So do you just troll the forums and toss out horrible ideas to ruin the game and game play?
There should be a max quantity of points available to use throughout crafting/gathering. How one goes about distributing their points is their choice. This is absurd to enable king of all trades - eliminates the specialized mechanics of preferred crafters. AH should list Player names (optional) so players may cater to one over another. SWG pre cookie cutter comes to mind and why crafters really valued the mechanics of that game (yep - bugs and all).
Crafted gear should be bind on equip not bound when picked up, ie made. This apparently is on legendary gear. People that specialize in making gear cannot sell this gear to others as it is bound when created.
This makes perfect sense.
indeed i am.
yeah…the only left rn is fishing cuz it makes me sleepy when doing it…just standing and throwing fishing pole…but am working on it now at 72/200. trying to get the fishing questline done by the weekend which require lvl 100 as last step to get Fishing Legend.
Completing trophy is really pain due to lacking of the specific mats and trying to buy it isnt an option cuz its totally overpriced in my server.
Made a post about this a while back. there is really no point in a broker if EVERYONE can make EVERYTHING
bruh…getting those mats isnt one man job. to make crafted items bound to crafter isnt a good idea at all.
Could you link your topic?
give or take…it might take another 6 months or even a year or more to get everyone to be able to make everything and only if everyone wanted to make everything themself cuz going for 200 isnt an easy job especially furnishing!
I also need fishing and am on that same quest. But I am only lvl 40 so have a very long way to go.
Would you mind going to private msg with your convo?
Well as much as I love gaming and doing long sessions. That is extremely unhealthy. Like disgustingly unhealthy.
I dont know how the conclusion that less people making things means economic stability came about, but its not exactly accurate.
Resources create refined resources, which create items/consumables/etc. That means the production (items/consumables/etc) are valued off the time and value of resources, and the skill to craft them.
What sets those values is the value of resources, which are overly harvested at the moment. To stablize the economy the fix is easy, simply reduce all goods coming from harvesting, and the problem will go away.
To any designers paying attention to this convo you may want to look into reducing the amount harvested, waiting a few months for the stuff on market and in storage to be used and then reducing the amount required to produce. This way you use that excess that was in the economy.
Yea, I think the crafting system for the most part is not really innovative, I do however like the way cooking is to a degree. I would not recommend a massive rework to this system at this point, because there are more serious issues at play. the playerbase is not in a position they cannot craft things, in fact the market is full of stuff. So the market, while not being so easy to make money, is not really all that bad off… as annoying as it is.
I have company members who make 1000-5000g in a few minutes. I have no idea how they do it, they keep it secret (angry face). Ironically, i have loads of sell orders on market and never make a lot.
I’d like to see the devs reduce the amount of resources harvest from each node, for example, young tree to give 1 log, mature tree to give 2, and so on; Before i make any suggestions about how it should be changed.
This has got to be one of the worse suggestions I 've ever seen. Limit me from doing ALL skills and this game will lose its space on my Hard Drive.
reducing the amount gained from harvesting won’t change much in a long run, especialy if you want to reduce the amount of materials needed later on. Things will get back to what they are now. However if less people are able to do all stuff then supply will stop exceding the demand. Right now we have too much supply and almost no demand. That means supply must be cut off.
I don’t agree. You can use WoW as an example, we had a similar system on launch. Today, many expansions later we use very limited amounts of resources and our economy is one (if not) the strongest in the industry. It even surpasses psuedo player-driven economies like eve.
From what iv seen, there is massive amounts of demand on lower end resources, yet they are at 0.02 etc price points. The entire upper-ranked market depends on them; In fact from your position in a non-sensical kind of way. So the system is constructed to always demand lower end items more, which i find very interesting from a design perspective. Yet here we are, having exactly what you are advocasting for, yet low priced items.
Its simply because there is to much resource, that an item becomes devalued.
Lets look at air as an example, its effectively the base resource which humans all depend on, yet there is so much of it its free. If all the sudden that become toxic, and required people to supply it, that base resource would become worth the value of life.
Its all about how much of it there is, and in this case the economy is “broken” because there is just to much resource. Yes, demand in building more things releave that problem, however, it is not capable of doing so when its the resource supply is outproducing the finished good supply.
In essence, there is just to much resources to ever be used up. So that ist he problem that needs to be addressed.
You want to take down the ONE thing that NW is better at than every other game? Either you are trolling or completely out of your mind!
I definitely don’t agree, leveling everything 200 isn’t an easy task! It requires a lot of time and even then it requires trophies + specific sets + food to be able to craft level 600 stuff.
Lots of people even if they have the time won’t put the effort into that. I’m doing the full 200 right now and i can tell you it’s a painful grind. (Luckily game was so broken that it was the only thing to do for a while honnestly)
What the game is lacking is “item destruction”, once everybody will have a full legendary gear… crafts won’t be usefull anymore. (until next gear upgrade like 650 - 700)
What they should add is a “maximum reparation per item” (for example 20 reparation max depending on the item), so people need to use different set for different purpose.
For example, you won’t run arround with a legendary armor to kill animals to get tier 1 hide, you would use a blue / purple random armor. When you GvG (which is probably the most important content) you would use best stuff you can.
And so on… it’s allready a bit the case for invasions for example where you should build a specific stuff to beat them and use coatings / pots / trophies. But it’s definitely not enough.
That way “demand” would allways be thing, especially if people don’t want to have only a single good stuff and the rest totally trash or start to make some stock like 5 - 10 stuff in advance.
It would also be possible to reduce the price of the craft (if you have the require level to craft), so you could recraft the exact same armor / weapon with a reduce cost.
Just because you can have every skill on 200 I doubt everyone will even go the extra mile to level everyone of them. And even if you have 200 you wont flood the market if the stuff you can craft nobody wants to buy (or you have to put a lot of effort in gathering stuff just to craft it). So only the dedicated ones will long term provide the market with goods.
Also there are mechanics in the game preventing you to be a one man crafting army. To be able to craft the highest gear stuff you need to have 3 trophies in 3 houses, but you only can place 5 trophies at max. But we have more Crafting skills than trophy slots. And probably you will even use one of those 5 trophie slots rather to have better luck or easier against a certain type of enemy.
So lets say you put one trophy slot for luck, one for corruption enemies (as most EZ is Corruption) you will end up with 3 professions you can maximise. To be able to use synergies for example Engineering needs logging you will probably put Engineering trophy, logging luck trophy and some other crafting skill trophy, rather than 3 crafting trophies.
THOSE trophy slots will define the true endgame crafters and they are limited.
Skill is just one requirement… but for the endgame stuff you need to look also at endgame requirements.
And as for low tier things… there is pretty much no market for those (only a few professions even thrive there). So people will stop even trying to make it work and just focus on endgame stuff. Which leaves a spot for newcomer crafters.
Btw… the only critical trading skills are the crafting ones. Gathering and Refining actually is much needed and should never ever be limited. If you actually tried to level a crafting skill to 200 you will know that you heavily rely on people gathering for you (either in your company or you buy stuff). If you limit that, prices for raw materials will explode, making crafters skills even more tedious to level.
And seriously it does not help if crafters are behind the watermark drops. If people are getting their gear faster by watermark drops than crafters are able to keep up, crafters simply will be obsolete. The discussion about why even craft have already started as it feels like it is absolutely obsolete to even consider to upgrade a crafting skill due to other mechanics, not that everyone can level it.