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Player Response to Crafting FAQ?

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Kvetch:
I think it odd to lock a post that you want comments on, so we'll just do the basics of what the post seems to be we're looking for in relation to the Crafting skills being worked on.  Here were the questions at the end.  Please feel free to comment on any of these, or anything else you feel should be considered.

    How Realistic Crafting Should Be
    How Players Learn Crafting Skills
    The Limit A Player Can Learn
    Leveling The Skills
    Trading Crafted Items
    Balancing Crafted Items
    Types Of Crafts

Kvetch:
My gut reaction (back when Molly had posted what she wanted for crafting years ago) was that it was too... intense for a game, and a game that hardly had any players to boot (we go through cycles).  Though that may be because as a player I just want things to work and I want to be able to work on things on my own. 

Quite a few years ago, I played World of Warcraft for a while, taking a break from 4Dimensions and found their system to be intriguing, though you couldn't do everything yourself.  If you harvested plants - that other people needed - you could sell them, making money for you and helping out those people that couldn't harvest plants because they didn't have the skill.  They would use the plants and in turn make something that they could sell higher up the "food" list so to speak.  Basically in the end, you wanted a "low level" harvesting type skill (herbs, gems, iron, whatever) and a "high level" end type skill so in the end you weren't just supplying other people with items and then having to pay out of the nose for high level stuff, but you would be doing both. 

With WoW, there has never been the problem of having enough players to restrict skills to where you can only learn 2 of them.  There was usually always someone on that would quickly grab up the stuff you harvested, and if not, it was still in the auction system until someone bought it, or X amount of time passed when the system told you that no one was buying it so come pick it back up (and usually put it back on auction).

Right now, the problem I see with 4D is the number of players, who plays, when and how this would affect things.  What I could easily see happening in the case of lower playerbase is that someone creates X number of characters (none of which are on at the same time, so not multiplaying) and through those characters has all the skills to create their sword of everlasting life (or whatever).  Basically find yourself a hiding spot (there are many around the 4D world), make sure both characters log into said spot on login.  Create step 1 of weapon with base character, drop item, log out, log in character with step 2 and do that, drop item, log out.. continue until completed.  And I don't see any way we can stop this.  But, that is another point entirely.

Dealing with the example of the sword - I guess I've never thought of a sword being more than formed metal - formed into the blade, the pommel, the hilt.  And with that thought in mind, as a player, I would never look to find someone with the woodworking skill to craft my hilt or a stone worker to craft the pommel (though I'm sure there will be help files for such questions, I'm just not seeing it coming naturally to people - and never having made my own sword and all the movies, shows making it look like they're all made out of metal - I would question the reality of it).

I would hope that anything that had to go through multiple steps would be "worth" more than something that has to go through only one or two.  Using the example of the robe, there are 5 "necessary" steps and 2 "optional" steps listed.  If the sword above only has to go through 3 steps (only an example, I'm sure it's more) shouldn't the 5 step robe be "worth" more in the end and by that I mean be more useful to a player than the sword.

And the last bit would be how "time consuming" all this crafting will be.  Am I going to have to wait through 1-2 minutes of lines of scripts telling me what I'm doing every time I do the same step?  How long before someone starts going "yeah, yeah.. I get it... I'm forming a pommel for a sword..."  And how many times do we think it's going to take players before they just either start zoning out or, in most cases, figuring out a way to make their own browser scripts to basically "bot" the thing because 1) it's quicker and 2) it's boring to read it every time.  To make my point, who here reads through the trip on the boat to RIP in time every time they go there by boat?  And how many of you have said "it's so boring", or "it takes too long"?

In the end, I would hope that EVERY crafted item would be of much more value than any item you buy directly from a store - and most of the basic items you get from mobs.

I'm not bashing crafting at all, really.  I want to see it.  It's been promised since before I joined 4Dimensions.  I do think that everybody shouldn't be able to have all the skills because it's about helping each other as players and for some of us getting us out of our "I want to do it on my own" shell.  There has to be a good reason for me to hunt down Bane, so he can create a part of something for me, because in the end, I have to trust he's going to give it back after he's done his step (which is why player ran shops would be a good idea).

My 25 cents.  Take it or leave change, if you please.

Bane:

--- Quote from: Kvetch on January 24, 2015, 04:28:47 pm ---I think it odd to lock a post that you want comments on, so we'll just do the basics of what the post seems to be we're looking for in relation to the Crafting skills being worked on.  Here were the questions at the end.  Please feel free to comment on any of these, or anything else you feel should be considered.

--- End quote ---

We decided as a group to lock the main Faq thread. We want a clean thread that represents how crafting will work. This way when new ideas are added, or things are changed it easily seen.

We apologize if its any inconvenience to open a new thread to post your idea, but doing it this way lets us specifically take each persons idea and discuss that idea, with out various other debates from other peoples ideas going on at the same time. We encourage all players to post their ideas or changes for the the over all crafting aspect on new threads. This way it keeps it more organized, and each thread more on point about what they have in mind.

Once we break down into each spefiic crafting skill, there will most likely be certain posts to post ideas. Like a Recipe thread, MiniGames thread, Material thread.


--- Quote ---With WoW, there has never been the problem of having enough players to restrict skills to where you can only learn 2 of them.  There was usually always someone on that would quickly grab up the stuff you harvested, and if not, it was still in the auction system until someone bought it, or X amount of time passed when the system told you that no one was buying it so come pick it back up (and usually put it back on auction).

Right now, the problem I see with 4D is the number of players, who plays, when and how this would affect things.  What I could easily see happening in the case of lower playerbase is that someone creates X number of characters (none of which are on at the same time, so not multiplaying) and through those characters has all the skills to create their sword of everlasting life (or whatever).  Basically find yourself a hiding spot (there are many around the 4D world), make sure both characters log into said spot on login.  Create step 1 of weapon with base character, drop item, log out, log in character with step 2 and do that, drop item, log out.. continue until completed.  And I don't see any way we can stop this.  But, that is another point entirely.

--- End quote ---

There was an issue with the Main Crafting Faqs, where some of the information was cut off. Its now been fixed but I will post part of it here because it deals with what we are talking about.


--- Quote ---HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?

Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.

--- End quote ---

We know we have a small player base, and understand that this will require players to work together. Which is one reason why we want to open player ran shops. So players can sell parts to other players so they can build their full item they want. If 2 HARD and 1 SOFT is'nt enough we can adjust it.
If players want to make an Alt to for other craft skills, I expect that. I see players doing it and nothing wrong with it. But we do need to keep an eye on how well everyone works together if we take this route we have planned.


--- Quote ---I would hope that anything that had to go through multiple steps would be "worth" more than something that has to go through only one or two.  Using the example of the robe, there are 5 "necessary" steps and 2 "optional" steps listed.  If the sword above only has to go through 3 steps (only an example, I'm sure it's more) shouldn't the 5 step robe be "worth" more in the end and by that I mean be more useful to a player than the sword.

--- End quote ---

You used the sword as an example, but it does have alot more then just 4 steps to it. It has 4 MAIN parts to it. Each part of the sword has its own steps to create.

The Hilt, Pommel, Blade, Crossguard all have their own specific steps on how they are created, and optional steps as well to enhance it.

But to answer your question, we will take into account how hard a process is to determine how good the final object is. We also know we have to balance between quest items and crafting items. Which was another part of the Crafting Faqs that was missing.


--- Quote ---HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?

Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.

Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.

--- End quote ---

We also want to try to keep crafting alive, and not just have it die after everyone makes what they want. So somethings as of right now will be restricted, or have a durability to them.



--- Quote --- To make my point, who here reads through the trip on the boat to RIP in time every time they go there by boat?  And how many of you have said "it's so boring", or "it takes too long"?

--- End quote ---

The initial idea to keep it from being boring, is to make it interactive. Where player's will need to interact with something while they are in the process of crafting an item.. We plan on trying to make it some what of a mini games on parts that we can. If you look at how gardening is you have to fight off pests, or maybe the plants start to wilt and you need to water it.

For a forge, the flames starts to die down, you will have to add wood, or you  miss with the hammer and nick the blade you are crafting, you will have to fix the nick, Or you catch fire and have to put the flames out, too maybe thieves breaking in and defending them off.

I cant say for sure what the minigames themselves are, its just to try to keep it from being boring, we want to make it an interactive experience. Making it into a mini game will also help cut down on scripters. But in the end, there will always be the few who choose to write a script.


--- Quote ---In the end, I would hope that EVERY crafted item would be of much more value than any item you buy directly from a store - and most of the basic items you get from mobs.

--- End quote ---

For the most part items will always be better than current store bought items, but it also depends on the ammount of work that gets put into an item.


--- Quote --- I do think that everybody shouldn't be able to have all the skills because it's about helping each other as players and for some of us getting us out of our "I want to do it on my own" shell.  There has to be a good reason for me to hunt down Bane, so he can create a part of something for me, because in the end, I have to trust he's going to give it back after he's done his step (which is why player ran shops would be a good idea).

--- End quote ---

I apologize for parts being missing off the craft faqs that explained how many crafts a player can learn. Im still stumped on how it happened. But yes in the end we want to see players working together to craft an item. We hope that by limiting it to two hard crafts and one soft craft will make players interact more.

The trust part will all be left up to a player to earn that.

Tor:
Locked Thread: I think that locking the main thread, in addition to "keeping it clean", will limit player input. It also can make some think that only inputs that support certain opinions will make the final cut.

Realism: As far I see the crafting plan to be quite unrealistic at present. eg: Hilt must be made by woodworker. I have numerous quality bladed tools, none of them have a wooden handle. Any material, that comes to mind, that can be shaped/finished with woodworking tools and skills can be done with those used in shaping and finishing metal. Metal cannot be tooled with woodworking tools. Fire has long been used in shaping, hardening and decorating wood items. Pommels are both decorative and provide a balance for the blade, as far as I know there is nothing that says they must be a jewel stone.

Skill Limit: Prevents there being a “renaissance man” in the game, but actually encourages players to have multiple alternates to skirt the issue. As Kvetch has already pointed out, if I understood her post correctly.

Player Interaction: Role playing makes blindly trusting the members of some clans, and esp. some players a foolish endeavor. There are numerous examples of this that I'm sure any player can come up with.

These are just my initial reactions to some of the questions brought up. I'll think on them some more as well as give some consideration to the other questions.

Bane:
I just want to start off by saying, don't take my posts as fighting for the system that Me, Molly, and Rynald have designed. When you post an opinion on a subject, I will do my best to give you as much additional information as I can. I do want this to be a good discussion, with new ideas and changes being added. But i do want to make sure I can give you as much information as I can, since the Crafting Faqs was more of a overview on very large design.


--- Quote from: Tor on January 29, 2015, 02:16:58 am ---Locked Thread: I think that locking the main thread, in addition to "keeping it clean", will limit player input. It also can make some think that only inputs that support certain opinions will make the final cut.

--- End quote ---
I really think this is silly. If someone wants to not post their opinion because I want a post that clearly follows the crafting project without having to skim through players discussions, then i don't know what to tell them. This is an enormous task for Me, Molly, and Rynald. If they truly cant write their response in this thread or their own, Then personally I would think they really must not care that much then.

No one in the group is going to be playing favorites on whose input we go with. It will be determined mostly by the popular vote. Everyone input will be taken seriously.


--- Quote ---Realism: As far I see the crafting plan to be quite unrealistic at present. eg: Hilt must be made by woodworker. I have numerous quality bladed tools, none of them have a wooden handle. Any material, that comes to mind, that can be shaped/finished with woodworking tools and skills can be done with those used in shaping and finishing metal. Metal cannot be tooled with woodworking tools. Fire has long been used in shaping, hardening and decorating wood items. Pommels are both decorative and provide a balance for the blade, as far as I know there is nothing that says they must be a jewel stone.
--- End quote ---

I just want to state The sword is just being used to show an example. The actual receipes have not been all drawn out yet. The sword was to be used as merely an example of showing how other Crafting types would be needed. Im sure a metal worker could make his own hilt for his blade, it just might not give as good as stats as a another hilt made by another crafting skill

I've seen plenty of swords made with a wooden hilt, ivory hilt, and even a metal hilt. There wouldnt just be one type of material that can make a hilt. but several that could be made by different Crafting skills. It would just depend on the type of material used to determine who can craft it. If you have a good understanding on blades, then your input would be valuable when it comes to making recipes.

I dont understand where you are going with Using wood tools for metal work?

And a gem doesnt make a pommel. The gem just decorates a pommel. You would have different ways to decorate a pommel.

I do myself have my doubts on making a system like this, with a small player base. But it would be a very unique system. With the chance to attract new players and old. I do think it would be a rough start, but I think it would pay off in the end. We can still make an easier system if majority of players disagree.


--- Quote ---Skill Limit: Prevents there being a “renaissance man” in the game, but actually encourages players to multiple alternates to skirt the issue. As Kvetch has already pointed out, if I understood her post correctly.
--- End quote ---

Unless we make it so there is no restriction on the ammount of skills learned, there will be really no good way to keep players from making an alt to craft. There will always be people who would make an alt. The concern here is if majority of people would choose to make an alt rather then trying to use another player to craft the best item.

One way to battle this with keeping a skill limit would be to put some type of restriction on the skills. Such as putting in a level and tier restriction to reach a certain level in crafting. A lot of crafting systems in games use this as a deterrent. I think we could possibly fine tune a system to fit our needs.

We really want to encourage more of player interaction. but me personally, I think if the only reason no one wants a skill limit is because of alts, I think we should discuss a type of deterrent before scraping the skill limit.


--- Quote ---Player Interaction: Role playing makes blindly trusting the members of some clans, and esp. some players a foolish endeavor. There are numerous examples of this that I'm sure any player can come up with.
--- End quote ---

Im not really sure what the issue is with the trust. The only time you would be handing some one something is say you gathered or bought raw materials and you want someone to craft it into something because you are not that craft skill.

If you are a metal worker, you wouldnt be handing a woodworker your blade so they can attach a wooden hilt to it. You would either craft your own metal hilt, or buy the wooden hilt from a player, or give the woodcutter the raw materials to build the wooden hilt you want, and then once you had all the pieces needed, you could combine them all.

So as far as the trust, I think I would need a better explanation of why people are worried. Because I just dont see the big issue. Its not like you will constantly be giving people items. Unless im missing something then It should be left up to a player to earn his reputation on that.

If I am missing something I can make a type of safe trading system.

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