Removing vocations is the thing I've wanted since day one of this game. Being able to have three actually useful professions instead of two you need and one you don't (usually) care about will be much better. I get the point of it early on, but it's one of the only MMOs that forces you to take certain professions rather than being able to choose yourself, and it works fine for every other one.
crafting would be only fun in mmo game... if classic mmo games would use iteming systems like arpgs .. like path of exile for example where there is variety to items... (conservative way).. like implicit stat or whatever the item has.. can vary with minimum and maximum roll.... or where items can actually break or be damaged significantly to the poi9nt, that they are % less effective.. after many raid wipes for example etc.... otherwise crafting is meaningless, because in mmos, u always get best gear from raids, not from crafts...
A lot of good purposed changes to the crafting here. Being able to take the three professions means you can actually tailor a character to what you want to start with which is pretty nice. Also the instanced gathering areas would be a neat thing if they implement it right.
I agree with you about Allegiances - I pay no attention to them as they seem to go nowhere. I listened carefully to your breakdown of the changes coming to Crafting and am disappointed that no mention was made of getting rid of the "single use" recipes. Those things are a sore point with me, as well as some of the recipes for armor that are not complete (mid-level). Does anybody know what to do with those Dagorland scraps?
Crafting was amazing up to about lvl 35 or so. Full sets of gear for tailor came as plans from the vendor. Once you get to the end of the classic game and into moria ect you start to see a pattern: the amount of recipes you have to craft at any given tier plummets to not even a complete set of gear. You rely on random crafting recipe drops to make gear and for moria I managed to get 3 pieces of medium armor during my whole time there.
Massive cooldowns, single use recipes, super rare drop requirements and the raiding maffia who will throw a temper tantrum about anything that threatens the exclusive domain of the people who do Tier 5 and up Raids ...
I hope they buff the cooked food, since the stat squish, the regen in and out of combat obtained from the cooked food is broken (in a bad way) and became from so-so to nearly useless
Sounds real pleasing. The only issue I've had with it (apart from it sometimes being a grind gathering) is having to master a level before I can start mastering the next. That's hugely unrealistic. A decorative iron-worker doesn't have to master copper before working on their chosen profession. They should level individually.
funny because years ago I was gifted on Crickhollow from a former Kinmate a full set of gear / jewelry / weapons for my at the time leveling champion..I quit the game to go back to wow..this was 2016? and at the time there was no rep requirements to wear the items I was gifted yet when I came back ..I wasn't able to equip the items do to added rep requirement ..so I wonder if that is again going to be removed to as it was back originally.
Hopefully the crafting changes work out as it is a bit unmotivating to grind through a tier now. I liked how the timed crafting writs worked in EQ2 and that you could buy different quality tier recipes for item and spells/skills from the auctioneer.
I browsed the announcement, but the moment they said they added a new grind I quit. That's standard SSG now, fix something so they can add some kind of grind.
I do particularly like moving away from how the levelling in crafting works as it is. You don't progress through tiers in any sort of a natural manner, especially once you really get into the mid-game. That's the main reason I never grabbed any professions on my new warden, I got her to 78 so far without even bothering to talk to a crafting trainer once; you just end up spending so much time spamming scrap/unscrap until your level bar fills once you have the equipment (if you even bother with it, since it doesn't tend to be that much better than most other stuff after a certain point). That's all before even considering the third profession that, unless you're either actively buying resources for or are in a kin that helps you supply it, you're just stuck in. Really, what I think would be really cool is a short introduction quest to each tier that rewards you with the basic recipes and the tier, would be a great opportunity to explore the culture of each region a bit with what goes into each's designs, if they feel so inclined.
Not to mention some are set up to almost level themselves (Farmers) vs the ones where you blow through mats (Scholar) to grind mostly useless items (+1.5% crit bonus scrolls etc) just to level because only higher tier stuff is of any use.
I'm always running out of resources and grinding to mine or chop more wood 😞. Increasing resource costs sounds worse to me. A tedious grind like New World did to us, after the people who maxed crafting get grandfathered in. It just bogs the rest of us newer players down longer.
No more vocations!!! This right here! No more piling Jewelcrafting with Cooking! No more piling Scholar with Farming! My cooks will do their own farming! My dedicated collectors won't have to make anything! This is an excellent change!
What I don't want to see is the same grindingly slow Guild token process they used before. Being forced to keep waiting for cooldowns on the guild token recipes made it take for-eeeeeeeveeeeeeerrrrr to level guild rep. That absolutely sucked.
The "Amazing" changes that is going to finally drive way too many of my kinship out of the game. Turning crafting into a horrible boring event grind. All told, 26 people I know in game are going to leave when it goes live and I can only imagine how many more that have not even tried it will do so once they have. They never should have placed the new tools or made it so key crafting items were behind an event wall. What a great way to fuck up an overhaul that could have actually been amazing.
SSG is just hitting it out of the park lately - Props to their management - the game is going great. Thanks Louey7 for the update
They really are!
Removing vocations is the thing I've wanted since day one of this game. Being able to have three actually useful professions instead of two you need and one you don't (usually) care about will be much better. I get the point of it early on, but it's one of the only MMOs that forces you to take certain professions rather than being able to choose yourself, and it works fine for every other one.
For crafting to be ejoyable for average Joes:
1. The input effort cannot be tedious
2. The output must be useful
crafting would be only fun in mmo game... if classic mmo games would use iteming systems like arpgs .. like path of exile for example
where there is variety to items... (conservative way).. like implicit stat or whatever the item has.. can vary with minimum and maximum roll....
or where items can actually break or be damaged significantly to the poi9nt, that they are % less effective.. after many raid wipes for example etc....
otherwise crafting is meaningless, because in mmos, u always get best gear from raids, not from crafts...
A lot of good purposed changes to the crafting here. Being able to take the three professions means you can actually tailor a character to what you want to start with which is pretty nice. Also the instanced gathering areas would be a neat thing if they implement it right.
I agree with you about Allegiances - I pay no attention to them as they seem to go nowhere. I listened carefully to your breakdown of the changes coming to Crafting and am disappointed that no mention was made of getting rid of the "single use" recipes. Those things are a sore point with me, as well as some of the recipes for armor that are not complete (mid-level). Does anybody know what to do with those Dagorland scraps?
Crafting was amazing up to about lvl 35 or so. Full sets of gear for tailor came as plans from the vendor. Once you get to the end of the classic game and into moria ect you start to see a pattern: the amount of recipes you have to craft at any given tier plummets to not even a complete set of gear. You rely on random crafting recipe drops to make gear and for moria I managed to get 3 pieces of medium armor during my whole time there.
Massive cooldowns, single use recipes, super rare drop requirements and the raiding maffia who will throw a temper tantrum about anything that threatens the exclusive domain of the people who do Tier 5 and up Raids ...
Always appreciate your concise updates! Thanks for sharing!
It sounds that this will be a massive boost towards professions. Especially that you will be able to craft "best in slot" items.
I hope they buff the cooked food, since the stat squish, the regen in and out of combat obtained from the cooked food is broken (in a bad way) and became from so-so to nearly useless
My characters may actually craft again after this update! Thanks for the news!
Sounds real pleasing. The only issue I've had with it (apart from it sometimes being a grind gathering) is having to master a level before I can start mastering the next. That's hugely unrealistic. A decorative iron-worker doesn't have to master copper before working on their chosen profession. They should level individually.
funny because years ago I was gifted on Crickhollow from a former Kinmate a full set of gear / jewelry / weapons for my at the time leveling champion..I quit the game to go back to wow..this was 2016? and at the time there was no rep requirements to wear the items I was gifted yet when I came back ..I wasn't able to equip the items do to added rep requirement ..so I wonder if that is again going to be removed to as it was back originally.
Hopefully the crafting changes work out as it is a bit unmotivating to grind through a tier now. I liked how the timed crafting writs worked in EQ2 and that you could buy different quality tier recipes for item and spells/skills from the auctioneer.
Thank the gods. This is so needed. Also I hope they create a market for crafted goods like potions and cooked food…without competing with the store.
very excited for the new crafting system !
I love crafting, I was actually really disappointed when i got my legendary and didn't need to do it anymore.
Louey7 I know you must be aware of the cat house in Bree?
Looking good louey!!
I browsed the announcement, but the moment they said they added a new grind I quit. That's standard SSG now, fix something so they can add some kind of grind.
Really, it just impresses me that SSG is investing this much time and energy in crafting for a game that is so old. Love these devs!
I do particularly like moving away from how the levelling in crafting works as it is. You don't progress through tiers in any sort of a natural manner, especially once you really get into the mid-game. That's the main reason I never grabbed any professions on my new warden, I got her to 78 so far without even bothering to talk to a crafting trainer once; you just end up spending so much time spamming scrap/unscrap until your level bar fills once you have the equipment (if you even bother with it, since it doesn't tend to be that much better than most other stuff after a certain point). That's all before even considering the third profession that, unless you're either actively buying resources for or are in a kin that helps you supply it, you're just stuck in. Really, what I think would be really cool is a short introduction quest to each tier that rewards you with the basic recipes and the tier, would be a great opportunity to explore the culture of each region a bit with what goes into each's designs, if they feel so inclined.
Not to mention some are set up to almost level themselves (Farmers) vs the ones where you blow through mats (Scholar) to grind mostly useless items (+1.5% crit bonus scrolls etc) just to level because only higher tier stuff is of any use.
It is sad that old materials will become worthless
Yep, the cook has to be the worst vocation due to the dependency on the farmer to get ingredients.
I'm always running out of resources and grinding to mine or chop more wood 😞. Increasing resource costs sounds worse to me. A tedious grind like New World did to us, after the people who maxed crafting get grandfathered in. It just bogs the rest of us newer players down longer.
Seems like they do a "Crafting Revamp" with every expansion. However, the system still hasn't changed that much over the years.
No more vocations!!! This right here! No more piling Jewelcrafting with Cooking! No more piling Scholar with Farming! My cooks will do their own farming! My dedicated collectors won't have to make anything! This is an excellent change!
What I don't want to see is the same grindingly slow Guild token process they used before. Being forced to keep waiting for cooldowns on the guild token recipes made it take for-eeeeeeeveeeeeeerrrrr to level guild rep. That absolutely sucked.
So .... 90% of alts will be Forester/Prospector/Scholars? /shrug
I'm disappointed honestly, doesn't look like an overhaul to me
More mission grind😢
Cat bed small
box or a paper bag. Random drops are horrible. Months of raiding with only one recipe. Crafting is pretty much worthless today
banana
The "Amazing" changes that is going to finally drive way too many of my kinship out of the game. Turning crafting into a horrible boring event grind. All told, 26 people I know in game are going to leave when it goes live and I can only imagine how many more that have not even tried it will do so once they have.
They never should have placed the new tools or made it so key crafting items were behind an event wall. What a great way to fuck up an overhaul that could have actually been amazing.