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| | #616 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 12
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| | #617 (permalink) |
| Registered User Join Date: Feb 2005 Location: Indianapolis, IN
Posts: 2,052
| I think for crafting it would be neat if for example to make a "Death Sword" you needed "A piece of wood" and "A hunk of metal". To make a "Death Sword+1" you needed a "Piece of Wood+1" and "A hunk of metal+1" and so on. Instead of failing the combine and everything poofing, you might fail and your "Hunk of metal+9" became a "Hunk of metal+8" and so on. You could control where every thing drops, like +10 materials in raids, +1 materials from noobie trash mobs. You could even add to that maybe and make a 'crafting' class that can improve the material level. If they fail at improving it, it could degrade the material even more or something. I'm not in to crafting generally, because it's always so poorly done and tedious, with not enough reward. Obviously the names I used were just for examples, and they should be more creative~ |
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| | #618 (permalink) |
| h8 Join Date: Aug 2002
Posts: 3,363
| Vanguards model prolly reflects reality pretty well.. better than anything else thats suposed to be like medieval crafting... whether this will translate into a good craft system is gonna depend on their implementation of other shit and balance between craft/quest/raid loot quality. |
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| | #619 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 331
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Wow was I taught a load of crap when I was in school, nice to see it was all wrong. Thanks for correcting years of misconceptions. Wonder if you will be able to die while crafting a chair in Vanguard like you could in EQ2? | |
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| | #620 (permalink) | |
| Registered User Join Date: Aug 2002
Posts: 867
| Wow, we're finally discussing tradeskills, and I nearly missed it! Quote:
However, the problem with the "failure" aspect of tradeskills is that many MMOGs leave it up to a dice roll. In EverQuest, it was pressing a combine button and crossing my fingers. To me, that's the same thing as entering a dungeon and having the boss mob have a random chance of casting a zonewide death touch with no way of negating it. It takes it out of your hand and makes there be no skill. EverQuest 2 does this a little better by making you use your various crafting abilities to try to make a "Pristine" item. Failure isn't losing everything you worked for, but potentially not making an item as good as you wanted, not to mention that you get less exp on the lower ranks. The problem with EQ2's system, of course, is that it's just horribly tedious. I honestly prefer EQ's system to EQ2's. Sure, I potentially lost everything I worked for, but at least it wasn't so time consuming and boring. EQ2's system requires no thought. It's just pushing the skills that keep your durability high, while watching out of the corner of your eye for the events. I've taken to bringing my portable DVD player next to my monitor so I can watch movies while I grind out tradeskills. Makes it far less annoying. I think other developers just need to expand on what EQ2 did for their tradeskills. EQ2 laid good groundwork, but then more or less left out a lot of the fun and challenge. I should be able to get drops from mobs for tradeskills rather than just picking them all off nodes, for example. Not sure how Vanguard's tradeskills work, but hopefully it's something along those lines. | |
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| | #621 (permalink) | |
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 761
+7 Internets | Quote:
What was I saying again lol I think the Ambien kicked in hehe but I did have a point somewhere in here….. Oh yeah…. Would make sense to don your “lets get it on” gear for a fight but that gear probably is not going to help much when your trying to thread a needle or forging metal. So since we are already assuming fantasy it would make sense that the gear you use to earn youf living with would be as functional as the gear you plan to save your bacon in. The children of Vanguard have been taught the extremely advance skill of the “QUICK CHANGE” since birth. Personally I plan to grab a few of those + speed stones from Diablo and carry those around with me too. | |
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| | #622 (permalink) | |
| Registered User Join Date: Aug 2002 Location: Austin, TX
Posts: 3,930
| Quote:
You could take a basic item, and add enhancements on them. This cost a fair amount of money, but it varied on the base item you were enhancing. The more enhancements on the item the more it would cost to add another (i.e. 100g for the first, 500g for 2nd, etc) up to 8 maximum. Thing was, you always had a chance to screw up and add a potentially catastropic effect to your item, such as character exp earned -90%. In order to take off the failure, it would also cost you money as if you were adding an additional slot and the amount of attempts you've successfully or failed followed the item. Your chances of these failures went down the higher your skill. Also, some of the super uber effects could only come out on the 7th or 8th slot. For example, if I took a stick, and attempted to add a big AC boost on it, I could fail 5 times, and succeed once - costing me say 100g/500g/1000g/2000g/5000g for failures and 12500g for finally getting it right. The next time I attempt to add an effect to this item, it would cost me 30000g. However, if I had a good skill to start with and added the AC boost on the first attempt, the next effect would have only cost me 500g. I always thought that system was a good one for compromising on failures. | |
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| | #623 (permalink) | |
| Registered User Join Date: Sep 2003
Posts: 2,707
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| | #624 (permalink) | ||
| Registered User Join Date: May 2005
Posts: 277
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| | #626 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 2,664
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| | #628 (permalink) | |
| Registered User Join Date: Nov 2004 Location: Earth
Posts: 1,288
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| | #629 (permalink) | |
| Registered User Join Date: Jan 2005 Location: Nanaimo, British Columbia
Posts: 40
| Quote:
I mean, why put the most negative and biased spin on something that is far more advanced than most of it's peers? You could have said crafters of old put on their plaid shirts, toolbelts, and lumberjack gear and approached a tree to cut it down then changed to their woodworking clothes, toolbelt, put on their glasses and went to their sawhorse to struggle with their saws, hammers, etc in order to make something out of wood i cant believe you'd try to spin the most realistic MMO crafting system as something that is unrealistic by using shitty unrealistic words to describe what happens get a life | |
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