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| | #586 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 3,001
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Also we have someone who is really testing the game out giving his opinion of it. Not the hordes of people here who either dont know a damn thing or claim all their information is legit but just comes from "sources" or the ever popular "notes" that a few seem to have. So seeing someone who was a good contribution to the high end MMO community back in EQ1 giving his thoughts tends to hold more value behind it then Joe_hater03 who finds every excuse he can to belittle Vanguard. Id put the same value behind a not so nice Vanguard review if the source was worth a damn. I get tired of people claiming they heard from a friend who has a friend that is married to someone that has a friend whos brother's son is in beta and the game is horrible! I also get tired of people who claimed to have been in beta like a year ago... but havnt played it since but still act like they are in the loop on things. Get the idea? Its all about the source of the review. Brad's review on Vanguard = worthless. Old school high end EQ player who contributed to the community to make it better = has some value. Though I do understand that unless its a bad review alot of people around here dont give it any merit at all. After all the only people who could like Vanguard are getting paid to say so ![]() | |
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| | #587 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Except it's totally devoid of substance? Don't get me wrong, I enjoy empty hype as much as the next guy. Or maybe you'd like me to start posting about my 'friends' experiences with the game and how my 'friend' allowed me to play the game all the way to max level and my experiences thus? |
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| | #588 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 3,001
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| | #589 (permalink) | |
| Registered User | Quote:
Perhaps it's due to laziness, maybe lack of time, or it might be infeasible, but I'd agree there does seem to be a solid excuse as to why this kind of "immersion" hasn't been implemented in an MMORPG to date.
__________________ Fuck Cancer! Last edited by Cadrid; 11-12-2006 at 08:19 PM.. | |
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| | #590 (permalink) | |
| Registered User Join Date: Jul 2003
Posts: 1,278
+2 Internets | Quote:
You're probably right but I hope you're wrong. Even shooting a dude out of the sky... if the mount poofs and you fall that'd still be damn funny. | |
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| | #591 (permalink) | |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,640
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| | #592 (permalink) | |
| omghax Join Date: Sep 2006
Posts: 1,137
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| | #593 (permalink) |
| Registered User Join Date: Oct 2002
Posts: 295
| Brad, I've always really been in to trade skills in whatever MMO I've played, but they've always lacked something. First, the crafter should have the ability to customize (to a degree) what he or she is crafting. What I am truly looking for is probably not within the reach of what VG is aiming for, but I think a system robust enough to allow a crafter to name (with a ridiculous filter), distribute a portion of the stats, shape, color, texture, etc is. How difficult would it be to give the players a database to make these selections from? Each tier of item could open more intricate/cool designs. You could even restrict items made from certain races/materials to represent said cultures. Such freedom would go a long long way in making the trade skills more fun and attractive. Second, the quality of crafted items is always something under serious debate. One side feels they should be able to make raid level items. While the other side feels that's ridiculous, and undermines one aspect of raiding. I'd like to see a compromise. Give max level crafters the ability to create "masterpieces". With masterpiece items being a level of item that is at least equal to current end game raid loot. Ideally even a step further. Masterpiece items should be something truly powerful and useful. I'd like to see an additional tier of masterwork recipes instead of just improving upon an existing upper level recipe, but I understand that it would be additional work. After all, who's making all of these powerfully enchanted items that we're finding on Gods, Dragons, Demons, and in their respective treasure hordes? Wizards of old? OK, but we should be able to make our own legends =P Draw the players in. Give him the power to create something awe inspiring, but keep it on a tight leash. Seem unbalanced? Keep reading. To regulate the flow of these times of items you could impose several restrictions. A. Give "master piece" crafting an extremely long cool down. Say 30 real life days. The reasoning being that it takes so much of the crafter they cannot reproduce such a feat without rest, research, etc. In addition, the ability to "Master craft" should require a series of difficult quests such as constructing a quill plucked from an angels wing then electrified by the breath of a blue dragon..... so that not every "300 crafter" (WoW example) has a chance to out an EPIC+ item every 30 days. Only those who are truly dedicated to their skill should be rewarded with such an ability. B. Material requirements. In addition to a long cool down a crafter would need to gather the fantastical materials needed for his work. The materials should be rare enough or difficult enough to obtain that he or she may not have gathered the components needed for his next masterpiece even when his cool down expires. C. Restrict each account to having one master crafter at any time. You could abandon your specialty with your primary character and then pick up another (doing all the questing over) with a different character, but at no time would two characters of the same account have the MC ability. This would purely be a method in controlling the rate which these items entered the world and helping to preserve the mystique associated with them. D. Combine failure - I'm on the fence with this one. Failing to produce the item you've spent the last month(s) preparing for could be and would be a MASSIVE source of frustration for player, but assuming the quality of masterpiece items was high enough I feel that most players would understand that success can never be guaranteed. Especially for a masterpiece. To compromise, a failed masterpiece could yield an item from the tier just under masterwork items. That way, players still get something valuable and/or useful for their time and effort. I've rambled long enough so I'd just like to say this, If raid size and the rate at which loot is obtained for VG is even remotely similar to WoW or EQ1/2. Guilds of 40 or 50 people are going to obtain hundreds of items a month. The ability to master craft won't likely have any significant impact on the economy or the power of the players (assuming the system was well designed) but it would certainly add a lot of interesting aspects to those who enjoy crafting. The ability to craft masterpieces would also help enrich the community and produce individuals everyone "knows" for his or her crafting skill.
__________________ WoW - Annabelle the Immortal, Discipline Priest of Carpe Diem, Thunderhorn Last edited by Grabbit Allworth; 11-13-2006 at 08:03 AM.. |
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| | #594 (permalink) |
| Registered User Join Date: Nov 2002
Posts: 2,089
+4 Internets | In regards to "masterpiece" items, I always thought DAoC had a pretty cool system. Crafted items were given a rating when created that was random dependant on skill, 100% being the best and quite rare. This percentage determined how much you could spellcraft (add stats, another trade skill) onto the item. So you had a market for the higher percentages, like 97%-99%, and then 100% items sold for a much higher premium. |
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| | #595 (permalink) | |||||
| Genocide Engineer Join Date: Jul 2002 Location: Georgia
Posts: 1,809
+10 Internets | Quote:
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In any event, all items you make should definitely have your name on them and be visible if someone inspects it. Quote:
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Anywho, I'd love to go on for paragraphs about Tradeskilling in general, but since it's just a VG thread, I won't. But if someone does happen to make a Tradeskill thread... ![]() | |||||
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| | #596 (permalink) |
| Registered User Join Date: Jan 2005 Location: Nanaimo, British Columbia
Posts: 40
| The solution to crafting epic items has been around since at least 1996 in The Realm Online what you do is start with a basic sword and then slowly add enhancements to it, however everytime you add something there is a chance of failure or that the item will be destroyed. If you want an item equal to uber raid loot you can do it, but it will cost you loads of dough and realistically you'll have to get lucky or do many many constructions over and over before you make something that doesn't get destroyed. In the end you can ensure it takes a similar level of challenge/work/risk to make epic crafted items as it does to get them on raids. There is nothing like just having enchanted an Uber Sword of Pwnage 5x and to know there is a 97% chance the sword will be destroyed if you try again. But you want that 6x. That is the most straightforward way to make crafting uber items costly Last edited by glue; 11-13-2006 at 10:18 AM.. |
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| | #597 (permalink) |
| Registered User Join Date: Jul 2006
Posts: 1,275
| Combine failure is a-ok in my book if its some noob crafter attempting something above their skill. Its realistic, and reasonable. They are gonna mess up and ruin the piece. A master craftsman though, failing horribly and losing the pieces? Thats just stupid. Maybe they may not have the 'perfect' piece every time, a nail may get bent or something, but they arent gonna lose anything of value. |
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| | #598 (permalink) | |
| Badger Diplomacy Join Date: Feb 2005 Location: The Dairy State
Posts: 6,996
| Quote:
The only problem I see is the natural inclusion of super hard recipes that you'll always risk failure on but yield uber loot which basically then doesn't change anything. It effectively becomes EQ1s system where you skill up on garbage and always might fail something you care about. Rather not have failure at all. The difficulty should be in obtaining the items. Getting everything together and hoping the RNG doesn't fuck you isn't epic, doesn't add to difficulty, and just isn't fun to begin with. | |
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| | #599 (permalink) | |
| Registered User Join Date: Aug 2005 Location: Reno, NV
Posts: 313
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| | #600 (permalink) | |
| Registered User Join Date: Aug 2005 Location: Reno, NV
Posts: 313
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