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Server: Xeth
Guild: Havoc
Rank: Scout

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Joined: Feb 7, 2007
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Since the thread mysteriously vanished.... a new one

The main problem is somewhat overlooked. It is not that crafting can fail. It should. And I in pronciple believe that components shouldn't be replaced that are lost because of a mistake or complications, etc. This is the risk of crafting. However the risk is unreasonable in comparison to the gain for the crafter! for finishing the recipe successfully.  I doubt very much that anybody will pay a crafter any sum that is comparable to the effort obtaining the components. The risk of crafting is the crafters ultimately. The crafter usually needs to reimburse the components if he fails. So the profit that the crafter makes in making items needs to be in balance with the risk of failing. Spell crafting is a very poor addition to crafting. It requires high level crafting but the gain for the crafter is totally out of balance with the risk. A crafter will not be able to replace the components and will perhaps even leave the game because of such an incident. Is this well thoughtout and balanced????

Such a rare item like the spells script should never need to be crafted  A player needs to spend countless hours to obtain all the components and then need to give these to a crafter who spends 1 minute on combining them with a chance to mess it up. This makes no sense. If the devs make the step foolproof, why would do you need a crafter then, if no skill is involved. If it can fail, well, then the amount of time needed to obtain the items needs to be seriously reconsidered.

Crafting could be needed to produce components but the combine with the hyper (going well beyond ultra) rare drops should be in the players hands. He gains from succeeding (gets the spell), he should carry the risk.


Message edited by Perros on 06/09/2009 12:34:00.


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You need 3 items from adventuring (it's an adventuring ability, after all) + 1 UR harvested material (touching on the harvesting section) + the quill and a crafter to combine the items.  I can only imagine that the quill was originally meant to be obtained through diplomacy, and why it was even introduced in the first place.  Either it still can, and hasn't been found yet, or players can just pay 10g and get the quill.  They seem to like putting in bypasses for diplomacy (galleon quest, anyone?).

Other than that, I'm told the chances of failing the recipe is nil.  It just requires dilligence in correct setup.  Much like APW recipes.  The recipe is extremely low risk considering the materials you're putting into it.



Server: Seradon
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It's only rare because it's new. I wouldn't truely call any of the T5 UR really all that rare and I suspect in a few months time it would be the same for the T6. And I really don't think the adventuring part is all that hard to get either, plenty enough seem to drop from KDQ and SS.

I've done my own share of screwing up with crafting and pay out of my own pocket to replace the item including losing a striking crystal to an auto-upgrade when I wanted to make a flawless...it's just the way it is with crafting.


Message edited by tormy on 06/09/2009 13:05:18.



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lets be honest here, it was a way of pretending that crafting still had a role in the "new" game.  It is perfectly clear that the "new" game has no home or plans for pure crafters.  All of the POTA crafting content is only accessible via serious adventuring.  Thanks for nothing on that one.

The value to crafters of the new spell making is negligible.  Really, do any of us charge more than a gold for a combine when mats are provided?  If anything, it is a nuisance.  Hey, log your crafter on so you can make this spell for me please.  Maybe my response should be , sorry, i am out grinding xp , level up your own crafter.

My total disappointment in how the crafting and diplo in this patch  turned out is apparent.  I, like the OP, am wondering what the point of it all is.

leavwiz



Server: Seradon
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I hope people don't mind crafting the spells for other people lol.. if so, I'm going to be a sad sad Necro some day!

We still need you crafters, and we have to stick together through these "tough" times lol.. so get on those crafters, and help us out!



Server: Seradon
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leavwiz wrote:

lets be honest here, it was a way of pretending that crafting still had a role in the "new" game.  It is perfectly clear that the "new" game has no home or plans for pure crafters.  All of the POTA crafting content is only accessible via serious adventuring.  Thanks for nothing on that one.

The value to crafters of the new spell making is negligible.  Really, do any of us charge more than a gold for a combine when mats are provided?  If anything, it is a nuisance.  Hey, log your crafter on so you can make this spell for me please.  Maybe my response should be , sorry, i am out grinding xp , level up your own crafter.

My total disappointment in how the crafting and diplo in this patch  turned out is apparent.  I, like the OP, am wondering what the point of it all is.

leavwiz


I was very surprised when they increased crafter levels and I was also very disappointed when they didn't give us the option to make continental armour anymore and are instead stuck making bits of the armour like rivets in apw...




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I dont like the idea of loosing my Essence i have it in the inventory but i dont want to have the spell till that crafting stuff is fixed and the spells are fixed.


Server: Seradon
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Emseln wrote:

I dont like the idea of loosing my Essence i have it in the inventory but i dont want to have the spell till that crafting stuff is fixed and the spells are fixed.


there is nothing wrong with the crafting part, somebody screwed up and forgot to add something during the crafting process.

it

is

that

simple




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Veganzombie@Seradon wrote:

I was very surprised when they increased crafter levels and I was also very disappointed when they didn't give us the option to make continental armour anymore and are instead stuck making bits of the armour like rivets in apw...

Hmm as outfitter I received 2 recipes from PotA for mastercrafted armor and weapons. They take five (yes, 5) t6 UR each however, so I doubt I will be making any of those soon SMILEY

As to the spell crafting, I had two people in my guild mess up these recipes too...they lost their components and of course aren't happy at all about it. At least now we all know what to watch for, and can be extra careful when attempting this...

 


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Roamer wrote:

Veganzombie@Seradon wrote:

I was very surprised when they increased crafter levels and I was also very disappointed when they didn't give us the option to make continental armour anymore and are instead stuck making bits of the armour like rivets in apw...

Hmm as outfitter I received 2 recipes from PotA for mastercrafted armor and weapons. They take five (yes, 5) t6 UR each however, so I doubt I will be making any of those soon

 

Yeah but it's kinda my point, as crafters, it doesn't sound like we will get to make items anymore but just bits and pieces for adventures to finish their armour...kinda sad if you ask me



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Yeah I wish there were proper recipes like the tiers below rather than bits and pieces as VZ puts it. It's always more fun to craft a fully usable weapon/armor from scratch.


Message edited by tomsawyer on 06/10/2009 01:32:25.


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First of all, I'm happy I have tailor alt that can make my pallys spells. Second I really doubt I will ever volunteer to make spells for others as long as recipe is possible to start without quill. Yes chance to fail might be 0,1% now I'm aware of it but that is 0,1% more risk than I'm ready to take for materials I cant replace in case of failure.

And about role of lv55 crafters? Well it surely is sad atm, we have practically no new meningfull recipes at all that dont require t6 URs. Well t3 PoA armor requires 5*t6 rare? And even then its just upgrade recipe to adventruing item (like apw upgrades), not real crafted item. I was really hoping new enchantment crafting would be intresting and usefull source for work and money for crafters - it seems you can only craft enchantments with t6 UR again which is beyond ridiculous. Fact that nobody crafts enchantments - small upgrade items which are supposed to be plentifull - is proof of failure in that.

Finally it was not suprising dev team didnt have time or resources to introduce new t6 crafted items but at very minimum they should now remove lv53 restriction on crafted items. During first year it was possible to craft items up to lv56 (just like it still is possible to make lv46 t4 items etc) but when devs decided lv53 is max to any item, item level (and stats) were cut down to 53 tops. Allow crafters make few t5 items up to lv56 (as orginally intented) and at least some crafted items stay usefull a bit longer (no they still cant compete even with t1 PoA armor). That change would take 10mins of developer time.



Server: Halgar
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Dartamus@Seradon wrote:

Emseln wrote:

I dont like the idea of loosing my Essence i have it in the inventory but i dont want to have the spell till that crafting stuff is fixed and the spells are fixed.


there is nothing wrong with the crafting part, somebody screwed up and forgot to add something during the crafting process.

it

is

that

simple

First of it its not that simple.


If you dont put leather/metal/wood on the table you cant start the crafting process. thats simple and logic.
If you dont put any rare material for an upgrade on the table you also cant start the upgrade process. simple and logic.
Even if you forget any other essential part for the receipe like >cure< or something like that, you cant start the crafting process.
But you can start the crafting process of the spell even if the essential part named "Essense" is missing.
Even if you could say "its not a bug", it should be fixed. point.

The other part of the medal is, that diffrent players screwed it up, and some got a replacement for their stuff and some not.
That applying of double standards was the point in the other thread. Got it ?
Our guild got already some other sort of situations like "some are more even than others" and as we love fairness we told the story. thats it.

 

PS: Go ahead Mr. DreadFang and lock this thread and play here as well kgb or stasi.



Server: Xeth
Guild: Sacred Haven
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I'm sorry to be a pest, but haven't yet found the info (as I type this, it occured to me to go to vgcrafting /sheepishgrin, but in case it isn't there...)

 

What non spell-drop parts are needed for the spells by archtype?

Some sort of "quill" I hear - is it the same for all archtypes and classes and levels or does it vary by any of those or all of those variables?

What URs (and Rares?) are needed by class or archtype (not sure how broken up)?

 

Thanks!

 

 

[EDIT: Didn't find data on vgcrafters either.]


Message edited by SigurdWyrmsbane on 06/10/2009 09:38:51.



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Veganzombie@Seradon wrote:

Roamer wrote:

Veganzombie@Seradon wrote:

I was very surprised when they increased crafter levels and I was also very disappointed when they didn't give us the option to make continental armour anymore and are instead stuck making bits of the armour like rivets in apw...

Hmm as outfitter I received 2 recipes from PotA for mastercrafted armor and weapons. They take five (yes, 5) t6 UR each however, so I doubt I will be making any of those soon

 

Yeah but it's kinda my point, as crafters, it doesn't sound like we will get to make items anymore but just bits and pieces for adventures to finish their armour...kinda sad if you ask me

yep, we crafters are here to serve the adventurers, or perhaps be a thorn in their sides, not sure, but definitely not as a full fledged sphere with goals and ambitions of our own that do not require killing hordes of creatures.   I made light fixtures the other day and gave them away to get that good feeling that I was a part of the community again.


 
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