Diablo III - November 2011
"When it's done." is a lovely thing. They hope for it to be done this year. So do I.
Diablo III - November 2011
"When it's done." is a lovely thing. They hope for it to be done this year. So do I.
not to sound pesemistic but the only thing i read when i think
about this kind of crafting is..
ding
ding
ding
ding
$$$$$$
seriously things to improve your succes in crafting and losing everything if you fail is something you see in free to play asian mmorpgs.. if its really going this way i might loose interest in ddo fast..
Asherons Call from memory had a similar crafting system that was quite popular, making more powerful items had a chance to destroy the item/fail.
It seems people are getting upset that you have to 'grind' to make things (not that we really know what we have to do yet). Make it too easy and everyone will complain that things are too easy to make, make it too 'hard' and people complain. Wouldn't like to be balancing this myself. I personally have no problem with the really good items taking a good amount of time/plat/etc to make successfully, it gives you something to do while not much else is happening.
Not a huge fan of the trinkets only being available in the store, they are *only* 150tp (or what, 600 favor) but it just feels like a bit of a slippery slope. On the other hand, I have no issue if the 'success chance' boosters are mainly available in the store, that feels like it's more or less what the store is for, either work harder in game to make better items, or pay TP to speed up the process.
I will have to totally agree with multitude of players that do not or will not like the idea of having to go back to threnal, surrowdusk, or god forbid Restless isles. I am hoping that these "hidden power" items will have a drop rate chance in other locations/wilderness/dungeons then the one mentioned. otherwise for those who do like the most annoying, long, or just a pain in the a$$ locations that would have to farm the long quest chains to get that "one special" crafting ingredient (which isn't stated as a guaranteed end reward) and find they have just wasted all that time for nothing.
(btw.. I DO NOT LIKE SURROWDUSK, or RESTLESS ISLES! poorly placed and spend more time running, getting lost, oh more running across long bridges, hoping u don't go wrong area, just to get to one quest, next island, yep another bridge, next lil island, tunnel, tunnel, great! another Isle, wrong turn, wrong isle, Another bridge!?? **** just fell, die port out, restart??? IT IS NOT WORTH IT!!!! Rage Exit..... getting the point?)
So DDO.. Plz, Plz, Plz, don't make us suffer... Not only would u have wasted a lot of Dev. time for something that would never be fully used to its furthest extent within the game, you would have also successfully created another grueling 10-15 step process crafting system that requires 20-40 runs of relentless dungeon/raid farming for that last 1 in 20 (which sometimes can be worse odds) drop chance for that last Large Devil scale just to make one successful usable item. (not including some websites that might be shady and might cause u to screw up and create the wrong thing and have to restart the whole process over)...... Spare us this hell that is worse then the grind of 20-40 shroud raids.... because if these "hidden power" items are not a def. end reward option, people will just avoid that line of crafting, or worse abandon the crafting idea at that point and find something else that would be worth the time to actually do something more useful with their time.. TBH.. I would rather spend the time drilling my brains out in Epic Sands or Epic Wizking going for scrolls, seals, or shards and base items.. at least then i know that I will have alot better chance of making that actually does matter in the game instead of a +5 Silver/cold iron of PG or GEOB which TBH.. by the time u spend trying to reach the high level crafting stage, doing long dungeons, (or running just to get to each dungeon... See Expression above!) You most likely could've finished grinding out a level or more on your TR toon, ran Epic's, and yeah maybe even made another more useful GS weapon, or accessory then wasting the time trying to figure out why u cant seem to craft that +5 Holy burst Longsword of Pure good (oh yeah.. I have to go do another 9 quest chain in surrowdusk, for an end reward that's not even a guarantee)
Last edited by Grandesa; 03-31-2011 at 08:38 PM.
After browsing through others comments, reading wiki, and being very tempted to go to Lamania and waste time checking it out, here are my thoughts:
1. It looks as though it will be very nice way to build gear for your next TR or new toon you want to roll. Because of the way DDO is now focused on either a) TR grind or b) Epic grind, the Epic grinders are not going to want to go back to sorrowdusk so that they can get their crafting skill high enough to grind lvl 20 gear....I know I would not. That being said, for someone like me who is TR grinding for past life feats, going back to threnal, sorrowdusk, restless isles is an everyday affair and getting the components to craft is just another bonus. I hope they allow TR to retain crafting skill, but as this is open to change......as everything else is........I'm not counting on it. But lets be frank, if I am making a toon with no plans to TR, I will not waste time making a lvl 6 item, no matter how great, because I'm at lvl 6 for maximum of two play sessions then my gear is obsolete again!
2. The introduction of pay to play only components and blanks is risky. That being said, Turbine already has a way for players to grind for Turbine points.....its just that its way too slow for any normal player, and people will end up spending real money. My opinion on that is that the game will only survive if they are making money, but if spending real money is the ONLY way to get the gear, the player base will dwindle slowly and there will be more player churn. We can speculate but Turbine has the data on churn, and is probably playing tightrope balancing act here, just don't know where it will go.
3. For new players, the crafting system is yet another major learning curve. I mean really.....new players normally have problems even finding sorrowdusk or restless isles, let alone have the ability to grab a hireling and speed through them. Now, the flip side of the coin is that most new players never even see that content, and I think its great content, even.....er....ripe for epics (please keep the flames down I know that might not go over well!)
4. Crafting skills will be yet another uber boasting point. "I have a toon with crafting lvl xxx", will be the quote of the year coming out of the headphones.......mark my words! "look what i made....(link here)" will be the other. Its cool, its uber, and it will cost grinding time and resources and is just another addition to support the reason why MMOs survive, i.e.: motivation theory.
5. It looks like it will not render GS and Epic crafting obsolete.......for now. I imagine and some point this may be the case however. Case history says it most likely will, so save what drops for sure, and work on the skill now and again is probably a safe strategy.
6. Looks like fun and the risk of failure is definitely interesting!
Got a Mystical bottle last night from completing Last Stand in Red Fens on Epic with a buddy. So, it doesn't appear it is final arc rewards?
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
Was able to attain all 6 of the crafting ingreds in 20 mins. Had some end rewards I hadnt grabbed. The ingred was there every single time. FYI only ran Threnal West and got it from that end reward.
Teth - Ascendance
Old School n00b that used to be pretty good at the game.
Last edited by Aeolwind; 04-01-2011 at 10:49 AM.
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
I was excited when I first heard this but now I am... Concerned.
This could spell a goodbye wave for poor old Bekki...
I am an extremely casual player who suffers from severe wife aggro.
What I see when I read this is...
"Grind, grind, grind, grind... to... Craft, craft, craft, craft...."
I am lucky if I get online once a week... Twice if I am really lucky...
How in the blazes is someone like ME supposed to
Compete with stuff like this! There's no way...
I can see the LFM's for now, 'Must have portal beaters at +5...'
"Sorry, I only have the +2 and +3 and friend graciously passed down to me...
Don't have the time to grind for them or the plat to buy them...
*Poof*
(Booted from shroud run...)
Make no mistake I love DDO and I will miss my friends but sadly
If there are no options in this for the casual player... For me...
This could sadly mean... Goodbye...
/sad...![]()
Last edited by Bekki; 04-01-2011 at 11:21 AM.
Official Muskateers Bartender
Proud Officer of Acme Fighting Co.
"It's a dangerous business, going out of your door, Frodo my boy." He used to say. "You step into the road, and if you don't keep your feet, there is no telling where you might be swept off to." ~ Frodo Baggins (Quoting Bilbo Baggins)
Its ok if some ingredients are BTA (though I'd rather not as my hagglebot is on my other account and I'd prefer HE was my main crafting guy).
Its ok if store-bought bases are BTA.
PLEASE do not make the vast majority of crafted item BTA? Please? So much in this game is going BTA that it's really ruining any player-to-player economy we have. It sucks too, trading, builkding, etc... is a fun part of the game.
Long Live New Xoriat
"I wish I had a chest so big you could zone into it." - Tolero at Gencon '07
Thank you Gary - 3/4/08
I'd rather like it if the crafting mats were BTC.
That would mean that you couldn't pass every single mat that you get to a mule and get a toon that you didn't play to crafting level 30 to sit and make stuff for you.
If you want to craft, you have to play on that toon fairly regularly.
If they're BTA your mule will be crafting things in no time flat.
.
That's what I am hoping.
The impression I got was it would only allow you to create
The equivalent of randomly generated items...
IE: +1 to +5 flaming of PG or say ghost touch of Undead bane, etc.
But nothing like named items or greensteel or such
But I just feel like us "casual guys" are getting squeezed out...
With the events and such that are so short, if they fall on weekends or
Something and such and don't run on a tuesday I miss the whole thing...
Barely got my pirate hats...couldn't upgrade anything, now I got
A pocketful of Dabloons and nothing to do with them...
Shroud crafting? In all honesty, I will likely never see tier 3...
And now this... I am going to do what I always do, muddle through but...
Honestly; I don't know...
I will wait and see how it effects things when it hits live,
Till then this old Dwarf is hanging in there and still swinging my axes!
Official Muskateers Bartender
Proud Officer of Acme Fighting Co.
"It's a dangerous business, going out of your door, Frodo my boy." He used to say. "You step into the road, and if you don't keep your feet, there is no telling where you might be swept off to." ~ Frodo Baggins (Quoting Bilbo Baggins)
Crafting at the beginning won't be for high level play. It is for low/mid levels and what it will provide is flexibility and customization. Health belt of Greater False life, Dexterous Boots of Balance, Striding Ring of Jumping, Proof against poison Trinket of Disease immunity. It also reduces the need for Minos Legens for example since you can now put toughness elsewhere. You'll be able to put stats on robes like Health or Int. At base, this update is Dragontouched Lite for every slot potentially.
It will lessen the gear juggle for those of us that don't have every slot filled with green steel, epic or raid loot.
And I have 10 bank mules loaded to the **** gills =P.
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
There is a difference between "challenging" and "punitive". Although each has the result of making a task harder, the former evokes the desire to try again while the latter evokes the desire to try a different game, preferably designed by a different person. Unfortunately, it is much easier to make something punitive than challenging, and there will always be sycophants/masochists who insist that they are identical, not that I'm saying you fall into that camp.
To be clear, if crafting becomes prohibitively time-consuming or difficult without grinding out inferior content (Threnal, etc.), then the system will be punitive, not challenging, and therefore a waste of the developers' time. If, as many have suggested, the ingredients garnered by grinding out inferior content will only result in peculiarities and flair, then the punishment will be truly voluntary.