Jun
19
Craft be Gone
Starting to see a pattern yet?
Lots of people thought (….and mistakingly so..) that my last article was either about getting rid of raiding, or the un-winnable hardcore vs casual debate, and even a “let’s give everything away to everyone you socialist pig…there..happy!?”. Nope. If you fell into one of those categories…please read it again. That article was about challenging the status quo and trying to get the community to come up with new mechanisms for the end game. I failed somewhat in the task because those three debate ruts are usually where people go when such questions are asked. Well….today I hit on crafting. Another not-so-sacred cow and again I’m going to go through my thoughts on the whole current situation and then, hopefully more successfully this time, get the community to discuss better ways of doing things.
Where do I start. Oh yeah…crafting is boring. It is so boring right now that tears will actually form in your eyes. Do people like crafting? Yes…most certainly they do, heck, there are even whole EQ2 guilds created just on the whole premise of crafting. Thats all they do…is take orders and craft. In Eve, there are whole corporations just of people who collect resources or take resources and create ships and other things for you. These people are out there, but I honestly think that crafting needs a good look at in terms of design and implementation…almost more so than raiding, but only by a hair.
WAIT A MINUTE!! Hands off of that comment button. Do I think the present solution of crafting should be taken out and shot in the streets? No….cause then you’d leave those people who like it stranded. Is it a possibility that we should shoot the current solution? Yes….if there is a better one…and you know me, I always think there are better solutions out there.
The tried and true version of crafting is as follows: troll goes out and chops/mines/gathers a resource. Troll chips/hammers/cooks the resource into a usable item at the forge/. Troll increases crafting skill. Troll sells/gives away/uses said item. Troll rocks himself to sleep.
My suggestion? Get rid of harvesting. It really serves no real purpose except to put a buffer between you and actually crafting. Some games are getting ready to do that (Spellborn comes to mind….not sure if thats true though). Why harvest? What you want to do is make stuff…so I really do think that most crafting elements should be drops out of adventuring somehow. At least this way, you are working on both spheres, i.e. crafting and adventuring, at the same time. True, presently you can kill stuff while you harvest, but you’re still just harvesting at that point and doing nothing else…oh yeah, your mining skill goes up….whoop-dee-doo.
The actual act of crafting itself needs to be spiced up just a bit. Something needs to be added to make it go…for lack of a better word…”pop”. Honestly, I’m at a loss right now (I blame the Corona I’m drinking…too much lime) as to how this would be done…but I’m lucky that I have a really bright set of readers to think this stuff up for me. One thing I would like to see is more relevant crafting. What I mean by that is that if you stay ON PAR with your crafting, you’ll be able to use the stuff you create. LoTRO comes really close to that…but not quite as close as you’d like. I’d like the days of the “need X levels above your adventuring level in order to use stuff” to be gone..
So…lets put some ideas out there. What do you guys like about the current crafting implementations? What would you like to see happen in crafting? What other designs can you think of?
D out.
P.S The first person who says that this is hardcore vs casual gets the standard tcsgamer box of angry kittens sent to them COD.
