8.1. What is your goal for crafting in Vanguard?
Vanguard will feature a more advanced crafting system than has been implemented to date; just like combat, you need to decide what you want to use during the process and you have to actively make decisions based on the situation. For example, attempts to gather resources well above your level could have dangerous or even potentially deadly results. If you attempt to chop down a particularly tough tree you may break your axe. Also, while mining for resources, lack of attention could cause a cave-in, trapping some players and wounding or killing others. Some resources may be in areas inhabited by your enemies, requiring cooperation between adventurers and crafters of high level. You will need to be aware of your resources, and the situation around you to reap maximum benefit.
Source: Official FAQ
8.2. So is crafting meaningful? What about at varying levels of dedication?
Yes, and it's integral to the game. Many players have wanted to craft exclusively, yet still interact with the world, and we believe we have developed a system that meets that goal.
Source: Official FAQ
Yes, the more attention you devote to a sphere, the more you will get out of it. But dabbling should be satisfying and reap some rewards.
The dedicated crafter who dabbles in adventuring can probably do more harvesting themselves if they are interested (being able to defend themselves better), and will still advance and get rewards from adventuring.
The dedicated adventurer who dabbles in crafting will be able to advanced, make some items for themselves, and sell some products.
The crafting system is tooled to really reward those who spend the vast majority of their time crafting, but it's not useless at all to dabble. You won't get as much out of it as the dedicated crafter, but you will still get get rewards and use out of it. - 20 November 2005
Source: Jansan
Good crafters will stand out. Knowing the intricates of the crafting process is like knowing how to play an adventuring class.
Being good at the crafting process ensures nice items, rewards and cash from work orders, and more. Crafting has a learning curve. This system is about strategy and planning, rapid clicking will result in failure and/or cruddy items. When you take an NPC job, they expect quality too (some more than others).
Crafters that are willing to put some effort into finding special work orders, crafting quests, etc, will also reap good rewards out of it.-3 December 2005
Source: Jansan
8.3. Is Vanguard Crafting Fun?
Is it fun? I don't know we will find out in beta. I can tell you its fun from my point of view because it is my job to make it fun. If you are asking if it is fun from your point of view not sure, but from what I have seen and heard there are no complaints so far.
Source: Silius
Actually my goal here is to simply make crafting an enjoyable experience. I am not offended by your observation, after all every idea is based on something. Can I say that aspects of our crafting process are not like some other game somewhere, no I cannot. But I don’t want the focus to be on the process itself as it has already proven to be more in-depth and different enough to pass the test.
I am proud of crafting as a whole, in many mainstream MMOs crafting is generally a second thought, or at least it comes across that way to players. All I do is make stuff and give it to people, why not make the process of making these things something you will enjoy as a crafter, not as a guy who adventures and dabbles in crafting every now and again.
The system here is meant for the crafter. Many players have wanted to craft exclusively and still interact with the world. What I am offering here is a way to do that and get just as immersed as the guy who went out and killed the boss in the back of the cave. I am not accomplishing this through tedious repeated effort just to produce uber item one, I am doing this through a sphere of gameplay that is based on decisions and skills so at the end of the day when you and your adventuring friend talk about Vanguard you are talking about it on a completely different level because you see the game through completely different eyes. So when you ask “As someone who dabbles at crafting and really focuses on harvesting, what would you see as the best feature to attract me to crafting” I think a better question is “Is there anything about Vanguard crafting that is not appealing?”
Source: Silius
Is it fun? I enjoy it.
Crestones programming has continued to enhance the crafting process and make it more interesting, and combined with Silius's system design, it's very engaging so far. Good crafting ontent is moving in. General feedback has been pretty good, and we're adjustments as we go along to improve it. We're all excited about what we can do with work orders and the system in general.
It's not just "click-click-click, run back to guy, reward, repeat". It's like fighting, in that you have to make choices, your character must be skilled, and you must be skilled if you want to really succeed. The lower level ones aren't as strategic, but the higher level ones require a bit more thought and planning. Quality matters: produce good items, get good rewards.- 3 December 2005
Source: Jansan
8.4.1. Will Crafting be profitable for the player?
Crafting won't start out as a money sink. Adventuring doesn't, and diplomacy doesn't. Gaining experience and raising skill is done via work orders. You do not need any harvested resources to do work orders. Instead of needing to spend tons of money to even start learning crafting, you will get money and nice rewards (like adventurers do) by doing jobs for people. Then, as you acrue money, you can buy harvested material (or harvest it yourself) and make items, and sell them (or use them, give them to friends, etc).
Like real crafting, work orders do require some crafting items (that can normally be purchased at local merchants). But the resources are abstractly supplied by the work order giver.
Job Cash Rewards - Supplies Used = Profit.
Naturally, the profit margin will be higher as you level up and more work orders are available. Of course if you do poorly, you might end up with a loss due to the person giving you the job being unsatisified with the work you've done.
If someone refuses to sell you harvested resources for an acceptable amount, it does not hurt your progression at all. If greedy adventurers try to gouge crafters, then said-adventurers will just see the market with very few crafted items (at extrodinarly high prices due to their rarity) because a crafter doesn't need harvested resource to progress.
Real items do require harvested resources though, and selling real items is going to be more profitable if you are a good business person than doing work orders (as killing regular mobs is not as profitable as fighting boss mobs).
Dedicated harvesters should be able to make a good living if they haul in tons of quality resources. The dedicated harvester will have most success as an adventurer, since harvesting is dangerous and there are lots of things out there that want to kill you. Dedicated crafters can dabble in harvesting as well (but it's not required). Getting the more valuable resources will probably require some of your friends to play bodyguard though.
If dedicated harvesters are good at business as well, they could develop a very profitable relationship with a crafter or number of crafters. -3 December 2005
Source: Jansan
How will pricing affect a crafters progress? There is a give-take relationship here. Reasonable prices benefits people all around.
At the end of the day, if the harvesting Adventurers try to price gouge the Crafters for raw materials, that does not affect the crafter's progress. All it does is make the Adventurer's items less available for them to buy. Not a good idea for them.
If the Crafters price gouge, they just plain won't get business, and likely won't get as many raw materials from Adventurers. "You're that person that takes this 30 cost ore and sells swords made from it for 3,000? Forget you."
Silius wanted to be sure that crafters leveling/learning would not be dependent on the price of raw resources. - January 2006
Source: Jansan
8.5. How will crafting affect dropped loot?
Some dropped loot will be materials for crafters; some materials for crafters will only be attainable by crafters; and there will still be special complete treasure found by adventurers the old fashioned way.
Source: Official FAQ
8.6. I think elsewhere in the FAQ it hinted that the most powerful items in the game would be crafted from rare dropped components, so both adventuring and crafting are necessary to make the most powerful items. Correct me if I'm wrong.
That's pretty accurate. A good percentage of the components crafters will need to make these powerful items are found out in the field. In other words, they might drop off a boss mob in the depths of a dungeon or they might be found in the depths of a dungeon, to be harvested from there, by the right people, with the right tools.
Bottom line: Some of the phat loot will be dropped complete from mobs or as quest rewards. Another big percentage will be dropped as components either from mobs, quest rewards, or from harvesting (which isn't necessarily in your back yard with the birds singing on a nice sunny day).
We hope this not only avoids concerns, but that it also creates interdependence between the crafting and adventuring spheres. We foresee a lot of adventurers returning to towns to sell their components, or allowing their friend to use the components they received adventuring to make useful items (of both spheres). We also foresee a lot of harvesters grouping with adventurers to guard them as they fight their way down to that rare vein of mithril that spawned in the depths of a nasty dungeon. Or working together to remove that cave-in blocking the way to the boss mob, the rare harvesting spawn, or both :)
Source: Official FAQ
The best items in game will require all three spheres to participate. Can a crafter make an item that is on par with the looted sword from Nagafen’s long lost cousin? Possibly but it will take as much effort to get that sword crafted as it does to defeat that dragon. I will not allow crafting to be some back way for players to get epic items with minimal effort.
Source: Silius
8.7. Do I need to work with other players to level? Won't that slow me down?
The higher level crafters should never have to wait for anyone to advance. Making a real item isn't a good way to advance, in fact it's not even a really viable way to advance. That's what the work order system is for.
A low level crafter wants some basic hilts? Why would you not make them? If you're a great ultra crafter, you likely have stores of raw materials (or you tell them to get the materials themselves, or charge more if they use your materials, or whatever you want to do) and you can whip out lower level hilts that are excellent quality with little effort, that's like free money for you. Or more likely, and more beneficial to both of you, a free steady stream of sharing components with them (I'll give you wood hilts for metal hafts.) And someday that lower level woodcrafter will be a high level woodcrafter, and you'll have a good relationship, and still be trading higher-level components then.
Secondly, as is illustrated above, you need the other trades too, just as they need you. Looking at this practically: If you're going to be selfish, and some people will be, then you've alienated people who are useful to you. Maybe if you're in a huge guild jam packed with tons of random people, it won't matter often. But maybe Susie the Smith you refused to help beforehand is making some component items that Johnny Blacksmith, your "Guild Smith" couldn't get his hands on the recipe or materials Susie has.
And this naturally leads into the next topic, of advancement:
Work orders are advancement, as most of you already know. As a side note, I'd like to mention, there is some really interesting stuff we can do with work orders, recipes, and other special crafting quests. But this post isn't about the special stuff.
Concerning the advancement: You can get experience, money, new crafting equipment, new recipes, and other fun stuff without waiting on another crafter's components. This is different from some crafting systems, in that making real "player" items is not progression.
Making a real item is a process in Vanguard. If you want to be a real in-game self-producing merchant, it's going to take effort. Making cool items players want is your "power." Let me equate it loosely to adventuring, since that will probably help explain things. It's not exactly the same, but it may help general understanding.
Basic work orders are like killing random, less dangerous enemies or doing less complex adventuring quests. You get some benefit from it, you can do it yourself, and so on.
Making player items (in most cases) is like grouping together to take on "bigger prey." If you're a level 1 warrior and a level 45 blacksmith, you can make the coolest high-level recipe longsword in the world, and it won't be that useful to you. It's for your friend, or for someone who ordered it, or to add to your selling stock, or whatever the case may be.
Your reward for spending all that time crafting, your special ability, is being able to make the things that people need. Your the item (wo)man, the supplier, the master of yourtradehere, the epic craftsman, the medicine (wo)man, the arms dealer, the what-have-you. You aren't killing that ultra-monster that your friend requested the items for with your own hands, but you certainly are the catalyst for him or her actually being *able* to kill the monster.
This crafting system is for people who love being the crafter. You can have some degree of usefulness if you practice it on the side, but the ultra-I-do-everything-crafting crafter that ignores every other sphere should garner the same feeling as the ultra-I-do-everything-adventuring adventurer or diplomat will have (Whatever that feeling may be: pride, accomplishment, power, etc.)
In conclusion:
- Making player items you need dependency for is never necessary to advance other than its a good source of money and a way to help your friends or guild.
- Other trades need you too. Finding yourself unable to create sellable items is almost impossible. Effort has to be put in though to have a good stock, just as it does in adventuring if you want to make the big coin.
- Under no circumstances will a high level crafter's normal progression (or any crafter) be halted by other people's progression. Player items are not a source of great experience. The majority of player items are a process, and meant to be dependent on other trades and require a bit of effort.
- Making some basic hilts for a low level crafter if you are a high level crafter is in most cases just a straight up benefit for you. If you're that awesome, your equipment and skill will make the process a heck of a lot easier then it was when you were low level, and the raw materials and crafting items you need will be cheap in comparison to the money you likely have. You'll get whatever the payment it is you desire out of it, and it means you hook up with someone who has components you need to make items.
Source: Jansan
All crafters are going to want components from other crafters. This enables them to make better items, and if you want to run a successful business, you always try to stock the best stuff.
As for the final products, it's not too difficult to make sure that all crafters get equal opportunities and rewards. Overall balancing is certainly a process, but work orders shouldn't hinder this process.
If your goal is to make lots of money, you'll want to do normal crafting to make items to sell to players. However, to make better goods, you'll need to do more work orders to get better, do special work orders to get special recipes that people desire. Successful crafters will be doing work orders to advance and gain mastery to make more items, and will do normal crafting to rake in coin and make tangible items for themselves or for their friends. - mid October 2005
Source: Jansan
8.8.1. Is the system difficult? or is it just a grab the wood, put it in box, grab the ore, put it in box, hit combine?
The system is much more involved then that. Crafting has three stage refining, finishing and assembly. Since most assembled items require different materials item assembly will require interaction with other crafters.
As far as the other two parts of the process they are more involved and based on your skills and decisions. You need to decide what you want to use during the process and you have to actively make decisions based on the situation. Do I continue to pump the bellows and try to get my heat to the required temperature, am I going to get rid of this complication that has come up or am I going to try to discover a recipe by adding this material and seeing what happens.
Our system is a turned based contest that will require a bit of strategy if you want to produce the best items consistently. Skill are also a big part of it as they skills you choose to raise within your crafting trade can grant you access to more powerful remedies or higher level expendables.
Tools are also important part of the process as differing levels of tools can help you work your material more effectively so you can save your precious action points and get through the process safely.
There will also be inspiration that is gained based on how well you do during crafting. This inspiration is a pool that you can build up and use it during the crafting process or to enhance your chances of successfully experimenting on an item.
Source: Silius
Items will be assembled using three primary components. The steps to making these components can range from needing a lot of other items to needing only a few items. The act of assembling is a simple act and as such does not require a lot of components. It is the process of getting to this end goal that is involved.
Source: Silius
8.8.2. So all I have to do is follow the recipe?
While you are crafting and performing these actions
Source: in recipes
you will have problems arise that can affect many aspects of the process. You can have up to three of these on you at a time and which ones will occur is based on the crafting station you are using, its quality, the recipe and the material you are using.
Source: Silius
8.8.3. What is the maximum number of complications which can happen at once?
3 max at one time
Source: Silius
8.8.4. Will complex items require multiple subassemblies?
There are multiple parts to most items, and more parts for bigger items. Making a structure or vehicle will require a lot more crafting passes and components than making a dagger or staff.
Source: Jansan
early November 2005
8.8.5. Can I craft in bulk or craft 'stacks' of items during each cycle?
There is no easy-mass-production, but you could create a bunch of items in a row that you want to sell. You'd still need to have the resources, and put the time into making them though. And not mess up. -3 December 2005
Source: Jansan
8.9. So I'm I correct in my thinking that the act of crafting itself will be a "mini-game." If so, is it turn-based? Or more of a "twitch" system?
Turn based, with a possible option of making some recipes time based.
Source: Silius
Since crafting is turn-based, there is no twitch factor in crafting. Crafting is strategic. You can think about your steps. Basically every crafting action takes into account your characters skills. Skills and items are important in crafting as they are adventuring. - 16 November 2005
Source: Jansan
8.10. Can I pause while crafting?
Yes you can get up and take care of something if you choose to, I wanted people to be able to craft at their pace and to get involved in the process not just click a bunch of buttons that have no real meaning except to try to simulate some hectic combat.
Source: Silius
8.11.1. How do I get new recipes?
You will be able to gain recipes through discovery, experimentation, dropped items and through NPC/trainers.
Source: Silius
8.11.2. So I might quest for a recipe or get it as a drop?
Yes there will be recipe acquisition of all types.
Source: Silius
8.11.3. I believe I read that some recipes will be gained automatically by leveling. Is there any reason for this, as the adventurer sphere (specifically casters and spells) has gone away from the automatic spell gain to more creative ways of learning spells?
Nowhere have I said you automatically get recipes. The only way a recipe will be added to your book without you interacting with an npc is if you discover it through the crafting process.
Source: Silius
8.11.4. How will recipes from level progression be obtained? Through NPC purchase, with a base skill limit to use, or a different way?
Learning them from a guild master more then likely.
Source: Silius
8.11.5. Can I get a recipe from another player?
You can’t share recipes.
Source: Silius
Simple answer to this is, If your friend does not have the recipe for that hammer then he cant make it no matter what you tell him. If he does have the recipe then you wont have to tell him because he already knows how to make it. - 27 October 2005
Source: Silius
8.11.6. Will a crafter who also goes adventuring have access to a wider range of recipes to a pure crafter?
I think that experimentation will help balance it out a little bit. The adventurer crafter who spends his time trying to get dropped recipes is then spending less time experimenting and advancing as a crafter, where as the person who is dedicated crafter is spending his time trying to discover how to make the legendary black blade of death. Now I am not saying that the adventurer crafter will not be able to discover this but the more he splits his time the lower his chances of discovering how to make that blade.
Source: Silius
8.11.7. What are the different types of recipes? What is a basic recipe?
When I say basic recipes I am pretty much referring to the recipes you will get through natural skill and level progression. There will be other recipes that I will work out once I have the basics taken care of.
Source: Silius
8.11.8. Will I be able to have recipes that other crafters might not have?
So Blacksmith A could have a set of recipes that are completely different from Blacksmith B at the same level and skill due to the choices they made as they increased their skills and produced items for a location.
Source: Silius
The chances are good. There will be multiple points where you decide the path to take as far as recipe acquirement. There will still be a set of recipes that are a part of the crafting trade no matter which path you take.
Source: Silius
Crafting will have a lot of choices in it as you progress. It's likely that two equally powerful, high level crafters of the same trade will have different recipe books. -3 December 2005
Source: Jansan
While ingredients used certain ways in different combinations is player knowledge, there are ways to restrict recipe knowledge in that the crafter themselves must experiment to find new recipes.
So if you do X, Y, and Z, and learn New Weapon Recipe X, your friend might not learn New Weapon Recipe just because you know to do X, Y, and Z. - January 2006
Source: Jansan
8.11.9. Won't players be able to look up some of the methods of obtaining recipes on spoiler sites?
Nothing is going to prevent that. As long as people know how to do something they will share it and there is nothing wrong with that. If you choose to use a spoiler site or have your friend tell you how to do everything then that is your choice. - 27 October 2005
Source: Silius
8.12. How will recipe books be organized?
There should be plenty of filters for recipe books that will allow you to organize it in many ways. I want to also get a notes portion added to the recipe book.
Source: Silius
8.13.1. Is experimentation risky?
Heh experimentation by its very nature lends itself well to severe penalties and even better rewards.
Source: Silius
Once you choose to experiment you are choosing to forfeit the item you want to experiment on. Whether you are successful or not you lose the item. A successful result of experimentation is a recipe and based on the rarity of the item it is meant to produce getting the proper materials to make that item may be just as difficult as discovering the recipe itself.
The prime means of learning new recipes will be through natural progression and mastery of recipes. For instance mastering dagger blades unlocks the ability to work on short sword blades etc. Experimentation and deconstruction are bonuses on top of this as they can result in some pretty crazy results (providing we can get it done in time)
If you want to spent time experimenting remember that it will not be a requirement to excel it is merely another path of progression for you but it is not something you should expect to be successful at constantly, as has been stated some recipes will not be discovered more then once every 6 months or so and there is no road map to discovering these things.
Source: Silius
8.13.2. Will these experiment recipes be drops as well? Can other players reproduce my experiments to get the same recipe?
Recipes discovered through experimentation are not going to be found dropped somewhere else. Recipes that are dropped may be able to be experimented on to produce more powerful items. If you don’t have the recipe you can’t make the item. If you do have the recipe going to vanguardcrafters and seeing how someone else went through the process won’t make it any easier on you as how you go through the process could be completely different from them.
Source: Silius
8.13.3. How do I learn a recipe when I discover it by experimenting?
When you discover something through experimentation you learn the recipe to make it.
Source: Silius
8.13.4. Can I craft something and then experiment on it?
I will say that my current plan is that once you complete an item you can then possibly experiment on it. Remember that experimenting is something that occurs after a finishing recipe completion. Not all items can you do this on and you do not do it on whole items only on components you create like swordblades or hammer heads. I am working on nailing down the design now have spent the last few days brainstorming the low level details so hopefully I can be much more sure as to what I see it becoming relatively soon.
Source: Silius
8.13.5. If I create something through Experimentation, how will I know what the new item does?
In most cases, if you make or assemble an item by messing around and creating a rare item in the process or finding a secret combine, you are probably going to have a good idea of what something you make does. You may not know exactly for every item. And there is a possibility of "mystery" result items, but that will not be the norm. - 31 October 2005
Source: Jansan
8.14.1. From what I can understand, skilling up or leveling will be mostly done by doing work orders, and that there is no class interdependancy when doing that...which I think is a great idea. I also read somewhere that we could buy most of what was required
First, is that mostly accurate. Second, will doing work orders be profitable...do we make money doing that. Can we fail at fulfilling a work order...if not then this look like it might be a risk free way to make money.
Work orders will produce items in the abstract. The city has as et of basic needs to keep things flowing and you the crafter will support this by using the cities stock to support it. Affecting one need will in turn affecting another, opening up and changing the work orders that are available to other players. You are actively affecting the city you are seeing the affect you have through what work orders are available.
Source: Silius
8.14.2. Where do I get the materials to complete an npc work order?
When you do work orders you are working for the city or faction you got it from so you will be using their stock of materials.
Source: Silius
Yes there will be plenty of dropped recipes in the world as well as a variety of ingredients and harvested resources, but this is not required to execute work orders. When you make something outside of the work order system it is because you are making something to be used not to get skill from and throw away. A crafter spends his time at his station or shop working for others forgoing blades, making hilts etc at the request of those who want them. In most cases they also bring him the materials needed to execute his task.
Our crafter is not a harvester he is exactly what the term says, but nothing is stopping him from being a harvester, adventurer, and diplomat as well if he so chooses. But being those things does not make him a better crafter then someone who focuses on being a crafter, in fact the person who focuses on being a crafter will excel faster as they are not splitting their time.
Source: Silius
8.14.3. Can the NPCs run out of materials to give me?
Yes, if you deplete a part of the cities supply of ingots you need to go do some work orders and help them get some more. Outside of depleting supply by doing finishing work orders you are filling a need and eventually that need will be met, resulting in less rewarding work orders of that type. You and other crafters need to help keep the scales balanced while driving the needs of the city.
Source: Silius
8.14.4. So I can level crafting without having to do a lot of buying and selling of product?
Like you said crafting to max level can be done solo. You are not executing recipes that do anything but produce abstract items for the city.
Crafting real items will require real materials, and real components from other crafters. I am not sure how I can express it any clearer. Items you produce are made for a reason other then skilling up/xping. To produce real items you will have to use real materials and since all assembled items are made up of three components you can bet that you will have to find another crafter to produce the components you need.
Source: Silius
8.14.5. Are work orders a risk free way to make money?
Work orders could possibly grant a money reward but it will not be a significant one, work orders are mean to provide a way to raise skill, level and faction. You never know what dues you will ah veto pay as a crafter, using the forge of the city guildmaster may cost or you may have some city dues in general that you ah veto pay. The cash rewards for work orders will not be a way to get rich. Yes you can fail at completing a work order much like you can fail at any crafting process. How well you do determines how good your reward.
Source: Silius
You can fail to properly do a work order, and there will be negative results for that.
Most common example of risk vs reward:
Crafting requires expended items, most of which you can buy at your local places of business. If you mess up on a work order (depending on how badly you do), not only do you recieve less/no experience, you will get less/no reward, and may very well lose money in the process. If you are just trying to rush through crafting, it will most likely end up with you wasting away your money and failing to complete jobs. The dedicated, skilled, and smart crafter could be raking in the big coin though.
More special (high reward) work orders may have stiffer penalties for failure. – 9 November 2005
Source: Jansan
8.14.6. What happens to the items I produce for npc work orders? Do they go to a vendor and get sold to players?
You are affecting the needs of the city as a whole not restocking a vendor.
Source: Silius
8.14.7. What if my work order is for something that I can't make on my own?
You should not get a work order that asks you to make something you cannot make on your own unless you get a group work order which will work the same as standard work orders but it will ask for a whole item instead of components and it will grant a bonus to rewards because more work is being done.
Source: Silius
Performing group work orders will allow you to do bigger jobs quicker. But you will more then likely be doing solo work orders most often.
Source: Silius
8.14.8. What kind of things will work orders ask me to make? Items or large stuff like ships?
It is very possible that you will be asked to craft portions of a ship for the city
Source: Silius
8.14.9. Will Work Orders be fun?
Is it fun? I enjoy it.
Crestone's programming has continued to enhance the crafting process and make it more interesting, and combined with Silius's system design, it's very engaging so far. Good crafting ontent is moving in. General feedback has been pretty good, and we're adjustments as we go along to improve it. We're all excited about what we can do with work orders and the system in general.
It's not just "click-click-click, run back to guy, reward, repeat". It's like fighting, in that you have to make choices, your character must be skilled, and you must be skilled if you want to really succeed. The lower level ones aren't as strategic, but the higher level ones require a bit more thought and planning. Quality matters: produce good items, get good rewards. - 3 December 2005
Source: Jansan
8.14.10. How are work orders obtained, by whom and how often players are expected to repeat them?
Oh, there will be plenty of work order tasks to take. Choices are good. – 1 December 2005
Source: Jansan
Hm, well work orders are a bit less complex then most quests. A single NPC may have many jobs for you to do. And different NPCs will have different jobs.
There will be many more work orders in game than quests.
New jobs may be offered as level and skill increases. Certain NPCs may only offer jobs depending on other factors: faction, completion of other jobs/quests, and more.
I can't give numbers (even if I wanted to), but there will be lots of work orders available. – 3 December 2005
Source: Jansan
8.15.1. Will there be a place in game where crafters can go to find work orders posted by other players and likewise post their availability? This would serve as a guaranteed work system that would be far better than watching an auction channel spamming by or
Posted work orders by other players is an interesting idea. But I want to make sure we don’t create an environment where there is a bunch of faceless interaction. Buying things from an auction house removes that aspect of shouting out an auction and actually talking to and interacting with other players thus meeting people and gaining friends.
You bring up a good point though and we want to keep you in game as much as possible when you are actually playing so that is something we will have to discuss in further detail.
Source: Silius
8.15.2. Other then xp, what is the benefit of crafting for other players?
The key thing that is not being said here is that adventurers will come to you to make them items and you will charge them for it. Since you do not make real items for skill ups the only reason you are generally making an item is at the request of someone else. So if they are charging you for doing a job for them then something is wrong as it is you who should be doing the charging. - 11 November 2005
Source: Silius
8.16.1. How are crafting stations different from each other? Does it matter which one I use?
Forges affect how well you can execute actions, the severity and chance of complications, the quantity of an item you can work per process (yes you can throw more then on piece of ore in at a time) and they can possibly affect how many slots are available on your crafting inventory.
Source: Silius
So the low quality furnace in Tursh may be more susceptible to problems like cracking crucible or furnace. While, because you are working copper, you run into a problem that you never see when working iron.
Source: Silius
8.16.2. Will crafters be able to create their own workstations or will players be using stationary crafting sites?
Both
Source: Silius
8.16.3. Can more than one person use the same crafting station at the same time?
The goal is not to limit how many people can use a forge at once.
Source: Silius
8.16.4. Can I use multiple stations to perform multiple crafting sessions at the same time?
You can only craft on one station at a time. You cannot refine and finish at the same time.
Source: Silius
8.16.5. Are all crafting stations located in cities and towns?
Expect more than just normal town stations. You never know where you'll find some more special stations. - October 2005
Source: Jansan
There will be finishing and refining stations for all trades. And of course, there will be super-special work stations that you won't find in your local crafting area. Those will often have very interesting purposes. - 30 November 2005
Source: Jansan
There are a number of ways we'll offer crafters a chance to leave the safety of their cities. Crafters who want to take the risk of getting out there will reap additional rewards. - 20 December 2005
Source: Jansan
8.17.1. Do you need skill in using different types of crafting tools?
The details of this are still being worked out. Due to the nature of the system as et of tool skills does not necessarily give the player much, but if I can figure out a good way to incorporate this and make it worth the players while to have to manage it then you will see it. Right now your selected trade determines what tools you can use. -- Are their different qualities of crafting tools? if so how do skill affect getting access to these? Once again there are no tool skills atm, but different tool qualities affect how effective you are at executing certain parts of the recipe. -- Crafting will be quite item centric also. Tool quality will be as important in harvesting as weapon quality is in adventuring.
Source: Silius
8.17.2. Will better quality tools produce better results?
Yes the apprentice hammer and the mighty hammer of shaping are both hammers but the hammer of shaping is more effective and could possibly be required to execute a particular action.
Source: Silius
Better tools help you produce a better product. You definetly want good tools to help you. But, rarely is a certain quality of tool required to produce a product. Tool quality just makes the process easier for you. - 19 November 2005
Source: Jansan
8.17.3. Can we craft our tools? How do we obtain tools?
There will be tools that can be crafted and much like other items tools can be enhanced, but not all tools will be acquired in this way.
Source: Silius
There will be tools that can be crafted and much like other items tools can be enhanced, but not all tools will be acquired in this way. You can spend your time doing whatever it is you want to do, will there be a market for tool creation possibly, but since the idea of crafters not having to go out into the world in order to excel is how our crafting system works tool creation and acquirement is going to have to support this. In most cases you will find people making their own tools as there is no “toolmaker” trade.
Source: Silius
To properly craft, one needs the proper tools and clothes. You can expect to get some stuff to get you started so you can jump in on crafting. You can also expect it to be very sub-par stuff. You will be able to purchase better equipment and tools, and earn stuff in other ways (quests, work orders, etc).
You will obtain the majority of your equipment/tools/etc doing crafter-type things. - 19 November 2005
Source: Jansan
8.17.4. Can tools have imbued effects, I.E. as in bronze axe of foresting?
Yes
Source: Silius
8.17.5. Will tools degrade with use and need to be repaired?
Tools do have a nothing of degrading. It is actually more like having charges. Some tool actions will take 3 charges from the tool where as others may take only one. If you deplete this tool you can still use it at a penalty that gets worse and worse every time.
Source: Silius
8.17.6. Will rare and powerful tools and gear look different from ordinary tools?
Tools will have different looks where it is appropriate much like adventuring.
Source: Silius
Yes as much as we can, crafting does not lend itself as well as adventuring does to looking very different.
Source: Silius
8.17.7. Will there be different kinds of special effects and stats for crafter gear?
Yes there will be multiple enhancements.
Source: Silius
All spheres have their own attributes and skills and so their gear will give bonuses to these where appropriate.
Source: Silius
8.18.1. So how do I get materials? Will I have to rely on adventurers and harvesters to advance in crafting?
The adventurer does not win. You do not need harvested resources to advance, but if he wants that cool crafted sword he needs to bring those resources to you and possibly pay a fee you charge for going through the process. Please do not think in terms of having to harvest in order to be a crafter. If you want to do crafting you don’t have to harvest.
If someone wants you to turn a harvested item into something they can bring the materials to you or you can charge them extra and buy them yourself from people who have focused on harvesting. Crafted items will indeed be desired by adventurers and all you have to do is be available when they drop off a load of materials for you to use.
Source: Silius
8.18.2. What's the ratio of dropped materials compared to harvested materials?
Certain recipes may ask for components from creatures, but they will all require a harvested resource when you are producing an item that will be used by a player
Source: Silius
They will also get their materials by way of harvesting. They will need to harvest various textile plants and different types of leather. Every crafter can benefit from harvesting. - 19 November 2005
Source: Avair
8.18.3. There are different qualities for materials?
There will be resource grades. Resources themselves do not have a set of statistics, but there is a relationship of what a resource adds to an item based on different item types.
Source: Silius
8.18.4. What about vendor purchased components (not harvested or dropped)?
Expendables will be something you purchase (flux, and charcoal) Harvested resources will make up the rest of it
Source: Silius
8.18.5. How difficult will it be to get the looted resources needed to craft a good item? I guess what I mean is, if 10 people in your guild need the item, how frequent of a drop will the item be?
Depends on how many people harvest while they adventure. The drop rate of an item depends on the item you want crafted.
Source: Silius
8.18.6. Are items dropped from mobs used in crafting, as in bones from a skeleton, and are common items usable or are they vendor trash?
This could happen, to what extent is tbd
Source: Silius
8.18.7. What happens if a recipe requires a component that isn't available in my area or even my continent?
If a potion specifically asks for ground cactus, this is likely a more powerful potion, and you may not be able to make it without cactus specifically. Most basic potions, however, will be more liberal in the ingredients they accept. We have the ability to, and fully plan on, restricting certain ingredients to varying degrees in more powerful recipes. - 31 October 2005
Source: Jansan
8.19. How much running back and forth will I have to do before I can start crafting?
I would hope that crafting is a little more streamlined in its implementation so that you can do good crafting sessions at a time without all the fiddling around. Obviously taking all your ingredient s is in your own hand, but maybe if there was a checklist type system on a crafting recipe window, so you can quickly see beforehand if you're missing any ingredients.
The goal is to display the required or qualifying ingredients in your recipe book so you can see what expendables you will need and what materials can be used for the particular recipe you are looking at. This should help alleviate the problem you bring up and keep you in the game vice look at a website to see a list of required ingredients. Vendors will be near the crafting stations but this could vary based on the layout of a city, the only real travel time you will have is running through the city accepting and completing work orders.
Source: Silius
8.20.1. What's your take on class nerfs?
We don't like to nerf. It's bad for business because it upsets the paying customer. And personally, it really pains me to see people get upset after one. I've been nerfed. It sucks, even if it is ofr the greater good of the game. You can tell yourself that, but most people, including me, are still irriated, and understandibly so.
So we will only nerf when we have to. And we won't enjoy it and we know you won't enjoy it either. So it's a last resort. I'm just trying to manage expectations and letting everyone now that if we do have to, we will. As much as it pains us, and even if we lost a customer, if we felt it really was necessary to protect the long term health of the game, we have to make those hard calls.
I also agree, and this ties into a philosophic point that is undoubtedly controversial: a little slop, some errors, some imbalances, whether intentional or by error, aren't always a bad thing. They can bring some variability to the world Balance cannot and will never be truly, completely achieved. We know this, and also know that's not all bad (though can certainly be bad). But I think one of EQ's strengths was that we did not totally calculate everything out in terms of item drops, etc. That imperfection, or imbalance, as long as it's not too extreme, can add something to the game in an abstract yet meaningful way. Games that try too hard for perfection here often create situations where that quest for perfection leads to more harm than good. Again, balance and a moderate approach, not letting the pendulum swing too far in either direction, ftw. – 28 October 2005
Source: Aradune Mithara
8.20.2. What's your take on class nerfs?
We don't like to nerf. It's bad for business because it upsets the paying customer. And personally, it really pains me to see people get upset after one. I've been nerfed. It sucks, even if it is ofr the greater good of the game. You can tell yourself that, but most people, including me, are still irriated, and understandibly so.
So we will only nerf when we have to. And we won't enjoy it and we know you won't enjoy it either. So it's a last resort. I'm just trying to manage expectations and letting everyone now that if we do have to, we will. As much as it pains us, and even if we lost a customer, if we felt it really was necessary to protect the long term health of the game, we have to make those hard calls.
I also agree, and this ties into a philosophic point that is undoubtedly controversial: a little slop, some errors, some imbalances, whether intentional or by error, aren't always a bad thing. They can bring some variability to the world Balance cannot and will never be truly, completely achieved. We know this, and also know that's not all bad (though can certainly be bad). But I think one of EQ's strengths was that we did not totally calculate everything out in terms of item drops, etc. That imperfection, or imbalance, as long as it's not too extreme, can add something to the game in an abstract yet meaningful way. Games that try too hard for perfection here often create situations where that quest for perfection leads to more harm than good. Again, balance and a moderate approach, not letting the pendulum swing too far in either direction, ftw. – 28 October 2005
Source: Aradune Mithara
8.20.3. Can you explain more about gaining the skill to make superior items? Is it automatic?
I think it's probably best to think about it in terms of learning to craft something, then establishing proficiency at it. You'll be able to move on to learn to craft new things - but the more time to spend establishing proficiency, the more consistently you'll be able to produce a given item - and with higher quality.
Remember that the goal is to incorporate skill into the crafting process - so it won't just be the standard A B =
C (failure) 15% of the time D (expected result) 80% of the time E (rare/unique/special) 5% of the time
Treating crafting like a form of combat, with player skill involved, the process will be interesting and won't just feel like a glorified hybrid of whack-a-mole and roulette. -- Can I make items useful to my level?
There should be a correlation in relative item power in regards to crafter level. Now making a full suit of armor will not be something that happens at a single level and there will be progression, but the previously crafted item should be sufficient until it can be replaced or there should be a dropped item in the world that is the equivalent.
Source: Silius
Player skill in game and thinking out of game will be important in crafting.
Source: Silius
8.20.4. I saw that I could refine in bulk. Will that change the quality?
Yes increasing quantity will affect your ability to produce a quality product but you can add as many of an item as the station will allow you. An example of this might be you adding 20 copper ore into the process. Because you are working so much ore the cost of each action is increased by a percentage. This means you will have less action points to expend thus reducing the “time” you have to fine tune your material.
Source: Silius
8.20.5. Will crafted items be able to be enchanted or enhanced?
hmmm one question, is there a 4th stage where a finished sword is enhanced or enchanted, like a iron longsword is turned into the "Codemonkey slayer longsword of cludgeware"?
yessir, There will be enhancement processes like that. They won't be a part of the standard item creation process though, they are more special. - 25 November 2005
Source: Jansan
8.21.1. Is there a risk producing a legendary item?
There is always risk no matter what you do. The farther you get into a recipe the more you stand to lose as you could run out of action points and lose everything you have used up to that point. Legendary recipes will not be easy to craft.
Source: Silius
8.21.2. How often would a legendary recipe be discovered?
With the current concept of experimentation you will see crafters who have discovered how to make legendary recipes. These recipes may only be discovered once every 6 months or so based on their difficulty, so it will not be strange to see 1 or 2 crafters on a server can make a particular item. Dropped recipes will exist and I don’t think removing them is a good way to go. People like getting cool things and this is a way to make a crafter feel even more accomplished and stand out.
Source: Silius
8.22.1. Is it really really necessary to work with other crafters?
If all I am asking you to do is be a crafter and I am telling you that it will be as involved as adventuring then interdependence has to exist. At some point the adventuring warrior is going to need his friends to help him do something same goes for crafting.
Part of the reason I decided to add the secondary trade concept was to help crafters produce items if they are unable to find or purchase the needed components. Excelling at crafting will be possible through the work order system where you will not be required to be interdependent and you are not filling your inventory with a bunch of useless items that you end up giving away ruining the market for a lower level crafter who just learned how to make that item and is interested in selling it.
Source: Silius
As I have said multiple times there will be interdependence but it is not required to advance. Will grouping with others or getting others to make items be needed to produce valuable products? Yes, if this disheartens you all then I am sorry but it is a part of creating a crafting community. Am I going to force you to be interdependent to advance? No, because I did not enjoy it and I don’t think it is necessary in order to produce a deep crafting system.
Source: Silius
8.22.2. Will all crafts be interdependent?
Yes the amount of interdependence should be equal across
Source: all crafts
. -- All crafting classes are solo friendly. There will be both standard work orders and group work orders.
Source: Silius
8.22.3. Will I always require other crafters to finish products?
No your trade determines what your assembly ability is. If you are a blacksmith you can put weapons that are primarily metal together.
Source: Silius
8.22.4. Will we see crafting groups in terms of item creation (such as creating a boat or a house) or will grouping be just for gathering?
Yes you will.
Source: Silius
As it stands right now, the first series of work order quests for ship building revolve around interdependance rather than group work. [The work does not have to be simultaneous - Aradune Mithara]. So that capability in the future for group crafting, should we desire to move in that direction is there, but we probably won't launch with it.
Source: Jalen (Fanguard 06)
8.22.5. If I want to be completely solo, will that effect the recipes I have access to and can complete?
Will you be able to acquire all recipes through solo play? No as this is not a solo game. The more people working together to accomplish a goal the greater the reward. Running to the bottom of the dark dungeon to forge the ancient blade of death is not something you are doing solo nor is the recipe something you are going to pick up from a vendor. Now you can discover a rare recipe through experimentation which is a solo experience but if you desire to do it all you will not be able to do that solo
Source: Silius
You will need to group for some recipes.
Source: Silius
8.23. Will crafted items degrade?
Crafted items will work just the same as dropped items in that they should last just as long.
Source: Silius
No item degradation will exist in Vanguard.
Source: Silius
Unfortunately our FAQ needs to be updated as this entry is no longer valid. I believe in the main crafting thread I started after E3 I confirmed that item decay is no longer a part of the Vanguard design. Of course that does not go a long way to making you feel better about potential item glut, but we are trying to work out other avenues that will help address the issue you bring up.
I am definitely opposed to the idea that a crafter is just a guy who fixes an item vice making them and hopefully our current plan will insure that does not happen. We have things in the pipe that still need to be worked out, but we cant start ironing things out until we have a solid foundation.
Source: Silius
8.24.1. If deconstruction is put in… what is to stop me from taking apart and putting back together the same thing just to gain skill and save money?
You will not gain skill from doing that.
Source: Silius
8.25.1. You confirmed in this thread that it would be possible to customize crafted items with a guild crest. Can you elaborate a bit more? Will it be more on par with WoWs tabards or something more subtle like the embossed outfit Aragorn wore
I am sorry if I implied that we would be doing something specific like guild crests. That as of yet has not been decided upon. Customizing items will exist as I described it before and every item made will have a maker’s mark on it.
Source: Silius
8.25.2. It sounds like you are going to allow us to manipulate shapes and colors, thus creating uniforms (without actual designs) – did I interpret that correctly?
Colors I am not so sure of, if we do allow for tinting it would be to a very limited degree and would be something you don’t change afterwards.
Source: Silius
8.25.3. Will I be able to make items no-one else will ever be able to make?
Will you the crafter be able to (through experience of playing) figure out what resources should go into what sword recipe in order to make a particular sword with particular stats? The answer to this is yes.
Will there never be another Long Sword of Doom with the same stats as yours? The answer to this is No.
Source: Silius
8.25.4. So how do I go about customizing?
Customizing items will be a part of the process through actions you have earned. You want to make scimitar blades go to Qalia and learn how to make them, now you can use this action during your blade crafting process and possibly make an old blade look different.
At the end of a process there will exist some form of customization, but I really want to focus back on you doing it during the process. You want a yellow dress with pink stitching, then you need to dye a material yellow make your dress pattern and then use the pink thread when you stitch it.
Doing things this way make actions mean more and make you feel like you are actually crafting something , not just selecting a look at the end of the process.
Source: Silius
8.25.5. How is the shape/look of a piece of armor/weaponry determined? Are we given a list of appearances to choose from based on our decisions, or do the decisions we make solely determine the final graphic of the weapon?
Based off of actions you decide to use during the shaping process.
Source: Silius
8.25.6. How are the item names determined? Are the recipe names set in the game or is the name generated based on the ingredients used and the final quality of the item?
Customizing the name of an item we wont be doing, the item will receive its name from its parts.
Source: Silius
8.25.7. When customizing, can we make aesthetic changes to items that are not reflected in statistics?
The statistics come from the item you are trying to make. Being able to make the long sword of doom with a long sword blade or a katana blade is your choice, but you know what the stats of the sword are once you have made it.
Source: Silius
8.26.1. Will crafters be able to imbue spell effects into an item such as right click effects (ex: Journeyman Boots in EQ1), and constant effects (such as focus and regeneration)?
Yes
Source: Silius
8.27.1. Will there be critical fails on assembly of an item?
Right now assembly is a guaranteed combine as long as the recipe exists. We believe in the idea of time vested. If you invested the time it took to get to that point then we will give you an item that is equal to that amount of time with no chance of losing it.
Source: Silius
8.27.2. What exactly is lost during a failure? Do rare dropped items get destroyed?
It is possible that you can lose the resource you harvested. But the dull blade you got from the dragon would not be lost if the crafter was not successful in polishing it.
Source: Silius
Since crafting is turn-based, there is no twitch factor in crafting. Crafting is strategic. You can think about your steps. Basically every crafting action takes into account your characters skills. Skills and items are important in crafting as they are adventuring.
When Assembling items, there is no failure chance at this juncture. The failure occurs in the crafting process. There is a chance to mess up and suffer, but it's not at this stage.
When going through the crafting process in work orders, you do use the abstracted resources they gave you and the items you bought that you need to work the metal. No real harvested resources are lost in normal work orders. For normal recipes you can lose your harvested resources if you fail at the process.
If you just try to go through the process in a recipe and try to complete it and not worry about quality, you will generally succeed as long as you are trying, but get very low grade rewards. This is the safest approach, but is about as rewarding as an adventurer killing stuff below their level. For regular recipes, this means cruddy items, or possibly no usable items in certain circumstances. For work orders, this means little or no material reward, and very little experience (possibly none at all). - 16 November 2005
Source: Jansan
8.28. What are crafting animations like?
Heh the visual aspect of crafting is a big thing with me and we already have some decent animations and particles going on (the pouring of an ingot looks so sweet) and they will get better.
Source: Silius
8.29.1. Will there be any disadvantages to powering to max level?
Short Answer: Yes.
Long Answer:
If you powerlevel a crafter, and just focus on gaining levels and learning the readily available recipes, you will miss out on special equipment, and the more elusive recipes. The same applies if you don't work with the other spheres. You will still be useful, max level, and have a lot of crafting ability, but it's unlikely you'll have all the nice equipment and special recipes of the dedicated crafter. Though it is technically possible to master all aspects of your trade, get all the special recipes, and then adventure, but that would take a very long time. The dedicated adventurer would be better off just buying stuff from crafters.
Crafting is a full sphere in Vanguard, meant to be robust and able to stand on its own.
As for "backtracking" to pick up stuff you missed; sure, I'm fairly certain you can do that in all spheres, at least in relation to skills and abilities (not 100% on this though). – 10 November 2005
Source: Jansan
As far as penalty goes, the penalty for not doing well is no xp and no reward. Crafting xp is based on your performance during the process and how well you execute the requested task.
If you want to speed through it like Jansan mentioned you may finish but at what cost. Add to that other mechanics we are considering in order to make failing sting I think there will be plenty of
penalty in work orders when you fail. – 12 November 2005
Source: Silius
8.30. Does your level make it easier to craft recipes?
Jansan's example, while valid, is not totally true. A high level crafter will never be better then if he were 5 levels higher then the recipe he is working on. So a level 300 crafter executing a level 20 recipe and a level 25 crafter executing the same recipe will have pretty identical results plus the lvl 25 crafter has a leg up.
You see the lvl 25 crafter is in the level range of the recipe so probably has easier access to the resources for that level range since it is a natural part of progression for adventurers within that range and would be extra work for the high level to attain. You can only be so good at doing something and in this case that so good is measured in 5 level spreads.
Source: Silius
8.31. How time intensive would a single item be? i.e. one basic Iron Longsword from start to finish.
Hmmm if you did not care to focus on quality or anything you just want to click through the process maybe a minute, not something we have really pinned down atm.
Source: Silius
8.32.1. What's the rationale for not having links between race and crafting?
Racial crafting bonuses are not something we want to do and more then likely will never exist in the game as it really has no place. Giving a racial bonus in regards to crafting would end up being too powerful or pointless so why do it at all? If you want to excel at crafting put effort in it and be the best. Not having the bonus takes nothing away from the experience yet having it can cause many problems that take time away from being able to add more depth to the system.
I don’t think it is fair for me to arbitrarily say one race is better at a particular craft then another because from a player's perspective it is like I am only giving them one choice. We want people focusing on crafting and immersing themselves in it regardless of the race.
Play what you want and have fun I certainly don’t want people feeling inferior because they don’t like the way dwarves look so they choose a human to go blacksmith, and because of this they feel like the diet coke of blacksmiths because they picked a race they wanted.
Source: Silius
Taking lore and culture all into consideration - While a certain race may do more of a certain craft due to their surroundings or have certain techniques, for a society to be self sufficient, it requires having all the bases covered.
For example, if there are no elves who work steel, how will they get their swords? Tips for their arrows? Axes to harvest wood? They'd have to import them. That's more expensive, and if you have tentative relations with your neighbors ... Better to be able to do it yourself.
A certain culture may not be huge on a particular craft, and it may not be a popular past-time given the surroundings or society, but they certainly aren't going to ostracize the man or woman who is giving them their weapons, or housing, or medicine.
Source: Jansan
8.32.2. Will there be any racially restricted recipes?
There could be items that a race specific, but I am not sure if there will be recipes like that.
Source: Silius
8.33. How is storage for crafting components handled?
Once again the idea is not that you stockpile a bunch of items you just made from harvested materials. The idea is that whatever you make from these materials you are making for a particular reason like giving to a customer or selling. Crafters are not gatherers or collectors they are crafters. How bank space will be handled is more a global question that I cannot talk about because we are still working some things out.
Source: Silius
8.34. Is there going to be a looking for group system for crafters and harvester?
The details on how we support auctioning or finding crafters and other players have not been worked out. But I can assure you that we want to advance MMOs.
Source: Silius
We will facilitate someway for crafters to make themselves open to work but they are mechanics that I need to work out and it is not high on the things to do list.
Source: Silius
8.35. Will there be Crafting Titles/Ranks?
Yes there will be multiple ways to get crafting titles.
Source: Silius
8.36. Will Crafters be able to mark or sign the items they craft?
Items you craft will likely bear your maker’s mark in some form.
Source: Official FAQ
8.37. How does crafting interact with the environment? Can we build bridges? Can we remove cave collapses?
In terms of environment interaction we've heard of instances where a crafter might need to build a bridge or pick through a collapsed cave; are these still doable in your current crafting system? If so, how often can we expect to see a crafter related obstacle while adventuring (to get to secret areas perhaps)? Will this be more of a rare occurrence or a common thing?
The ability to craft a bridge could be done, if we have plans for it still I cannot say. Removing a cave in would be done through harvesting skill, making a bridge not sure but this system can definitely support it.
Source: Silius
8.38.1. Could you describe a theoretical situation where crafting and raiding might occur?
There may be a situation where you have to go to the bottom of the dungeon in order to forge a powerful blade. While this is happening spirits spawn to stop you so your adventuring friends must hold them off while you try to complete the recipe.
Source: Silius
8.38.2. Take my crafter into a dungeon? Will I be easy meat for all the monsters?
The lack of adventuring level does not mean he does not have a modicum of survivability. The challenge is not meant to be how long can you keep the lvl 1 adventurer alive it is how much time can you buy him in order for him to craft this blade. While his challenge is actually forging the blade as he could fail miserably and possibly cause something even more sinister to spawn.
The scenario you describe is something I have used many times as an example of crafting/adventuring interdependence. If you are truly going after this blade and you have a raid force I would expect that you have a strategy to protect your crafter as that is what your job is. Will he die in one hit no, but if something decides to eat him he won’t last long. The dangers of going out into the world as a dedicated crafter will be serious but hey that’s what friends are for.
Source: Silius
8.38.3. To clarify, will we be seeing any crafter-only raids (similar to a pure adventure raid, but with only crafters)?
No
Source: Silius
8.38.4. Will there be quests or content that require crafters to work with the other spheres (Adventure and Diplomacy)?
We have many quests which require crafters to seek the aide of an adventuring group and/or a renowned diplomat (multipshere content) planned. We also have much crafter-centric stuff too.
The developers of the different spheres get together often when we are looking to tie together storylines or create multisphere quests. It's important to work together to make the process seem whole, rather than disjointly put together by multiple people.
- 11 November 2005
Source: Jansan
8.38.5. But there will still be 'crafter sphere only quests' right?
A reminder that not all quests have to involve adventuring. While multi-sphere quests are indeed big (and very rewarding), there are single-sphere quests for all spheres. - 3 December 2005
Source: Jansan
8.39.1. I'm confused. What kind of food and drink can we buy or make?
We will likely have regular food & water that is auto consumed in your inventory, ala the FAQ. Where some confusion arose was when I brought up special food & drink that would give you temporary stat bonuses -- holy water, and the like. Salim, who did a great job at answering crafting questions, stated that there is no baking or similar role in crafting, which is true. We talked though and agreed the role of the alchemist should be broadened such that he or she is not just making tradition potions, but could also make other magical consumables like holy water. So I think we're all good here -- sorry for the confusion.
Source: Aradune Mithara
I am sure that crafter's can do well without brewing, if not having brewing does not jive well with you then I am sorry but we will not have brewing. That does not mean that alcohol does not exist in the game.
Source: Silius
8.39.2. But my friend loves brewing and baking!
Hopefully he won't mind a more indirect approach, where consumables are created not by baking but via alchemy and other skills/abilities.
Also, not ruling out a baker-type ability post-launch -- we've really nothing against it -- this isn't a philosophical stand. Rather, it's that we have limited time and resources and want to make sure we get the most bang for our buck when designing classes, abilities, etc.
For example (although it's rarely this cut and dry), if I had to choose between alchemy and baking, I'd go with alchemy.
In the meantime, I don't see why we can't have some merchants sell all sorts of crazy and interesting snacks Hopefully this will hold your friend over.
Source: Aradune Mithara
Like I said, various skills will make different types of consumables (magic bread, holy water, stoneskin potion). If it looks like most people also want basic food/water consumption from their inventory automatically which keeps stamina and/or other values regenerating, I think I can take that to the designers and coders and that it wouldn't be a huge deal to add. Basically, what we're talking about for the non-magic consumables is basic EQ food consumption, yes?
Source: Aradune Mithara
8.40.1. Will it take a really long time to build these bigger items like boats and houses?
“Fun > Realism” Crafting a boat will take some time and effort but it taking 20 hours is more then likely way to realistic for most people and definitely not fun imho.
Source: Silius
There are multiple parts to most items, and more parts for bigger items. Making a structure or vehicle will require a lot more crafting passes and components than making a dagger or staff. - 3 November 2005
Source: Jansan
8.40.2. So which crafter actually assembles a boat?
My current plan is that our carpenter will be the person who assembles the final ship, but look for every crafter trade to have a part in makings ships depending on size. – 6 November 2005
Source: Silius
8.40.3. In regards to crafting homes, will there be a large variety of home sizes/appearances that can be built or will the outside of homes look uniform?
Don’t have details on this just yet.
Source: Silius
8.40.4. Will there be any other freestanding structures that we can build (with functionality) other than buildings?
Hopefully things like statues maybe walls I don’t know this is stuff that needs to be hammered down.
Source: Silius
8.40.5. Will player made clothing, furniture and housing have different styles based on location? If so, will it be forced, based on what our starting continent was, based off where we learned the recipe from, have a separate recipe for each style, based off w
Yes there will be differing styles, and there will be some recipes that you can only execute on a particular continent, town or dungeon.
Once again recipes are a set of action families. It is what action in this family you decide to do that determines the outcome, if you decide to make something that is on Qalia specific then that action won't be available to you during your process on another continent.
Source: Silius
8.40.6. What kind of things would we build in player towns?
Right now, we plan on having the ability for players to create buildings... residential, commercial, industrial. In other words, places where you can store things, places where you can have offline vendors, and places that help in the crafting/assembly process.
But that's just the beginning. From there you can go onto player towns and the like. Now, there's nothing stopping players from forming their own towns. That's player-driven content. You see it in games like UO and SW:G. But we hope to add actual mechanics and features supporting player towns. Will we get some of these ideas in by launch? Maybe, but at this time, likely not. Do we have design docs and plans for a lot of cool features? You bet. And we're architecting the code so that it shouldn't be too hard to implement post-launch.
Source: Silius
8.40.7. Can player towns be named?
Persistent extensions of your character (ships, horses, houses) will be named by the player, absolutely (under hopefully the same naming restrictions that are applied to the character itself).
Naming the entire town? No clue yet -- depends on how much of city building we have time to realize by launch.
Source: Aradune Mithara
8.41. Is there any tinkering or engineering?
No tinkering is... a pretty big deal to a lot of people I think. I guess I might have an idea of why you wanted to leave it out, however can you maybe elaborate on the thinking that lead up to the professions you decided to include/exclude?
It is not that I wanted to leave out tinkering. I am a huge fan of different types of crafting but it was not a part of the game makeup and because it is such a quirky thing I want to get the main systems in and we will see. I would not expect that to happen though.
Source: Silius
8.42. Can I make 'normal' clothes, rather than class gear?
There is potential for normal clothes to be made. I am certainly for this as MMOs go so much farther then putting on armor to kill stuff. People like to play dress up with their characters so supporting that is generally only a positive.
Source: Silius
Yes, the outfitter will be making normal clothing too. [Ed: As well as making cloth and leather armour]
Source: Jansan 21/04/06
8.43. Can we make useful Furniture?
Furniture will have a use and can be crafted
Source: Silius
8.44. Can we make scrolls or add spells to weapons?
Crafters will not be a part of ability creation. Not to say that we cannot do it, but after discussing it with Darrin (our combat systems designer) we don’t feel it is something we want to do right now.
Source: Silius
8.45. How much variation would there be in multiple runs of the same recipe?
As I have stated a few times recipes are a set of actions that have to be performed in a certain order. These actions are parent actions that contain groups of actions available to the crafter and recipe within them.
Because of the nature of how crafting works when it comes to things like expendable you could do the same recipe and on one you had to use 15 of an expendable where on the other you only use 19 because you just did not get good rolls when trying to execute your actions.
Items can be changed by adding extra items, while crafting sword blade A you decide to throw in some red gem dust because the recipe gives you a chance to. Because you were successful at applying this you will get sword blade B.
Source: Silius
8.46. Can you die crafting?
No.
Source: Silius
8.47. Will Faction impact crafting?
Faction is going to play a big part in crafting. - November 2005
Source: Jansan
8.48. Will the continents have unique looking items?
Crafters will be able to train and study different items and styles of items.
If you start out crafting on Qalia, you probably won't know how to make some Thestran items... And vice versa.
Source: Jansan (02/16/06)