Title: Crafting Post by: Nonentity on September 08, 2008, 11:33:12 AM I've messed around with all the tradeskills - here are my observations:
- You can have one gathering and one crafting skill. Gathering Skills: Cultivation: Grow those seeds you find all over the place to get herbs to use as an Apothecary. Scavenging/Butchering: Scavenging is finding extra items on humanoid corpses, Butcher is for non-humanoid corpses. I've found that in Scavenging, I find items for Tailisman Making, Cultivation, and Apothecary. As a butcher, I was really only finding stuff for Apothecary. Scavenging appears to be the jack of all trades gathering skill, whereas cultivation and alchemy are a little more specific. Salvaging: Works like Disenchanting does in World of Warcraft - you eat green or higher quality item, and you get items for Talisman Making. This is pretty much a necessary for Talisman Making, as the main item you need (Fragment) to craft Talismans comes from this. However, you get to pick what kind of disenchant you get from it. If an item has +willpower and +int on it, for example, you can choose whether to get a willpower or int fragment when you take it apart. Sometimes it fails and you just get base components, and sometimes you do much better and you get a higher-tier fragment. Crafting Skills: Apothecary: I haven't screwed around with this too much, but there are 3 or 4 crafting components you plug into it from Butchering/Cultivation/Salvaging/etc, and you get a variety of potions/powders/salves based on it, with pretty decent buffs on them. I saw a few with +wounds for a few hours. Talisman Making: This is what I have currently. On gear, you'll sometimes find empty talisman slots. Talismans are like jewels in World of Warcraft, with a limited duration. A white-quality gem will last for 8 hours, and will give a small stat buff, based on the Fragment you used to craft the item. A green quality one I made lasts 2 days, and has a higher stat buff. By that rationale, I'm assuming blue/purple gems will last for weeks/months? This time only ticks down when you are logged onto the character, too. Title: Re: Crafting Post by: Ingmar on September 08, 2008, 11:33:44 AM It should be noted that cultivation sucks ass. 2 minute crafting time? No thank you.
Title: Re: Crafting Post by: kildorn on September 08, 2008, 11:47:15 AM Cultivation is so easy. Put it on a skill bar, switch seeds when fighting something. 2 minutes, but you don't actually have to look at it for the 2 minutes!
Title: Re: Crafting Post by: Mrbloodworth on September 08, 2008, 11:47:50 AM There is no crafting in this game.
Title: Re: Crafting Post by: Ingmar on September 08, 2008, 11:48:05 AM Still stupid.
Title: Re: Crafting Post by: schild on September 08, 2008, 11:56:43 AM The timers on the talismans are just dumb. Please to be getting rid of mechanic.
It doesn't even make sense, people replace weapons all the time and at the highest tiers I can't imagine gems will even matter much or they'll be so widely available that a time limitis juts ridiculous. Like a spell-based buff with a 5 minute duration but a less than 5 minute refresh time. Title: Re: Crafting Post by: Fraeg on September 08, 2008, 12:34:13 PM my take on the crafting
get scavenging, make 2x the money for you mount at lvl 20. Don't bother with butchery as you kiill farm more humanoids. potion making: was a pain in the ass to do, i spent one build doing it from lvl 1-18. I made some ok things but nothing that made me say "wow, i am glad i am spending the time to do this" I have no idea what the endgame talismans are like, so far i have seen things like +2 weapon skill for 8 hours. Hardly :drill: However, i have this sinking feeling that at lvl 40 grinding for talisman's will be de rigour for being competitive in pvp. Title: Re: Crafting Post by: Riggswolfe on September 08, 2008, 12:36:36 PM get scavenging, make 2x the money for you mount at lvl 20. Don't bother with butchery as you kiill farm more humanoids. Exactly, especially since you can scavenge in pvp too. It's a no-brainer skill to get. Title: Re: Crafting Post by: Nonentity on September 08, 2008, 01:06:30 PM Scavenging is the WAR equivalent of the skinning/mining character.
Talisman Making/Salvaging is the WAR equivalent of the ball-punching combo that is jewelcrafting/enchanting (except imagine that jewelcrafting uses enchanting mats). Title: Re: Crafting Post by: trias_e on September 08, 2008, 04:23:14 PM I don't mind the TM mechanic at all, assuming they are figuring crafting will allow some sort of economy in the game. Considering how limited their system is with only 2 trade skills...If talisman making and alchemy don't involve rare, powerful, and disposable creations, they are a pointless waste of time and shouldn't even be in the game. Of course, right now TM seems horribly incomplete and irrelevent, so that's the thing I'd like to see change.
I also think that with having only 2 trade skills...what's the point of making you choose just one? It's not as if you will hold any special place in the WAR economy. Just make everyone choose a harvesting skill and let everyone do both Apothecary and TM. Or add 2 more trade skills and make you pick one. Having a limit on crafting skills only makes sense if it fosters some interplayer dependency and economy, and some uniqueness for your character. Having 50% of your population as one, and 50% as the other isn't going to do any of those things. And as far as I can tell, the finished products of alchemy and TM don't interact with each other so at all, so it makes even less sense. Title: Re: Crafting Post by: Evildrider on September 08, 2008, 04:49:49 PM get scavenging, make 2x the money for you mount at lvl 20. Don't bother with butchery as you kiill farm more humanoids. How much is a horse anyway? Title: Re: Crafting Post by: rattran on September 08, 2008, 05:03:34 PM Level 20, 30 gold
Title: Re: Crafting Post by: Evildrider on September 08, 2008, 05:25:28 PM Kthx :oh_i_see:
Title: Re: Crafting Post by: Sjofn on September 08, 2008, 08:50:48 PM I have a horrible, horrible sickness where I do crafting even if it's stupid. I hope Ingmar is looking forward to being a scavenging bitch so I can do salvage/talisman making. :awesome_for_real:
Title: Re: Crafting Post by: Lantyssa on September 10, 2008, 01:16:20 PM I'm like that. My poor roomie gets suckered into saving all kinds of useless items for me.
"You won't even use it. It's pointles for me to..." :cry: "... alright, I'll save it. Gaaaah!" :drillf: Title: Re: Crafting Post by: Hawkbit on September 10, 2008, 02:39:39 PM I'll only go Talisman Maker if the items made are permanent for the gear. I spent too much time and effort to get a +2 weapon skill 8hr buff for my zealot's weapon. wtf? That's usable, right? Oh hey, I got a skill point too. Now I'm lvl 2. Not cool.
Title: Re: Crafting Post by: Venkman on October 10, 2008, 05:40:01 AM This game needs more... necro!
I never bothered with crafting during beta, so having jerked around with it the last few sessions, I find it intriguing. I took Apothecary and Scavenging without really thinking about it and so far the potions at least have helped to some degree. What I haven't found though is any sort of information that talks about what skill level you need to do certain things. Just from continually scavenging corpses (including player corpses, which was a cool add), I seem to be getting slightyl better items that have resulted in slightly better potions as my Apothecary skill goes up. So somewhere along the way I've gone from being able to make HOT potions to pretty good straight-up health potions. But I have not idea when I reached those milestones nor how. And Google has been failing me. Everyone seems to talk about how crafting is done but I haven't found the sort of tech trees/level/unlocks list yet. 1. Can I only ever make heal, ballistic accuracy, strength, and intelligence potions? 2. What skill levels yield what scavenged goods? 3. Does the level of the mob/npc/player corpse impact the type/quality of scavenged good? Title: Re: Crafting Post by: Damn Dirty Ape on October 10, 2008, 06:01:14 AM Level 20, 30 gold I've just read two websites that said the cost was 15 gold at level 20. Is it 15 or 30? Or is it 15 for the mount and 15 for training to ride it? Title: Re: Crafting Post by: Zetor on October 10, 2008, 06:34:44 AM 15 gold to buy the mount, there is no extra cost.
-- Z. Title: Re: Crafting Post by: Damn Dirty Ape on October 10, 2008, 06:39:49 AM Ah, good. My highest, a rank 17 archmage, has a little over 25 gold. I was hoping that meant I could play the AH without hurting later for mount money.
Title: Re: Crafting Post by: rk47 on October 10, 2008, 06:41:03 AM I think this is the first MMO where I never really cared abt money at all.
It's quite amazing really. Title: Re: Crafting Post by: trias_e on October 10, 2008, 06:43:19 AM Quote 1. Can I only ever make heal, ballistic accuracy, strength, and intelligence potions? Cultivation/Butchery give different main ingredients. I'm not sure what you get out of scavenging, but in butchery I've seen in addition to those armoring, fireblast (ae and single target DoT varieties), willpower, thorn, and shield potions. Perhaps some more I'm forgetting. Quote 3. Does the level of the mob/npc/player corpse impact the type/quality of scavenged good? Higher level mobs give higher level tradeskill items across the board. Quality is random, although it seems that champions are more likely to give a blue, and heros are very likely to give a blue or perhaps 2 items even. Type is based off of mob type, at least in butchery. Wolves have given me the same type of ingredients since level 1. Quote I think this is the first MMO where I never really cared abt money at all. It's quite amazing really. Things may change at 40. All you need is scarcity for wealth to be important. It all depends if blue potions/talismans remain scarce and effective. That guy with 4 stacks of blue healing potions is going to have a advantage in scenarios over random poor dude. Title: Re: Crafting Post by: Khaldun on October 10, 2008, 07:40:10 AM If you want an example of how TM is clearly an incomplete implementation, for the first time ever last night, someone in my guild saw something besides a level 1 container. We started talking to other guilds: it's the only one that anyone has ever seen.
Trying to level TM and salvage at once really is very much like sitting down with the dev that designed the system and having it turn out to be a re-enactment of the scene in Casino Royale where Le Chiffre tortures Bond. Title: Re: Crafting Post by: Phunked on October 10, 2008, 09:17:57 AM How does the leveling system for this work?
To level, do you need to be using all the appropriate level stuff, or at least 1? Does using two 75 level crafting components provide double the level chance of using just 1? Title: Re: Crafting Post by: HaemishM on October 10, 2008, 10:13:03 AM If you want an example of how TM is clearly an incomplete implementation, for the first time ever last night, someone in my guild saw something besides a level 1 container. We started talking to other guilds: it's the only one that anyone has ever seen. Trying to level TM and salvage at once really is very much like sitting down with the dev that designed the system and having it turn out to be a re-enactment of the scene in Casino Royale where Le Chiffre tortures Bond. Really? Where did you find it? Because I've been wondering about that as well. It seems the higher I get in talisman-making (or the closer I get to a rank break - i.e. from 20-25 and now from 45-50), the harder it is to get a level up using the store-bought essences/curios/gold essences. It's really a huge pain in the ass and expensive as hell to troll the AH for the lowest priced shit in the hopes I can salvage something I can use. Title: Re: Crafting Post by: Khaldun on October 10, 2008, 12:57:35 PM I think he said it came from a mid-Tier 3 scavenge, he has about a 75 scavenging skill.
It was a skill 25 container. Title: Re: Crafting Post by: HaemishM on October 10, 2008, 01:42:09 PM That's fucked up. Why are we getting skill 25 containers in t3 from such a high scavenging skill? The whole level curve is totally out of whack.
Title: Re: Crafting Post by: Khaldun on October 10, 2008, 02:52:32 PM I noticed today suddenly that you can buy more stuff from a merchant for salvage and talisman levelling. But it's all still level 1 stuff. Kind of whacked--I don't understand what good it does to be able to buy a wider variety of level 1 components. You can also buy ruined stuff to salvage if you want to level through that. I find I don't have much trouble getting sufficient greens to keep salvage up (nobody buys 95% of greens on the AH) but that the failure rate is quirky on salvage *and* you tend to consistently outpace your talisman skill, getting fragments that are way too high in level. But now at least you can buy level 1 fragments, which makes the early part way less expensive to do.
Title: Re: Crafting Post by: Fraeg on October 10, 2008, 04:25:54 PM They put in some very annoying choke points in crafting. For me it has been the waters needed for apotho. I got stacks of mats coming out of the wazoo.... yet water I lack. Shit call a spade a spade, and rename the waters to "main ingredient" please.
I did chuckle last night when i realized i was farming for "Glacial Water" and having them drop at a *rimshot* glacial pace. oh and someone please turn down the seed drop rate and replace em with talisman mats to help the poor talisman folk, I have enough seeds to undercut Monsanto. Title: Re: Crafting Post by: Phunked on October 10, 2008, 04:34:33 PM They put in some very annoying choke points in crafting. For me it has been the waters needed for apotho. I got stacks of mats coming out of the wazoo.... yet water I lack. Shit call a spade a spade, and rename the waters to "main ingredient" please. I did chuckle last night when i realized i was farming for "Glacial Water" and having them drop at a *rimshot* glacial pace. oh and someone please turn down the seed drop rate and replace em with talisman mats to help the poor talisman folk, I have enough seeds to undercut Monsanto. Have my babies. Why NO talisman stuff drops is beyond me. Give us curios as random (rare) drops and much more common with scavenging, kkthx. Title: Re: Crafting Post by: HaemishM on October 11, 2008, 10:04:14 AM oh and someone please turn down the seed drop rate and replace em with talisman mats to help the poor talisman folk, I have enough seeds to undercut Monsanto. Yes. Holy fuck, do I get seeds out the damn ass, but stuff that I actually really need for crafting? Almost nil. And for fuck's sake, make the vendors buy some of the useless temporary talismans for decent prices please. Less than a month into the game and nobody wants the chintzy 8 hour talismans when you can get better 2d+ talismans on the auction house. Crafting is going to have the same problems PQ's have for the early levels 2 months into the game - no one will want the starter shit, so you will have to grind something fierce to get to anything fucking useful. Title: Re: Crafting Post by: Khaldun on October 11, 2008, 12:02:44 PM Yeah, that the useless talismans sell for 1 or 2 coppers is just fucking stupid. I grok that they don't want them to turn into a money faucet, but there's an excluded middle here.
Title: Re: Crafting Post by: Goreschach on October 11, 2008, 12:56:40 PM Yeah, that the useless talismans sell for 1 or 2 coppers is just fucking stupid. I grok that they don't want them to turn into a money faucet, but there's an excluded middle here. That's kinda strange, seeing as how unless you bother to take crafting the entire game is a money faucet. It really seems like you're better off just buying pots and stuff off the AH. Title: Re: Crafting Post by: Khaldun on October 11, 2008, 09:06:24 PM Yeah, right now I see:
1 minor sink (mount + name) 1 huge gigantic crazy mofo sink (guilds claiming keeps) That's about it. Is there something at 40? Title: Re: Crafting Post by: Venkman on October 12, 2008, 06:31:48 AM Quote 1. Can I only ever make heal, ballistic accuracy, strength, and intelligence potions? Cultivation/Butchery give different main ingredients. I'm not sure what you get out of scavenging, but in butchery I've seen in addition to those armoring, fireblast (ae and single target DoT varieties), willpower, thorn, and shield potions. Perhaps some more I'm forgetting. Quote 3. Does the level of the mob/npc/player corpse impact the type/quality of scavenged good? Higher level mobs give higher level tradeskill items across the board. Quality is random, although it seems that champions are more likely to give a blue, and heros are very likely to give a blue or perhaps 2 items even. Type is based off of mob type, at least in butchery. Wolves have given me the same type of ingredients since level 1. Quote I think this is the first MMO where I never really cared abt money at all. It's quite amazing really. Things may change at 40. All you need is scarcity for wealth to be important. It all depends if blue potions/talismans remain scarce and effective. That guy with 4 stacks of blue healing potions is going to have a advantage in scenarios over random poor dude. Ah ok, this makes a bit more sense. I'm in the 40s on both scavanging and apothecary and the costs to me have actually been going down. The only thing I need to buy is the vials. I've stopped gaining skill points for scavanging though. I assume there's a formula that is similar to WoW/EQ2 system that links mob level to resource yielded to skill point gained. I'm almost level 10 though so should soon be in Norsca so getting skillups again. I kinda don't hate this system. There's some guesswork to it, but it is still predictable enough to let me know if I'm tossing money down a hole. People buy any of the lowbie potions on the AH at all? |