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Title: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 04, 2008, 12:22:06 PM
Please excuse me, i thought this deserved it own thread. If not, feel free to merge or what ever.

Quote
It's time to take a better look at the crafting system in Age of Conan, and how you can make a bit of money on something that does not involve killing people!

Ask any adventurer journeying through the lands of Hyboria for advice on how to survive the brutal realities of the world, and they'll tell you to get a good sword as soon as possible. If it's not demons haunting you at night, clawing at your back ready to rip out your eyes, it's the treachery of man you must defend yourself from. Unarmed you will not get further in Hyboria than the nearest graveyard.

But there is one thing that can be just as persuasive as the sharp end of the sword: cold cash. Tin, copper, silver and gold – they flow through the cities of civilization like blood flowing through the heart of man: the Stygian merchant, whose commodity is death, hiring assassins to slay his competitors for a few pieces of gold; the Aquilonian noble fuelling political conspiracies with the promise of silver; the Cimmerian chieftain trading his last copper pieces to feed his starving tribe.

For you, as the player, there are numerous ways in which you can acquire some currency. You can head out into the great unknown to perform quests for people in need. You can murder innocents and loot their bodies for valuables. Maybe you would prefer hunting for game and selling the skin?

Either that or you can pick up a trade – a craft – using your hands to make something others want!

Becoming a craftsman


In the world of Hyboria there are certain locations where craftsmen (and women!) congregate to form societies where they can practice their trade. These are commonly called resource and gathering regions as they are areas with a special abundance of resources needed for crafting, and here you will also find many who are more than willing to learn others how to practice their trade.

Upon reaching the required level needed to start crafting (which is currently set to level forty, but that might change during the beta process) you need to seek out a crafting trainer who can teach you his or her trade. This will be your mentor on the long road ahead, sending you out on various quests where you need to prove your worth as a crafter. The important thing to remember is that you can only have one crafting profession, so choose wisely before dedicating yourself to your mentor!

Here are the different crafting professions in Age of Conan:


  • Weaponsmithing: Picking up this trade allows you to craft various types of weaponry, from swords to staffs, from daggers to crossbows. Everything needed to kill your opponents!
  • Armorsmithing: If you wish to go the completely opposite route from the weaponsmith, try picking up the armorsmithing craft that allows you to craft various types of armor pieces.
  • Alchemy: Do you enjoy mixing things into vials and seeing how the result affects people? Then you should try your luck at alchemy, allowing you to make various types of potions.
  • Architecture: City-building is an integral part of Age of Conan, and you will need someone skilled in the arts of architecture to draw up the plans needed for the different buildings.
  • Gemcutting: Monsters tend to drop rough gems that the gemcutter can turn into powerful enchantments, and these can be placed into other crafted items to make them more potent.


We have tried making it so that crafting is as intuitive as possible, while still maintaining the level of challenge that makes progression so entertaining. When you’re ready to start crafting something, all you do is bring up your recipe book and click on what you want to create. If you have the required resources in your inventory, the item will be created for you. There are certain exceptions to this, as some of the top tier recipes will require that your guild is in possession of certain types of structures within the guild city. Some of the top tier alchemy recipes will, for instance, require your guild to have an alchemist’s workshop constructed within the guild city.

Once you have chosen a crafting profession you will start out small, with little knowledge of how to create anything at all, much less anything of real use! Now it’s time for you to prove your worth to your trainer, allowing you to craft more and more advanced items over time.

(http://community.ageofconan.com/conan/frontend/feature_crafting_small.jpg)

(click HERE (http://community.ageofconan.com/conan/frontend/feature_crafting_big.jpg) for a larger version of this image)

Collecting resources

Integral to crafting is, of course, resources. It’s what you have to pour into anything you create, whether it is a basic sword or an entire tower structure for your guild city. In order to collect a specific type of resource you will need to learn how to master the resource gathering profession that is associated with that resource. Note that you can master all of these professions at the same time.

Here are the different resource gathering professions you can master:

    * Mining: This profession will allow you to gather resources such as copper, tin, iron and more. You can also find rare ones like aurichalcum and blue iron.
    * Prospecting: This profession will allow you to gather resources such as silver, electrum, gold and more. You can also find rare ones like illustrium and platinum.
    * Skinning: This profession will allow you to gather resources such as different types of leather, some of which are rare ones like the grained leather and the whorled leather.
    * Stonecutting: This profession will allow you to gather resources such as sandstone, granite, basalt and more. You can also find rare ones like adamant and obsidian.
    * Weaving: This profession will allow you to gather resources such as cotton, wool, flax and more. You can also find rare ones like bloodflax and cottonwisp.
    * Woodcutting: This profession will allow you to gather resources such as ash, yew, oak and more. You can also find rare ones like soulwood and amberwood.

The alchemist doesn’t actually go out and gather resources for his potions. Instead the different ingredients required will drop from defeated enemies, just as with the gems used by the gemcutter. One of the reasons why we are doing this is to create a certain level of dependency between crafters and adventurers, making it a bit more interesting for everyone involved! Another way we’re creating dependencies between the two is making it so that only crafted items can have gems embedded, so the adventurers will be running back to the crafters with the gems they just picked up in some dark dungeon, asking the weaponsmith to make a weapon for them and the gemcutter to put the gems in! Using gems you can customize items, while dropped items can’t be customized.

One central element of the resource gathering system is the rare resources. When gathering a resource there is a small chance that you may collect a rare version of it. Using rare resources when you are crafting will allow you to make a special version of an item. These items will have additional bonuses, such as allowing gemcutters to put more gems into them. This allows crafters to make some incredibly potent and unique items by using several special gems and rare resources!

The primary reason for us allowing you to master all resource gathering professions is because of how important resources is to so many different aspects of the gameplay in Age of Conan. As an example you will need to pour resources into your guild city in order to pay for its upkeep!

Progression

In stark contrast to similar games out there, progression within your chosen craft is not done by simply producing items or gathering resources over and over again until your skill improves. In Age of Conan you do not have a numerical crafting skill listed somewhere – instead you progress through different quests whose rewards allows you to craft better items and gather more advanced resources. This means that progression is entirely tied up to quests that you do for your trainer.

Progression is split up into tiers. You start with the first tier, involving basic items/resources, and you will have to be a certain level before you can move onto the next tier. Each tier consists of various quests that will reward you with new recipes for items to make, and resources to gather.

As an example, when you first start out in the alchemy craft your trainer will teach you how to craft what we call crude remedies. One of the first quests requires you to make a set of crude remedies for your trainer, and in return he will show you how to make common remedies. Within the first tier, currently starting at level forty, you will learn how to make crude and common potions. As you reach level fifty you will be eligible for tier two quests, rewarding you with refined potion recipes. It’s the same with resource gathering: the stonecutter will start gathering sandstone while he’s in tier one, but will quickly move up to adamant and basalt when he complete quests in higher tiers.

One of the reasons why we have chosen to make progression quest-based is to eliminate the feel of going through a grind. Instead of producing one hundred basic potions just to learn how you make something a bit more interesting, you will actually progress through a storyline that will also reward you with a healthy amount of experience points which will count towards your next level!

Hard work pays off

Sooner or later once you have started to master a crafting profession (and/or resource gathering profession) you will want to get paid for the hard work. There are several ways to flog your items (and resources collected). You can stand in front of Conan’s castle in Tarantia, screaming your lungs out for someone to please buy your wooden crossbow – or you can seek out the tradepost.

Tradeposts are Age of Conan’s equivalent to the auction house that you find in most other games of this genre. Tradeposts can be found in cities and player cities, and using them brings up an interface that combines your bank, your mail and a marketplace where you can buy and sell items. To sell something you have crafted you simply put it on your bank and tag it for sale with the appropriate price. Someone in need of it will eventually come along and buy it from you.

One important aspect of the tradepost is actually that it is not an auction house. There is no auctioning, there are no bids. You put something up for sale with a set price and either someone purchase it or not. It certainly makes things interesting and the market much more fast and furious!

At the end of the day you can finally head home with a few gold pieces in your pocket, proud of the fact that you once again managed to make a solid living – without cutting off someone’s head!

Source (http://community.ageofconan.com/wsp/conan/frontend.cgi?utm_source=newsletter&utm_medium=online&utm_campaign=Clan_of_Conan&utm_content=issue13&func=publish.show&table=CONTENT&func_id=2203)

EDIT: Added Source.


Title: Re: Crafting & Economy in Age of Conan
Post by: Stormwaltz on February 04, 2008, 01:29:17 PM
Quote
Upon reaching the required level needed to start crafting (which is currently set to level forty, but that might change during the beta process)

At last, craft players have their own equivalent of grinding to access raid content.


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 04, 2008, 01:30:39 PM
Quote
Upon reaching the required level needed to start crafting (which is currently set to level forty, but that might change during the beta process)

At last, craft players have their own equivalent of grinding to access raid content.

From what i understand 1-20 is incredibly quick, 20-40 med, 40+ long.


Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 04, 2008, 01:45:34 PM
I love seeing the words "HARD WORK PAYS OFF" in a writeup related to an MMO.  I enjoy paying $20 a month for a second job. 


Title: Re: Crafting & Economy in Age of Conan
Post by: schild on February 04, 2008, 01:47:02 PM
I love seeing the words "HARD WORK PAYS OFF" in a writeup related to an MMO.  I enjoy paying $20 a month for a second job. 

You can't make it green while actively playing the top levels of WoW. >_<


Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 04, 2008, 01:51:32 PM
You can't make it green while actively playing the top levels of WoW. >_<

If WoW weren't fun, I'd quit.  Ok, maybe I have an unhealthy addiction. 

GO PLAY YOUR DAMN CONSOLE GAMES AND LEAVE ME ALONE!


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 04, 2008, 01:57:33 PM
I love seeing the words "HARD WORK PAYS OFF" in a writeup related to an MMO.  I enjoy paying $20 a month for a second job. 

Quote
In stark contrast to similar games out there, progression within your chosen craft is not done by simply producing items or gathering resources over and over again until your skill improves. In Age of Conan you do not have a numerical crafting skill listed somewhere – instead you progress through different quests whose rewards allows you to craft better items and gather more advanced resources.

and lol @ schilds comment.


Title: Re: Crafting & Economy in Age of Conan
Post by: DarkSign on February 04, 2008, 01:59:38 PM
So how does Architecture work? You draw plans and watch to see if your building falls?
I'm seriously curious about that.


Title: Re: Crafting & Economy in Age of Conan
Post by: Stormwaltz on February 04, 2008, 03:04:40 PM
So how does Architecture work? You draw plans and watch to see if your building falls?
I'm seriously curious about that.

Maybe the floorboards creak.

Or it costs more in maintenance.

Or it spawns giant termintes at odd intervals.


Title: Re: Crafting & Economy in Age of Conan
Post by: slog on February 04, 2008, 03:14:14 PM
So how does Architecture work? You draw plans and watch to see if your building falls?
I'm seriously curious about that.

Maybe the floorboards creak.

Or it costs more in maintenance.

Or it spawns giant termintes at odd intervals.

Or it falls down when attacked faster?


Title: Re: Crafting & Economy in Age of Conan
Post by: JoeTF on February 04, 2008, 03:40:11 PM
That is the shittiest crafting/trading system ever.
They basically took away every possible way to become specialized crafter/trader/resource collector. It was bad in WOW, this is just mega suck.


Title: Re: Crafting & Economy in Age of Conan
Post by: Teleku on February 04, 2008, 04:03:16 PM
That is the shittiest crafting/trading system ever.
they basically given every possible way to be specialized crafter/trader/resource collector. If was bad in WOW, but here it's just mega suck
Wait, whats bad about being able to become a specialized crafter?


Title: Re: Crafting & Economy in Age of Conan
Post by: JoeTF on February 04, 2008, 04:27:50 PM
I guess writing at 2am does that to you; I'm scared to see what I wrote in EVE forum . :ye_gods:

The whole point is that you cannot become specialized crafter in Conan, that's what's wrong.


Title: Re: Crafting & Economy in Age of Conan
Post by: Teleku on February 04, 2008, 04:37:21 PM
Ah, OK.


Title: Re: Crafting & Economy in Age of Conan
Post by: Aez on February 04, 2008, 04:44:54 PM
I don't think you can fail, so you shouldn't have to watch your building crumble.

It's pretty much : We are different!  You don't have to grind crafting, instead grind for quests then grind for ressources.  Revolution!

To their defence, it's a nice secondary system if ressources gathering is easy but you have to fight for the best ressources.  It promote immersion and interesting meaningful battle. I see it has a step forward from most system.  It's definitely not EVE but I don't think it's what they were shooting for.


Title: Re: Crafting & Economy in Age of Conan
Post by: JoeTF on February 04, 2008, 07:00:10 PM
I don't think you can fail, so you shouldn't have to watch your building crumble.

It's pretty much : We are different!  You don't have to grind crafting, instead grind for quests then grind for ressources.  Revolution!

To their defence, it's a nice secondary system if ressources gathering is easy but you have to fight for the best ressources.  It promote immersion and interesting meaningful battle. I see it has a step forward from most system.  It's definitely not EVE but I don't think it's what they were shooting for.
World cut into large resource gathering areas. Hi end stuff droppping as random drop from normal ore. In other words: DENIED


Title: Re: Crafting & Economy in Age of Conan
Post by: Aez on February 04, 2008, 07:11:38 PM
ah crap


Title: Re: Crafting & Economy in Age of Conan
Post by: tmp on February 04, 2008, 07:29:04 PM
The whole point is that you cannot become specialized crafter in Conan, that's what's wrong.
Hmmm how so? You can only pick one profession and you advance it by running the quests to learn how you craft the shit. That's about as specialized as becoming specialized sword swinger or whatever they use as spell casters. Except sword swingers advance swinging the swords and crafters advance well, crefting apparently.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 04, 2008, 09:17:49 PM
The flavor text at the begining of the article makes me want to barf.

Also, the heading "Hard Work Pays Off" seems a little misleading. This crafting system actually seems more palatable to me than any other I've played with. Personally, I loathe crafting in MMOs. I think it's mostly a dreadful chore.

Give me another point of view if you have one, but from everything I've witnessed, crafting players craft either because they enjoy being resourceful or they want to get rich, not because they like putting a bunch of crap in a window and clicking combine. Over. And over. And over.

This system proposes to remove the grind, and put crafting advancement in line with quest based adventuring advancement.

I'm not opposed, in principal, to anything that I've seen here. The proof, of course, will be in the playing. I could see this being a fairly painless secondary activity you do along with your adventuring that allows anyone to contribute to themselves, their guild, or the economy at large. It might also be a thin veil laid over 'same shit, different game,' depending on how effective the tradeskill items are, how rare the rares and monster drops are, and if the quest based advancement ammounts to something lame like "make 20 widgets and bring them to the stygian in butt fucked egypt."

Also, does anyone know what the PVP looting rules are?


Title: Re: Crafting & Economy in Age of Conan
Post by: JoeTF on February 05, 2008, 12:05:25 AM
The whole point is that you cannot become specialized crafter in Conan, that's what's wrong.
Hmmm how so? You can only pick one profession and you advance it by running the quests to learn how you craft the shit. That's about as specialized as becoming specialized sword swinger or whatever they use as spell casters. Except sword swingers advance swinging the swords and crafters advance well, crefting apparently.

Problem will be that I estimate at least 70% of playerbase will be 'specialized' in swordcrafting, and the very few that can make worthwhile items will be actually the guilds, not the players. Now, it's a great system if you want to popularize, crafting content, to make it truly mainstream. Only problems is that people who actually like to play the industrial type won't have anything to do in this game:(


Title: Re: Crafting & Economy in Age of Conan
Post by: Slyfeind on February 05, 2008, 12:48:22 AM
Only problems is that people who actually like to play the industrial type won't have anything to do in this game:(

I wonder if that was intentional; bringing back the whole "don't play to bake bread, play2crush" thingie. I mean, if players can spend their whole game lives crafting, there will be an awful lot of those industrial types, which might be considered kinda weird for a Conan game.


Title: Re: Crafting & Economy in Age of Conan
Post by: DraconianOne on February 05, 2008, 02:04:00 AM
I wonder if that was intentional; bringing back the whole "don't play to bake bread, play2crush" thingie.

"Come to Hyboria where you can be Conan The Builder."

All sounds reasonable to me.


Title: Re: Crafting & Economy in Age of Conan
Post by: slog on February 05, 2008, 05:34:51 AM
Quote

There are certain exceptions to this, as some of the top tier recipes will require that your guild is in possession of certain types of structures within the guild city. Some of the top tier alchemy recipes will, for instance, require your guild to have an alchemist’s workshop constructed within the guild city.


Translation: Hope you have a guild!!

Quote
When gathering a resource there is a small chance that you may collect a rare version of it. Using rare resources when you are crafting will allow you to make a special version of an item. These items will have additional bonuses, such as allowing gemcutters to put more gems into them. This allows crafters to make some incredibly potent and unique items by using several special gems and rare resources!

Translation:  The stuff people will actually want you to make will be the stuff that uses “rares.”  The rest will just be regular crap they you will need to sell at a loss since it won’t be the good stuff.

Quote
Another way we’re creating dependencies between the two is making it so that only crafted items can have gems embedded, so the adventurers will be running back to the crafters with the gems they just picked up in some dark dungeon, asking the weaponsmith to make a weapon for them and the gemcutter to put the gems in! Using gems you can customize items, while dropped items can’t be customized.

Translation:  No where did we say that crafted items will be better than drops.  You just can’t customize drops, but you can customize crafted items. 


Title: Re: Crafting & Economy in Age of Conan
Post by: Slayerik on February 05, 2008, 05:40:13 AM
Quote
The primary reason for us allowing you to master all resource gathering professions is because of how important resources is to so many different aspects of the gameplay in Age of Conan. As an example you will need to pour resources into your guild city in order to pay for its upkeep!

I have to pump resources into my castle again? I had enough of that in SB.

I think things like player built / owned areas should actually provide resources free (your serfs mine the land and shit). It would take a good chunk of resources to build at first, but after that it would be profitable. This makes them something beyond a 'WEE LOOK WHAT WE HAVE WE ARE UBER'.




Title: Re: Crafting & Economy in Age of Conan
Post by: slog on February 05, 2008, 05:57:47 AM
Quote
The primary reason for us allowing you to master all resource gathering professions is because of how important resources is to so many different aspects of the gameplay in Age of Conan. As an example you will need to pour resources into your guild city in order to pay for its upkeep!

I have to pump resources into my castle again? I had enough of that in SB.

I think things like player built / owned areas should actually provide resources free (your serfs mine the land and shit). It would take a good chunk of resources to build at first, but after that it would be profitable. This makes them something beyond a 'WEE LOOK WHAT WE HAVE WE ARE UBER'.



That would be inflationary.  Imagine what the RMT folks could do with it.


Title: Re: Crafting & Economy in Age of Conan
Post by: Zetor on February 05, 2008, 06:06:09 AM
Translation: Hope you have a guild!!
You mean 'hope you have an uberguild'. The pvp section of the faq mentioning "substantial guild resources" and "large guilds" leads me to believe that smaller guilds are screwed, as usual. :P

Which reminds me - is there any sort of alliance / allegiance system in AOC? The FAQ doesn't mention anything, but if smaller guilds could ally with other smaller guilds [or swear allegiance to an uberguild, even], it'd probably help a bit.


-- Z.


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 05, 2008, 06:10:14 AM
I'm surprised many people are surprised that a guild based game would require guilds.


Title: Re: Crafting & Economy in Age of Conan
Post by: slog on February 05, 2008, 06:16:57 AM
I'm surprised many people are surprised that a guild based game would require guilds.

Surprised? No.  I was pointing out that this is a system that rewards the powerful with the best gear.   Creating disparities like this tends to make PvP suck for the have-nots.



Title: Re: Crafting & Economy in Age of Conan
Post by: Snee on February 05, 2008, 07:29:29 AM
This is mildly disappointing. relatively "deep" crafting is a major plus for me in an MMO.

If it's going to be a WoW system, clickieboomdone, but even less interesting for the casual crafter... that's bad.

Something vanguardian, but with more randomness and/or customizability in output would have been great.

If they want to give guilds an advantage, it should be on the resource side.

I suppose they're hoping you go for the boobs and stay for the blood?



Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 05, 2008, 07:31:25 AM
Crafting only serves a purpose at two points in the game:

1) The regular stuff that you use to level is only useful when the server is in its infancy.  Once the server matures, general crafted items become merchant fodder.

2) At the endgame.  If the best items that you can craft require super rare drops and a long grind while only being marginally better or the same as random drops, noone will bother buying crafted items.  

DAoC is the only game I've seen really get any mileage out of crafted armor and weapons.  The addition of jewelcrafting and ability to effortlessly macro to max skill made this so.  


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 05, 2008, 07:46:27 AM
Crafting only serves a purpose at two points in the game:

1) The regular stuff that you use to level is only useful when the server is in its infancy.  Once the server matures, general crafted items become merchant fodder.

2) At the endgame.  If the best items that you can craft require super rare drops and a long grind while only being marginally better or the same as random drops, noone will bother buying crafted items. 

DAoC is the only game I've seen really get any mileage out of crafted armor and weapons.  The addition of jewelcrafting and ability to effortlessly macro to max skill made this so.   

Regular crafted items can still be slotted.

On your point 2, drooped items can't be customized (Gem slots) but crafted can. Making the utility of it the fact that it can be customized to your Play style/orientation (In AOC).

The major advantage to this system, is that resources, and the ability to craft are now fuel for guild wars and Territory, instead of being an unimportant part of the game (IE: The war between the two sides in WOW, or any other game for that matter).


Quote
I was pointing out that this is a system that rewards the powerful with the best gear.   Creating disparities like this tends to make PvP suck for the have-nots.

Sounds like a case for war to me. Also, the Perceived "disparities" is an assumption, based on past game experiences i'm sure, but an assumption none the less.

The games endgame is guild wars, and Territory conquest, tied into crafting and resource controial. So, again, i'm surprised people didn't expect it to require guilds.


Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 05, 2008, 07:48:49 AM
I stand corrected.  Thanks for the info... and the slight glimmer of hope.  I enjoy crafting, but feel that my efforts are futile in nearly every game out there.


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 05, 2008, 07:56:09 AM
I stand corrected.  Thanks for the info... and the slight glimmer of hope.  I enjoy crafting, but feel that my efforts are futile in nearly every game out there.

Me too. Thats why i find it rather refreshing. Not only are resources (basically, the economy) fuel for the war. But you wont be crafting 100,000 swords to finally make a good one for your range, on top of that, even a low level sword can be customized!.

All the proof will be in the playing however, but i like the possibilities that this brings, and it IS different than other MMO's in the fact that those that controlling the resources, have the power, and you still have the ability to BURN DOWN THERE TOWN and take it from them.

Whats not to like? As a crafter, i would be smiling with glee that a competing guild just got razed.


EDIT: On the flip side, this system also makes PvP mean something, take away that alchemy workshop mentioned in the first part of this blog, thats going to piss someone off.  :grin: Not only do they have to rebuild it, but they cant make anything that required it.


Title: Re: Crafting & Economy in Age of Conan
Post by: Draegan on February 05, 2008, 08:09:47 AM
I hate crafting in MMOs.  It's a dumb timesink.  There is no way to make crafting fun for most people.  To me it's just collecting crap and making stuff and get a +1.  I like the fact that you can max out your crafting painlessly.  More time for other stuff.


Title: Re: Crafting & Economy in Age of Conan
Post by: Soukyan on February 05, 2008, 08:19:32 AM
I hate crafting in MMOs.  It's a dumb timesink.  There is no way to make crafting fun for most people.  To me it's just collecting crap and making stuff and get a +1.  I like the fact that you can max out your crafting painlessly.  More time for other stuff.

I'm in this boat, too. If I enjoyed crafting as a major part of an MMOG, I would play ATiTD. Of course, implementing a great crafting system into a game can attract more players who are into that. Alas, there are not a lot of players who are into a complex, grindy crafting system, so what happens is you attract the few who are, and the rest of the crafting is done by guilds. Regular players cannot always get into it.

I credit WoW with making crafting accessible. If that meant dumbing it down and making it click-to-create, so be it, but it worked in that I actually don't mind crafting in WoW. It can still be a time and money sink, but it integrates well with the other gameplay. Not requiring a person to always be hovering over a "tradeskill table" is a good thing sometimes. Of course, there are still some requirements that are maintained (like the a forge for blacksmithing), but for the most part, tradeskills are more readily available and encouraged.

The complexity and mini-game of the EQ2 trade skills is always an interesting approach, but one that has kept me from getting extremely involved in crafting, mostly because I need to return to a city frequently to craft, and I prefer to stay out and about adventuring. I have no idea what my point was other than to state that I am one of the players who prefer a simplified crafting system, especially if you are going to require me to use those skills to obtain better equipment, components, potions, etc. Of course, I also prefer the shortening of any grind in MMOGs to a snappy enjoyable pace.


Title: Re: Crafting & Economy in Age of Conan
Post by: Slayerik on February 05, 2008, 08:54:44 AM
Crafting is for women.

Signe, will you join my AOC guild?

I kid, I kid.



On a serious note, I'm not sure how crafting could ever be fun, but its probably just me. Maybe if it involved my opponent's bleeding corpse and some of his loot it would be sweet.


EDIT: Well, I guess WoW did that with Battlegrounds :)


Title: Re: Crafting & Economy in Age of Conan
Post by: Viin on February 05, 2008, 08:58:23 AM
Crafting can be fun, if the actual crafting is subcontracted. It's the resource/market games that are fun.


Title: Re: Crafting & Economy in Age of Conan
Post by: tmp on February 05, 2008, 10:04:00 AM
On a serious note, I'm not sure how crafting could ever be fun, but its probably just me.
http://www.puzzlepirates.com/Blacksmithing.xhtml
http://www.puzzlepirates.com/Distilling.xhtml
http://www.puzzlepirates.com/Shipwrightery.xhtml
http://www.puzzlepirates.com/Alchemistry.xhtml


Title: Re: Crafting & Economy in Age of Conan
Post by: Slayerik on February 05, 2008, 10:09:21 AM
Point taken, but I'm still not sure if that really looks fun anyways.


Title: Re: Crafting & Economy in Age of Conan
Post by: DraconianOne on February 05, 2008, 12:20:04 PM
DAoC is the only game I've seen really get any mileage out of crafted armor and weapons.  The addition of jewelcrafting and ability to effortlessly macro to max skill made this so.  

SWG had a fantastic crafting system and an economy that totally depended on it mainly on account of there being little to no way to fully repair items.  If they went bang, you needed a new one.  The only place to get a new one? The crafters.  Individuals could specialise in crafting areas and not only that, but certain players who dedicated their time to ensuring they used the best available resources and creating the best possible items meant that they became renowned for crafting quality goods.  It had it's flaws but the experimentation abilities coupled with quality of resources affecting end product was brilliant. 

The downside was that it could become a second job as I found out after setting up my own little mining empire and shipbuilding business.  Fun while it lasted but I suddenly realised that maintaining vendors, harvesting resources and crafting was taking up all of my time.


Title: Re: Crafting & Economy in Age of Conan
Post by: Velorath on February 05, 2008, 12:20:41 PM
I mean, if players can spend their whole game lives crafting, there will be an awful lot of those industrial types, which might be considered kinda weird for a Conan game.

Conan was the son of a blacksmith.  It wouldn't be all that weird.


Title: Re: Crafting & Economy in Age of Conan
Post by: Signe on February 05, 2008, 12:22:02 PM
I like to craft.  I almost bought LotRO just to be a farmer.


Title: Re: Crafting & Economy in Age of Conan
Post by: Xuri on February 05, 2008, 12:43:41 PM
It's strangely satisfying to smoke pipeweed you've grown and harvested yourself.


Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 05, 2008, 12:44:35 PM
It's strangely satisfying to smoke pipeweed you've grown and harvested yourself.

I thought this was a gaming discussion?!?!


Title: Re: Crafting & Economy in Age of Conan
Post by: Slayerik on February 05, 2008, 12:48:39 PM
Ah, let the girls talk about their arts and crafts!  ;D


Title: Re: Crafting & Economy in Age of Conan
Post by: Xanthippe on February 05, 2008, 01:24:11 PM
I like to craft.  I almost bought LotRO just to be a farmer.

I did buy LotRO just to be a farmer.  Then they changed it all up.


Title: Re: Crafting & Economy in Age of Conan
Post by: Xuri on February 05, 2008, 01:50:35 PM
It's strangely satisfying to smoke pipeweed you've grown and harvested yourself.

I thought this was a gaming discussion?!?!
LotrO -> Farming -> Pipeweed -> Smoke


Title: Re: Crafting & Economy in Age of Conan
Post by: Signe on February 05, 2008, 01:55:32 PM
I like to craft.  I almost bought LotRO just to be a farmer.

I did buy LotRO just to be a farmer.  Then they changed it all up.

Well, bugger.  I was hoping to buy it when I'm at retirement age and hoe and smoke my golden years away!


Title: Re: Crafting & Economy in Age of Conan
Post by: Hutch on February 05, 2008, 01:55:52 PM
It's strangely satisfying to smoke pipeweed you've grown and harvested yourself.

I thought this was a gaming discussion?!?!
LotrO -> Farming -> Pipeweed -> Smoke

-> ding -> grats -> lol


Title: Re: Crafting & Economy in Age of Conan
Post by: Nebu on February 05, 2008, 02:13:31 PM
My humor is lost on some people. 


Title: Re: Crafting & Economy in Age of Conan
Post by: UnSub on February 05, 2008, 04:45:51 PM
I mean, if players can spend their whole game lives crafting, there will be an awful lot of those industrial types, which might be considered kinda weird for a Conan game.

Conan was the son of a blacksmith.  It wouldn't be all that weird.

As shown in the first movie, if Conan's dad had spent less time grinding his blacksmith skill and more time killing foozles and leveling up, he'd have been better off.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 05, 2008, 08:51:23 PM
Ok, I can add one more reason people like to craft in MMOs: to be a resource baron. So far I've got: resource baron, resourcefulness (smoking your own pipe weed,) and getting rich. And yet - none of it relates to the actual act of crafting itself. Throw shit into a window and click combine = not interesting. Do it 300 times to level = soul crushing.

Puzzle pirates is a great example, as far as puzzle pirates goes. Put in the context of a tradiitional MMO grind it would just get that much more tedious. IE: Instead of clicking combine 300 times to get a crafting level, you play the same minigame 300 times to get a level. I'd actually think it would work out really well for AoC though - as long as people can be satisfied by crafting no more than 10-20 items a day.


Title: Re: Crafting & Economy in Age of Conan
Post by: sidereal on February 05, 2008, 09:09:31 PM
Ok, I can add one more reason people like to craft in MMOs: to be a resource baron. So far I've got: resource baron, resourcefulness (smoking your own pipe weed,) and getting rich. And yet - none of it relates to the actual act of crafting itself. Throw shit into a window and click combine = not interesting. Do it 300 times to level = soul crushing.

I like to work with my hands.

Seriously, aim at a foozle and click attack = not interesting.  Do it 300 times to level = soul crushing.  If you think aggregating interesting experiences from a repetitive stream of tedious activities is useless or unpopular, then you don't believe WoW exists.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 05, 2008, 09:59:42 PM
I would not class WoW's combat as repetitive or uninteresting. Leveling is quick and easy. There is very little downtime. Abilities and options available to a character, while relatively narow, are effective and represent strategic options. The game has well structured questlines to keep attention focused.

WoW is popular because of all of those things; it would be less so if the combat were no more than 'have x, y, and z' and click combine.


Title: Re: Crafting & Economy in Age of Conan
Post by: sidereal on February 05, 2008, 10:48:44 PM
I would not class WoW's combat as repetitive or uninteresting. Leveling is quick and easy. There is very little downtime. Abilities and options available to a character, while relatively narow, are effective and represent strategic options. The game has well structured questlines to keep attention focused.

WoW is popular because of all of those things; it would be less so if the combat were no more than 'have x, y, and z' and click combine.

I don't think any of these comparisons dispute my point.  Quests are a narrative context around foozle-bashing.  They don't change the nature of foozle-bashing.  Like I said, it's a repetitive stream of tedious activities that's aggregated into something interesting by a higher level context in which you're bashing foozles.  The same with leveling.  Leveling isn't something you do in combat, it's something that keeps (repetitive) combat interesting by providing context.  You could just as well provide a leveling or questing context around crafting, and in fact WoW does both.

Downtime is irrelevant, since it exists even less in crafting (I don't know of any forced resting between crafting attempts). 

As far as the strategic options of WoW combat, I took multiple characters to max and I didn't see it.  Every class and talent build had its own correct combat sequence, but once you figured it out, there was no point in deviating.  Granted, it was more complicated than pushbutton ingredient combining, but not so much that I'd say it's a qualitatively different experience.  Many elements of ATiTD crafting were more complicated than WoW combat.

The one area where I'd grant that combat is substantially more complex and interactive than crafting is raiding or -- to a lesser extent -- basic group play, and that's the complexity of coordination, not the mechanics.  You could create the same effect with complicated simultaneous group crafting recipes that depended on precise timing.

I'm not saying you have to like crafting.  I'm just saying there's no objective basis to prefer combat to crafting.  It's just taste.  You prefer sword-swinging animations to hammer-hitting-anvil animations.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 06, 2008, 01:08:27 AM
You prefer sword-swinging animations to hammer-hitting-anvil animations.

If this and group dynamics are all the difference you can see between adventure leveling and tradeskill leveling, I'd say your trips to max level have shown you just about every secret the game has to offer. Congratulations - you're Neo and there is no spoon.

All the nuances of good adventure leveling systems are designed to suspend your realization that 'hey, I'm whacking the foozle.' And there will always be a best way to do something. Once you've realized the former and discovered the latter, there really is no difference between crafting and tradeskilling.

Unfortunately none of those nuances that we've discussed exist in the tradeskill systems of any MMO I've ever played. I can pick up a moderately ambitious MMO (WoW is still a good example,) and be "mystified" by the foozle whacking game more or less until I hit max level, but disheartened the first time I hit combine. (I say mystified - I can look sideways at any MMO from the start and see I'm whacking foozles, but while the mystery is still there I'm not reminded of it with every creature I kill.)

I still have not heard anyone say that they enjoy the actual mechanics of crafting. And you can't tell me that people never enjoy the actual mechanics of adventuring because otherwise, why are people playing these games at all? Once they get to your level of apathy expertise, the only things that keep them playing are their social connections, the time they have already invested into the game, the prospect of maxing out their gear, and the occasional expansion. And then eventually even that is not enough, but I don't have a problem with this.


Title: Re: Crafting & Economy in Age of Conan
Post by: Trouble on February 06, 2008, 01:15:01 AM
Crafting in ATITD is great. Just there are other problems with the game...like developer inattention.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 06, 2008, 01:20:48 AM
Mmm, yeah, good point. I've always wanted to give that game a shot. What are the actual mechanics of crafting like in A Tale in the Desert?

I'd always heard that the level of inter-dependancy was great - which if your game is nearly entirely crafting, makes sense.


Title: Re: Crafting & Economy in Age of Conan
Post by: DraconianOne on February 06, 2008, 05:04:46 AM
I still have not heard anyone say that they enjoy the actual mechanics of crafting.

I thought I had done.  Pehaps I should say it again.

The crafting system in SWG was excellent and I enjoyed it immensely.  It could be as little or as much as you wanted to make of it - whether it was simply combine-the-components and sit back approach or take the time to source got quality materials and experiment to produce high quality goods.  Coupled with creating factory blueprints, the vendor system and features like the shipwright's reverse engineering process it was all in all the most enjoyable tradeskill system I've come across in an MMO.

Is that clear enough or would you like fewer words?



Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 06, 2008, 05:55:37 AM
I just read that you liked resource gathering and the variety it produced, also being a bit of the resource baron. And even in that the burn out factor was high.

The act of leveling crafting in SWG was still just have a bunch of stuff, put it in the window, click combine, wait for results, repeat ad nauseum. Was that fun for you, or just something you put up with to get to the top of the ladder?


Title: Re: Crafting & Economy in Age of Conan
Post by: DraconianOne on February 06, 2008, 06:41:10 AM
I just read that you liked resource gathering and the variety it produced, also being a bit of the resource baron. And even in that the burn out factor was high.

The act of leveling crafting in SWG was still just have a bunch of stuff, put it in the window, click combine, wait for results, repeat ad nauseum. Was that fun for you, or just something you put up with to get to the top of the ladder?

The act of levelling combat in SWG was very much an ad nauseam routine as well.  Get a terminal mission, kill everything, rinse, repeat.  Was it fun?  Not less than grinding the crafting but not much more either.  One of the main differences between levelling crafting in SWG and something like WoW was that it was entirely possible to sell everything you made while levelling in SWG to other players - certainly in the case of shipwright.  That makes it so much more rewarding for a start.  And potentially social too.

If there had been other ways to get to the "top of the ladder" - perhaps like a type of quest system that the AoC guys are talking about - that would have been better.  I didn't say it was a flawless system.  But the actual mechanics of crafting, while essentially a case of combining components, had much more depth than most contemporary systems and that was fun.

As for burn-out - that was a rod I made for my own back and no different to the type of burn-out I gather hardcore raiders suffer: treating the game like a job.  I never stopped though (well, not until the NGE saga), I just cut back and stopped spending all my play time doing resource harvesting.  I had one character who started out as a shipwright the day JtL launched and he never changed.  He was a master DE too and could provide anything a pilot could ever want.

I'm getting all nostalgic now.


Title: Re: Crafting & Economy in Age of Conan
Post by: tmp on February 06, 2008, 07:04:51 AM
Puzzle pirates is a great example, as far as puzzle pirates goes. Put in the context of a tradiitional MMO grind it would just get that much more tedious. IE: Instead of clicking combine 300 times to get a crafting level, you play the same minigame 300 times to get a level. I'd actually think it would work out really well for AoC though - as long as people can be satisfied by crafting no more than 10-20 items a day.
I think the obvious mistake would then be to require player to play the minigame hundreds of time to level... there's just no need to try and force the usual MMO coat on it -- the quality of produced items is literally affected by how well the player performs in the minigame itself. So you can grant people access to the item blueprints and such much faster, without worry that every single one of them will be able to craft top quality gear overnight, or for that matter ever.

That said puzzle pirates games do have levelling of sort, but it's more like getting through levels in say, Tetris. If you manage to clear the level, you get new one that's harder, then harder and so on. Time spent on the game and average performance is also reflected by player title, probably as bragging rights and to allow others evaluate person's skill/experience at a glance (important when you're looking for crew member or shop worker) I suppose the thing to keep in mind is also, these levels play really fast (single game lasts a minute or less depending how good one is at it) and because the games are quite fun to play on their own it's not as much "omg i have to play it 300 times?" experience but rather "omg i spent how much time playing?" one.

Of course puzzles aren't "universal fun" also, but it's probably not that unreasonable to presume people find them more fun on average than they find just clicking the 'combine' button.


Title: Re: Crafting & Economy in Age of Conan
Post by: Ratman_tf on February 06, 2008, 08:03:48 AM
I just read that you liked resource gathering and the variety it produced, also being a bit of the resource baron. And even in that the burn out factor was high.

The act of leveling crafting in SWG was still just have a bunch of stuff, put it in the window, click combine, wait for results, repeat ad nauseum. Was that fun for you, or just something you put up with to get to the top of the ladder?

SWG crafting was great IMO because it mattered. You could take all of the crafting out of WoW and the game could go on just fine. Maybe some of the more insane raid bosses would be hella tougher without resist potions, but all in all, crafting is not necessary.

SWG crafting was intregal to the game. And that was damn cool. My big contention is that the PvE was too bland to support the crafters, but I've said that in other threads already.  :dead_horse:




Title: Re: Crafting & Economy in Age of Conan
Post by: Typhon on February 06, 2008, 08:45:38 AM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>


Title: Re: Crafting & Economy in Age of Conan
Post by: Valmorian on February 06, 2008, 09:04:49 AM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>

That's funny, but there's a grain of truth in that.  It's the same problem that you see people complain about in reverse, that you need to perform non crafting actions (or rely on someone else to do them) in order to advance your crafting skill.


Title: Re: Crafting & Economy in Age of Conan
Post by: Ratman_tf on February 06, 2008, 10:05:12 AM
Or be dependant on others for your combat advancement. (Forced grouping)



Title: Re: Crafting & Economy in Age of Conan
Post by: Hoax on February 06, 2008, 10:15:21 AM
Everyone wants at least the option of being...

xXxLoneSniperWolf666xXx



Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 06, 2008, 10:25:44 AM
Or be dependant on others for your combat advancement. (Forced grouping)



Slight detour.

In most games, there really is no forced grouping. Its that the players themselves have decided to go for a goal, that is group required (IE: It was designed that way, and the reward was also). Then they bitch. Completely ignoring the other avenues or goals that are there for a single player.

95.8% of the time, players do it to themselves.


<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you WANT to play the game not being fun.
</troll>

Fixed.



Title: Re: Crafting & Economy in Age of Conan
Post by: tazelbain on February 06, 2008, 10:37:01 AM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>
I thought EvE disproved this.  If you going to make everyone dependent on crafters than it requires a robust economy.


Title: Re: Crafting & Economy in Age of Conan
Post by: Viin on February 06, 2008, 10:44:56 AM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>
I thought EvE disproved this.  If you going to make everyone dependent on crafters than it requires a robust economy.

Yah, I was gonna say, I certainly don't see this happening in EVE. SWG? Yes, but I'm not sure why.. can't buy stuff far away maybe?


Title: Re: Crafting & Economy in Age of Conan
Post by: sidereal on February 06, 2008, 11:15:51 AM
I still have not heard anyone say that they enjoy the actual mechanics of crafting. And you can't tell me that people never enjoy the actual mechanics of adventuring because otherwise, why are people playing these games at all? Once they get to your level of apathy expertise, the only things that keep them playing are their social connections, the time they have already invested into the game, the prospect of maxing out their gear, and the occasional expansion. And then eventually even that is not enough, but I don't have a problem with this.

You seem to have gotten the impression from the one I was trying to convey.  Probably my fault.  When I say that combat aggregates something interesting from repetitive, boring tasks, I'm acknowledging that combat is interesting.  I still play MMOs after all.  I enjoy combat.  I also recognize that crafting is the same thing, and I also enjoy that.  You seem to be stuck on the repetitive nature of crafting, but are okay with the repetitive nature of combat.  That's fine, but again it's a matter of taste.  For some reason you're hellbent on proving that combat is more interesting than crafting in existing MMOs.  You can't.

I enjoy the mechanics of crafting, even in simple crafting systems, because I like the momentary experience of making something, even if it's a fake something.  I like selling fake things I made.  I like giving people in my guild fake things I made.  I derive just as much enjoyment from fakely making fake things as you do from fakely swinging a fake sword and killing things that aren't alive.  In complex crafting systems, like those in Eve and ATiTD (and probably SWG, though I never played it), I enjoy it even more.

This is getting pretty far afield from the original topic, which was whether AoC's crafting system is an improvement.  I'd say that requiring I throttle 300 ratkins instead of combining 300 copper bars is pretty much a wash, per our little dustup here.  It's unfortunate that crafting doesn't even start until I've throttled 30000 ratkins, and that will ensure that interest in crafting will not be a motivation for people considering playing AoC.  Instead it'll be an interesting diversion for people who are primarily interested in AoC's primary draw, which I guess is beheading meshes.  Also, the lack of a bidding system will make tradeposts profit heaven for catasses who squat them and scan nonstop for bargains.


Title: Re: Crafting & Economy in Age of Conan
Post by: Velorath on February 06, 2008, 01:00:31 PM
That's fine, but again it's a matter of taste.  For some reason you're hellbent on proving that combat is more interesting than crafting in existing MMOs.  You can't.

There are more good combat systems out there in MMO's than there are good crafting systems.  It's not that combat is inherently more interesting than crafting, or that developers can't make interesting crafting systems, but that's just not the main focus of most of these games, and thus crafting is going to get less development time and dollars than combat.  Out of all the mainstream MMO's I've tried crafting in, EQII was the only one that even seemed to attempt any interactivity during the actual crafting of an item.  It wasn't exactly fun, but it was a step in the right direction.


Quote
I derive just as much enjoyment from fakely making fake things as you do from fakely swinging a fake sword and killing things that aren't alive.

The difference is, you seem be saying that you enjoy it regardless of how little effort developers actually put into the creating the system (just about any crafting system allows you to create items and then give them away or sell them), whereas I think very few people here would argue that they get enjoyment out of every combat system (or even the majority of them).


Title: Re: Crafting & Economy in Age of Conan
Post by: Lantyssa on February 06, 2008, 02:20:35 PM
There are more good combat systems out there in MMO's than there are good crafting systems.
Are we playing the same games?  Combat sucks in most MMOs.  Once we're dealing with comparative degrees of suck, one can't really claim to be better than the other.  There are a few good combat systems and a few good crafting and economic ones.

This is of course, ignoring it is all subjective anyways.  A swath of people aren't going to like crafting no matter how good, and another group isn't going to like combat.


Title: Re: Crafting & Economy in Age of Conan
Post by: Velorath on February 06, 2008, 02:44:28 PM
There are more good combat systems out there in MMO's than there are good crafting systems.
Are we playing the same games?  Combat sucks in most MMOs.

Hence the last line of my post.  CoX and WoW dressed up the combat enough to make it fun for a lot of people.  Cases could be made for POTBS's ship to ship combat, and EVE's combat (in a tactical sort of way).  Not a lot of examples of great combat, but I think there are less examples of games where the actual mechanics of crafting an item (as opposed to the economical aspects of crafting) are actually fun.

I like the idea of crafting.  I did the grind up to legendary weaponcrafter in DAOC, which had some of the worst crafting mechanics of all time and didn't even have a good way to sell shit to people until they put housing in.  I don't think there's anything wrong with saying that the concept of crafting in MMO's is a good one, but the mechanics in pretty much every major MMO have been unfun, steaming piles of shit, that don't even let you pretend you're doing something more fun than pressing one button over and over to make stuff.


Title: Re: Crafting & Economy in Age of Conan
Post by: Dtrain on February 06, 2008, 06:55:47 PM
Draconian, reflecting on your post did call to mind the things I liked about SWG crafting. It wasn't a perfect system, but it was a huge step in the right direction.

The little doodads like resource detection, the difference resource properties accounted for, and the renewing nature of resources, while a little rough around the edges in practice were incredibly bright ideas, and exactly the type of smoke and mirrors I'm talking about to conceal the simplicity of "get shit and hit combine."

And as much as you can still reduce any MMO combat system to "get levels and gear and whack the foozle," the smoke and mirrors disguising it are usually much more advanced than those around most crafting systems. (Though SWG is probably a bad example to here as the combat was so remarkably bad - unfocused content, missing end game objectives, PVP imbalances, and a general lack of goals combined to make a bold faced foozle whacking nightmare.)


Title: Re: Crafting & Economy in Age of Conan
Post by: Samwise on February 06, 2008, 11:18:30 PM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>
I thought EvE disproved this.  If you going to make everyone dependent on crafters than it requires a robust economy.

Yah, I was gonna say, I certainly don't see this happening in EVE. SWG? Yes, but I'm not sure why.. can't buy stuff far away maybe?

Not having played EvE much at all, I'm going to guess that the big difference is that you can buy stuff you want in EvE at a fair market price right away without having to spend lots of time walking to one poorly-stocked shop after another, sending in-game mail to people who are offline and waiting a day for a response, et cetera.  That "robust economy" thing.

The key thing (in my mind) is that it sucks to be dependent on other players in real time, because most people aren't always logged in at the same time you are.  If you can get what you need from other players easily and without requiring direct interaction, it stops sucking.


Title: Re: Crafting & Economy in Age of Conan
Post by: Typhon on February 08, 2008, 04:14:15 AM
[...]If you can get what you need from other players easily and without requiring direct interaction, it stops sucking.

And at that point the only difference from a game where you do all your buyng from an NPC is that the price is set by the "market", rather then by the devs.  For those of us who are largely un-interested in the "sym-wallstreet", it seems like an awful lot of work to get to the same end result.


Title: Re: Crafting & Economy in Age of Conan
Post by: Mrbloodworth on February 08, 2008, 06:42:54 AM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>
I thought EvE disproved this.  If you going to make everyone dependent on crafters than it requires a robust economy.

Yah, I was gonna say, I certainly don't see this happening in EVE. SWG? Yes, but I'm not sure why.. can't buy stuff far away maybe?

Not having played EvE much at all, I'm going to guess that the big difference is that you can buy stuff you want in EvE at a fair market price right away without having to spend lots of time walking to one poorly-stocked shop after another, sending in-game mail to people who are offline and waiting a day for a response, et cetera.  That "robust economy" thing.

The key thing (in my mind) is that it sucks to be dependent on other players in real time, because most people aren't always logged in at the same time you are.  If you can get what you need from other players easily and without requiring direct interaction, it stops sucking.

Before the NGE, they changed that, you see see all vender's on the planet from town, buy something, but still needed to go get it, just like eve.


Title: Re: Crafting & Economy in Age of Conan
Post by: Calantus on February 08, 2008, 12:27:45 PM
<troll>
I thought it was clear from the last 10 years of online gaming that people who like to play games don't like to be dependent on people who like to craft.  Something to do with having to suck craftard cock to get something you need to play the game not being fun.
</troll>
I thought EvE disproved this.  If you going to make everyone dependent on crafters than it requires a robust economy.

Yah, I was gonna say, I certainly don't see this happening in EVE. SWG? Yes, but I'm not sure why.. can't buy stuff far away maybe?

Not having played EvE much at all, I'm going to guess that the big difference is that you can buy stuff you want in EvE at a fair market price right away without having to spend lots of time walking to one poorly-stocked shop after another, sending in-game mail to people who are offline and waiting a day for a response, et cetera.  That "robust economy" thing.

The key thing (in my mind) is that it sucks to be dependent on other players in real time, because most people aren't always logged in at the same time you are.  If you can get what you need from other players easily and without requiring direct interaction, it stops sucking.

From what I remember from EvE you're not even buying from players as far as perception is concerned. You really could just bring in NPCs and have them be the only buyers and sellers without changing much at all, some rare things might be easier to get, some prices may go up or down, but the mechanics wouldn't differ for anyone who doesn't care to look under the hood. One huge part was that while location was important, being able to view things wasn't tied to location anywhere near as much. I'm not sure how far it looked but I remember being able to see items dozens of jumps away. In UO shopping was fun if you were just browsing for shits and giggles, but if you wanted a specific rare item it was pure torture because you had to go all over the world checking shops, checking vendors in the shop, then checking bags on the vendor (and every house could be a shop and houses could be just about everywhere). Especially if it was a ring. God those were annoying to buy.


Title: Re: Crafting & Economy in Age of Conan
Post by: tazelbain on February 08, 2008, 12:51:26 PM
Regional Buy Orders help, so Combat player don't have to run far or do a lot research to get a fair price on the junk they earn in combat.

And at that point the only difference from a game where you do all your buyng from an NPC is that the price is set by the "market", rather then by the devs.  For those of us who are largely un-interested in the "sym-wallstreet", it seems like an awful lot of work to get to the same end result.
The difference is that devs have to set their sell prices very high and the buy prices very low to combat item inflation and money inflation.  But with a transaction between players, no item or money is created and the fair price is determined on the fly by the market.  No developer has the man power to do that.