest, I don't know any concrete details. All I can give you is anecdotal evidence. Sorry.
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Old 06-18-2008, 11:45 PM   #3 (permalink)
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Quote:
Originally Posted by Mark View Post
Answer to number 2:

Yes, mining and harvesting plants, and extracting energy things (stones/shards/something glowy) from floating rocks full of Aether you have to fly up to, etc., etc..

As for the rest, I don't know any concrete details. All I can give you is anecdotal evidence. Sorry,
Thanks for the reply to question 2 mark, I appreciate it. Thats exciting for me to hear that harvesting is going be in the game. Now my only hope is they make crafting semi-hard enough that not everyone and their dog is a maxed level crafter.
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Old 06-19-2008, 12:02 AM   #4 (permalink)
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I REALLY hope its nothing like WoW's crafting, I mean some one max level could get to max level in crafting in less than a day, and some crafts they can max out in a few hours (with a lot of money of course) I think it should take months to get close to max level, but also on the way up to max level you should be crafting useful stuff instead of vendor trash. Making crafting really easy makes it useless in the long run.
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Old 06-19-2008, 12:22 AM   #5 (permalink)
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personally i think it should grow in proportion with your character. say if levling your character takes 3 months to do. your Crafting Profession that you choose should also take that much time to Max.
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Old 06-20-2008, 01:08 AM   #6 (permalink)
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Does anyone have information on question 1 or 3?
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Old 06-20-2008, 02:18 AM   #7 (permalink)
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Quote:
Originally Posted by Zoi View Post
3) Enchanting / The enchanter class relevance to crafting. - Will the class enchanter have any benefits over the other classes when it comes to materials used in crafting. I personally think they should. Let me explain why. Games I've played like Everquest 1, Lineage 2, EvE Ect Ect. They have all had specific benefits for picking the class that was most geared towards crafting. Examples, Everquest 1, A Enchanter could enchant blocks of ore to make them magical blocks of ore so a crafter could make a more powerful weapon. Lineage 2, Dwarfs were the class you would pick becuase it was the only race in the game that could craft. So it would be nice to see some sort of class more oriented towards crafting then others and the enchanter class is the most logical choice becuase of their ability to "Enchant".
(a) I can't possibly see why you put Lineage2 in this part. There is only one class with ANY craft skills in that game: warsmith/maestro. There is no "materials picking" (They just drop. From mobs. Period. With possible exception of Bounty Hunter and his spoil), no "class relevance" - you get the materials no matter who you play all depends on mobs killed, buy them on the market, get them from drops, or get a BH to spoil them for you (in later chronicles there was also a manor system indroduced - yet it too has nothing to do with "class" or "race"), get the recepie (60% chance in most cases), get a warsmith whos high lvl enough and has the recepie in his recepie book, titty-boom! Succes. Or not. That's it.
How is what I just wrote different from what yuo wrote? Well... There is no "relevance" in caft in L2, as you suggest. There is an obligation to choose a warsmith. No other class can craft anything usefull (again: with a small exception of so called "common craft"), no other class can process the basic materials into more advced ones. No other class can crystalise stuff. No other class can use the recepies. "No other class". We haven't heard such a phrase in Aion. All the classes can engage in crafting. Will they make some classes "lean more towards" some professions? Who knows. Not me - maybe some other ppl from Aionsource have found a hard evidence for such plans.

(b) I'm not quite sure what class "enchanter" is supposed to be in Aion... there is a "Chanter"... but last I checked there was no "enchanter".
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Old 06-20-2008, 06:40 AM   #8 (permalink)
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From what I read, I believe that the list of harvesting is as follows:
Fishing/ fruits/ vegetables/ ores/ crystals/ trees/ energy orb looking things/ and etc.

From what I know, I believe that there are 2 bars that determines your success in harvesting....

For crafting you need to do 3 to 4 steps to making an item.

Example: Get ore->make ore into ingot-> make ingot into metal parts-> combine metal parts. I also believe that you lose materials if you fail.


Oh and here is a short video of crafting...looks nice.

Last edited by Gutss; 06-20-2008 at 06:44 AM..
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Old 06-20-2008, 07:19 AM   #9 (permalink)
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Quote:
Originally Posted by Szaman View Post
(a) I can't possibly see why you put Lineage2 in this part. There is only one class with ANY craft skills in that game: warsmith/maestro. There is no "materials picking" (They just drop. From mobs. Period. With possible exception of Bounty Hunter and his spoil), no "class relevance" - you get the materials no matter who you play all depends on mobs killed, buy them on the market, get them from drops, or get a BH to spoil them for you (in later chronicles there was also a manor system indroduced - yet it too has nothing to do with "class" or "race"), get the recepie (60% chance in most cases), get a warsmith whos high lvl enough and has the recepie in his recepie book, titty-boom! Succes. Or not. That's it.
How is what I just wrote different from what yuo wrote? Well... There is no "relevance" in caft in L2, as you suggest. There is an obligation to choose a warsmith. No other class can craft anything usefull (again: with a small exception of so called "common craft"), no other class can process the basic materials into more advced ones. No other class can crystalise stuff. No other class can use the recepies. "No other class". We haven't heard such a phrase in Aion. All the classes can engage in crafting. Will they make some classes "lean more towards" some professions? Who knows. Not me - maybe some other ppl from Aionsource have found a hard evidence for such plans.

(b) I'm not quite sure what class "enchanter" is supposed to be in Aion... there is a "Chanter"... but last I checked there was no "enchanter".
Thats cool that you have a different opinion then me, but if you don't have anything nice to say don't say anything at all.
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Old 06-20-2008, 07:54 AM   #10 (permalink)
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i believed seeing something early in development about "chances" and how to harvest, it was more about plants and such and had a progress bar much like the moves that require a build-up of timing and it had a slightly higher pass/fail ration than 1 to 1 making harvesting very difficult and takes long hours.

edit: to specify the player was in a field and appeared to be picking plants.
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Old 06-20-2008, 07:02 PM   #11 (permalink)
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I'm big on crafting. It's what makes a game fun for me after I've hit max level, and gotten bored of the "end game". I've been waiting for a game with crafting that doesn't allow any one person to make anything... oh wait, that's called real life.

OK seriously though, I'm hoping for something like what WoW has with more complexity and usefulness. Meaning, you only get one skill and you use it based on what you want to do. Now combine that with EVE Online's creation system, except you can't automate construction so your character has to stick to a single spot for 20+ hours, and you have something.

Before you freak about boredom, hear me out. It would make crafting worth something because the items could be decently powerful since they require 2-5 people to gather, process, and prepare the materials before making the item. Each step could take days meaning items would remain rare enough to actually sell for something. AND, the act of preparing should continue when you're off line (example: hamming a sword for nine hours is boring as hell, but telling your character to do it while you're at work/school/the bar isn't so bad).
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Old 06-21-2008, 07:40 AM   #12 (permalink)
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No thanks. That's too easy and pointless. First off, gathering and crafting are two completely different things........
If it's so easy that you can make a bunch of items while your afk......than it's pointless. Mind as well say you can play the entire game/raid/harvest/etc. while your afk..........

The harder the craft....the better it is. It would actually be an achievement and not to mention crafting is one of the most important part of mmo economy. By making it so that you can make a bunch of items afk....the inflation of every crafted item would be horrible.....
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Old 06-21-2008, 01:36 PM   #13 (permalink)
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I second the idea of you're crafting/enchanting/harvesting skill increasing as you're character's power and level increases.
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Old 06-25-2008, 12:13 PM   #14 (permalink)
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Features I want:
Easy to start with a sharp time/money invested curve and enough interaction so it can't be automated/botted.
Multiple worthwhile and profitable tiers throughout the progression.
Takes atleast 6 months for a moderate gamer to cap, possibly longer if the system is fleshed out well enough.
Nothing like bind on pickup crafted gear, period. If I can make it, I can sell it or give it to someone else.
Limits to the total number of capped crafts a character can have.

Oh ya, and one more important one. No random % chance of making a higher quality item. If you want to make a better version of the same item, sub out a rare material. Makes much more sense.
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Old 06-27-2008, 03:15 AM   #15 (permalink)
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Quote:
Originally Posted by Tareith View Post
Features I want:
Easy to start with a sharp time/money invested curve and enough interaction so it can't be automated/botted.
Multiple worthwhile and profitable tiers throughout the progression.
Takes atleast 6 months for a moderate gamer to cap, possibly longer if the system is fleshed out well enough.
Nothing like bind on pickup crafted gear, period. If I can make it, I can sell it or give it to someone else.
Limits to the total number of capped crafts a character can have.

Oh ya, and one more important one. No random % chance of making a higher quality item. If you want to make a better version of the same item, sub out a rare material. Makes much more sense.
pretty much summed up what i was exactly thinking.
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