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f13.net General Forums => Lord of the Rings Online => Topic started by: Xanthippe on September 19, 2006, 10:21:03 AM



Title: Farming/Crafting thoughts
Post by: Xanthippe on September 19, 2006, 10:21:03 AM
I found a field near Staddle, where a farmer supply merchant was standing next to a workbench.  My crafting tab said I needed 6 yellow onion seeds, 2 fertilizer and 1 water, which I purchased from the merchant, in order to grow a field of yellow onions.

I grew onions until I hit Tier 2, which was about 4 fields, I suppose.  Had to keep buying fertilizer and water, but could make onion seeds myself out of what I grew in the field.  Also ended up with about 20 onions that I could sell to the vendor - or to another player, I suppose.  I didn't check but I'm pretty sure it's a bit of a money sink, if I just vend my onions.  I've read that pipeweed can be vended for a small profit, but I haven't checked.

I don't have a cook toon.

I don't understand why foresters get to be farmers.  I get the gathering wood -> make staves and bows thing, but I don't see how farming fits into that.  It just seems stuck on.  I also don't get why foresters are the people who boil hides for clothiers or leatherworkers or whoever uses boiled hides.  Makes no sense.

Now, if a farmer was a cook and a hide boiler, that makes sense.

The interdependencies are completely and obviously artificially forced in the crafting system, as I understand it now.

I don't mind the mechanics for gathering or growing stuff or making things in LOTR.  I was not a big fan of the EQ2 mini-game crafting system - I think I prefer WOW's (and others') method of node gathering over the mini-game thing.

I agree that crafting is more interesting if there are interdependencies, but the way they are fashioned makes no sense.

Things should make sense in a world game.

I'd also like to see everything used in crafting be dropped, whether it's thread or fertilizer or water or whatever.  It can also be vended, but being able to use loot is cool, and leads to more interesting game economies.



Title: Re: Farming/Crafting thoughts
Post by: Signe on September 19, 2006, 01:49:23 PM
I don't understand the "cooking" bit of my profession, either.  (tinker)  The prospecting and jeweler being together makes sense, but cooking?  Scholar is an odd one, too.  Anway, have a chart!

(http://lorimages.turbine.com/admin_files/13/33/24/71/756.jpg)


Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on September 19, 2006, 02:35:30 PM
Ooooh visual aids!


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on September 19, 2006, 05:12:04 PM
I should have become a yeoman, clearly.

For some reason, I thought I might have arrows to nock.  I like not having to have arrows, as a hunter.

Explorer looks good too.  I guess you can collect both wood and metals.

I enjoy crafting consumables.  Armor and weapons, not so much.

Interesting, thanks for the chart!


Title: Re: Farming/Crafting thoughts
Post by: Signe on September 19, 2006, 06:35:26 PM
I actually thought I was a yeoman but I seem to be a tinker.


Title: Re: Farming/Crafting thoughts
Post by: Arthur_Parker on September 27, 2006, 04:33:38 AM
I'm not sure if there is much crafting info in the manual, I don't have access to it at work and prefer to spend time playing as opposed to reading when on the computer at home.  So all this is just from what I have read on the forums and first impressions from playing.

I understand why players are forced to pick sets of crafting professions, it's to promote an economy and to prevent everyone going for the most effective picks.  I don't like it though, I want to play a Scholar who is not a farmer, in the current system I can't, that's bad as I'm being forced to play a way I wouldn't choose.  If this was a skill based character advancement system it might be ok, but as it's class based, any system that allows players to make different choices should be encouraged not limited.

I'd prefer a system that lets players pick at least one of their crafting professions based on their preferences, not Turbine's, if everyone picks the same three, make the others more useful.  As long as excessive materials are required for crafting and there are resource gathering careers to get them, nobody will be able to do everything anyway.

From a comment somebody made in /ooc, there isn't a "make all" button for creating more than one of the same item?  If so there needs to be one, Ex WoW players will demand it and it's daft not to have it for release when it will only get added later.

The scattered nodes don't make sense for low level resources, the lowest level resources should be in common supply.  I'd make a couple of woods and a couple of mines where players can gather as much of these as they want and skill up the first few craftable items fairly easy.  This makes sense by giving a "living world" perspective, it also gives some extra quests options, "Find a Miner and tell him to bring me 10 copper bars", "Guard Ted needs a shipment of 20 Bows" etc and can serve as a tutorial for the secure trade interface.  If you wanted to buy ingots in UO you went to Minoc I should know where to go to find low level Foresters and Miners in Middle Earth.  I also like the idea of one player giving an optional quest to another character, if some Dude runs up to me, clicks on me when I'm mining and the quest interface pops with a simple delivery quest for my profession, that's pretty cool for me and pretty cool for him if he gets a quest completion from it.

Scattered specific nodes for higher level resources is fine although I expect to find wood in forests, I guess marshes or rivers at a push.

Currently (I have read) there isn't a level limitation for crafting professions, I really like that and it makes sense (the issues caused can be worked around), a decision needs to be made if that's going to be kept or not.  If players start mule alts they don't intend to level up and find out later that high level recipes are BOP they aren't going to be happy.

Lastly I think the Scholar profession could be used to identify ancient sites (kinda like UO treasure maps), from my limited understanding Scholar's currently give better critical chances to making professions?  Seems like they could be expanded to use the world's history a bit more.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 01, 2006, 11:21:45 AM
Where's Schild?  I mean, here's a game where a person can be a farmer and nothing else (at least that's how I understand it).  Might have to get to, like, level 7 or something to have a little starting cash.  I thought for sure he'd be farming in this game.


Title: Re: Farming/Crafting thoughts
Post by: Signe on October 01, 2006, 02:45:35 PM
Schild only plays games that he can play with himself.  He's very anti-social with games. 


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 02, 2006, 11:16:26 AM
He can be an antisocial farmer.  He doesn't even have to join Bat Country.  Just hang out on his little acre and grow pipeweed.



Title: Re: Farming/Crafting thoughts
Post by: Strazos on October 02, 2006, 11:18:50 AM
Just wondering, but what prices are you people setting your goods at? I have tons of ore, ingots, and rowan wood, and I have no idea how to price them.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 02, 2006, 11:21:40 AM
You mean there's a system for selling things?  I haven't sold anything except junk loot.

I never read patch notes.  It makes the game more interesting that way.



Title: Re: Farming/Crafting thoughts
Post by: Strazos on October 02, 2006, 11:23:29 AM
I mean, selling things to other players. I haven't found much use for my Explorer profession yet.


Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on October 02, 2006, 11:58:58 AM
You mean there's a system for selling things?  I haven't sold anything except junk loot.

I never read patch notes.  It makes the game more interesting that way.




I skimmed the patch notes, but nothing jumped out. Is there some sort of Auction House? That would seriously rule.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 02, 2006, 01:01:38 PM
I mean, selling things to other players. I haven't found much use for my Explorer profession yet.

Oh, I don't know.  I see people chatting that they want to buy this or that, but haven't seen any prices mentioned.

Then there was the argument the other day that went like this:

"Ash wood and silver ore for sale"

"you want to SELL stuff? This is beta, just give it away, god"



Title: Re: Farming/Crafting thoughts
Post by: Strazos on October 02, 2006, 05:13:44 PM
Repairs and new gear sets are not free.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 02, 2006, 05:37:59 PM
Yeah, that was my thought too.  But then, I'm a running dog lackey of the bourgeoisie.



Title: Re: Farming/Crafting thoughts
Post by: Azazel on October 02, 2006, 10:25:39 PM
While I enjoy picking things up off the ground, I'm not really interested in trying to puzzle out and time/moneysink into another arcane crafting system.

I only crafted in EQ to make various low level things like stat food and I worked them up for the Coldain shawl quest and then stopped, as there was absoloutely no point in tradeskills unless you could craft the highest end items.

I do it in WoW because despite being mostly-pointless, it's seamless and painless and actually fun.

So far I don't understand the way it works in LOTRO, and to be frank, if I can't figure out the basics at a glance I'm not going to bother with it. I just don't care enough to RTFM and I can only imagine tradeskills either falling into EQ's trap (if you want good stuff, you have to grind trades a LOT, and then you need uber mat drops) or WoW's trap (anything you can make without uber recipies and mat drops is mostly useless because the market is so flooded.)

So anyway, I've been picking up bits of wood, metal and skins/hides. Anyone want 'em?



Title: Re: Farming/Crafting thoughts
Post by: Trippy on October 03, 2006, 03:09:09 AM
So anyway, I've been picking up bits of wood, metal and skins/hides. Anyone want 'em?
You can send any unwanted ore to Olimor if you like.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 03, 2006, 09:51:15 AM
I'll take the wood.


Title: Re: Farming/Crafting thoughts
Post by: Azazel on October 03, 2006, 08:08:58 PM
done.

no one for hides?




Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on October 06, 2006, 11:41:54 AM
How do hides get turned useable components for leatherworking? I can't remember...


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 06, 2006, 04:57:09 PM
Foresters have to prepare them.  1 wax per hide, iirc.  I can do that and return them to you if you want.

Who wants hides? I have some already prepared.


Title: Re: Farming/Crafting thoughts
Post by: Strazos on October 06, 2006, 10:26:43 PM
Explorers can also prep hides.


Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on October 09, 2006, 09:14:25 AM
See, this is exactly why they need some sort of auction house. The interdependence is all well and good for getting people to interact, but it takes too much time to track people down.


Title: Re: Farming/Crafting thoughts
Post by: Signe on October 09, 2006, 09:21:33 AM
I agree.  Either allow for people to choose three professions so they can become self sufficient crafters or give us an auction house so we can buy the bits when we have to. 

It's the right thing to do, Turbine!   :-)


Title: Re: Farming/Crafting thoughts
Post by: Azazel on October 09, 2006, 11:19:19 PM
Yeah, I can't bring myself to care enough about the crafting to do anything with the items.

Xanth, I'll gladly mail you the hides on the condition that you don't send them back to me...



Title: Re: Farming/Crafting thoughts
Post by: Arthur_Parker on October 10, 2006, 01:09:41 AM
See, this is exactly why they need some sort of auction house. The interdependence is all well and good for getting people to interact, but it takes too much time to track people down.

I seem to recall concept art from months ago that had an auction house listed in the shire.  Tried to track down confirmation and from the beta forums found this (http://beta.lotro.com/showthread.php?t=2361&page=1).

Quote from: Keth
Keth: Yep, we'll have a system for selling items to other players. We probably won't have it be an actual auction, but more of a consignment vendor system.

.................

Question: Hmm. Does that mean I'd need to check every single vendor in every city if I was having trouble locating a particular item? That would be... bad. I'm hoping that even if the presentation is "vendors selling on consignment" that there will be at least regional markets - maybe global.

Keth: I can't say specifically, but as I understand how the system is being implemented, the vendors will be looking at a common repository for all items on consignment. I don't know if that'll be regional or global.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 10, 2006, 08:44:37 AM
Please be global.


Title: Re: Farming/Crafting thoughts
Post by: Yegolev on October 10, 2006, 09:40:41 AM
I have signed Tarragon on with the Yeoman crowd.  I'll have to see how it pans out, still trying to figure out what to do.


Title: Re: Farming/Crafting thoughts
Post by: Arthur_Parker on October 17, 2006, 12:51:50 AM
Update on Crafting (http://beta.lotro.com/showthread.php?&postid=63183#post63183)

Quote from: Mithril_Miser
We've been doing a lot of work behind the scenes to get the next version of crafting out the door. The crafting system currently in Beta is a good distance from where we want it to be when we ship - it covers the basic concepts, but there's a lot of fleshing out that's yet to come. Here's the highlights:

- More recipes, dropped recipes, one-shot recipes. All professions are scheduled to get some additional recipes, including a number of loot dropped recipes, and "one-shot" recipes, which will remove themselves from your book after being executed once.
- Name-on-crit. Some recipes will allow you to inscribe a critical success item with a name. A cool way for top crafters to personalize their wares.
- Dyes. That's right, you asked (loudly) we listened. Most armor will be dyeable, for all you fashionistas.
- Optional ingredients and critical results for all (or almost all) recipes. The critical result system is really the aspirational goal behind crafting, and right now those rewards are either incomplete or missing entirely.
- Crafting Accomplishments. A minor thing, but a neat way to further distinguish yourself as a crafter.
- Interface improvements. The ability to see the critical result item before you are eligible to create it (so you know what you're working towards) and the ability to specify how many items you want to make when you have enough materials for multiple creations.

People are right - for the last few stages of Alpha/Beta, crafting has been on the back burner. But we're far from done with it, and we've got some awesome stuff coming down the development pipe. Stay tuned, and thanks for your patience and feedback.

It depends on how crafting and the pvp system works out, but at the moment I think I'm actually going to buy LOTRO.  I'm at level 36 now and the higher in levels I go, the more I'm enjoying it.


Title: Re: Farming/Crafting thoughts
Post by: Yegolev on October 17, 2006, 06:14:57 AM
Yes, I am entertaing the idea of a purchase as well, however dropped recipes are Satan.


Title: Re: Farming/Crafting thoughts
Post by: Xanthippe on October 17, 2006, 09:56:37 AM
Not with an auction system!  I love capitalism.


Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on October 17, 2006, 10:07:24 AM
One shot recipes are a very cool idea, especially if they are rare.


Title: Re: Farming/Crafting thoughts
Post by: Yegolev on October 17, 2006, 03:01:13 PM
I guess I can admit that, if done right, it should be good.  The gear is leveled anyway so I suppose dropped recipes don't matter too much...?  I suspect a low-level crafter isn't going to be allowed to make endgame items.  I don't know what the economic system is going to be like, however since I am spoiled to EVE I think I am probably going to complain about it no matter what.


Title: Re: Farming/Crafting thoughts
Post by: WayAbvPar on October 17, 2006, 03:02:47 PM
Quote
he gear is leveled anyway

GOD how I wish they would change this. I absolutely detest it. HATE HATE HATE.


Title: Re: Farming/Crafting thoughts
Post by: Yegolev on October 17, 2006, 03:14:18 PM
Level-based mobs, level-based characters, level-based gear, level-based zones... I smell level-based crafting.  It would be nice to change it but ... zomg redesign.

I have decided to think of this game as something of a comfort food, for when the wild drinking and whoring of EVE (and PotBS maybe!) make me tired.  Good old, comfy level-based diku.


Title: Re: Farming/Crafting thoughts
Post by: Rasix on October 17, 2006, 04:08:12 PM

I have decided to think of this game as something of a comfort food, for when the wild drinking and whoring of EVE (and PotBS maybe!) make me tired.  Good old, comfy level-based diku.

Already got my diku fix. I just don't see this game offering anything different enough.

After going back and playing WoW, all I can see is that my initial disposition toward this game was just a desire to return to a formula I liked.  WoW's got nearly 2 years of polish on it and an upcoming expansion. 

 :|


Title: Re: Farming/Crafting thoughts
Post by: Arthur_Parker on November 27, 2006, 02:12:58 AM
I have actually spent a while crafting now and I retract my earlier comments about possibly buying LOTRO.  Somebody needs to sit in Turbine meetings with a heavy paperweight, when someone suggests something retarded or utters the word "balance" they need to be hit, very hard, with the paperweight.

The crafting system is confusing, you can advance in more than one crafting tier at a time but the rewards for doing so are unclear.  You are forced to choose a set of three professions, so you will always get at least one crafting profession that you don't want, that's insanely bad but  the groupings are also immersion breaking and illogical.  You have to manually change crafting tools depending on what you want to gather, you can't track mines and wood at the same time even though the Explorer gets both skills.  You can't have metal smith and weaponsmith on the same character, every single character that's interested in ancient lore items is also a farmer and a weaponsmith.

I'm frankly amazed by how bad it is.