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Thread: Crafting?

  1. #21
    My idea of a good crafting sistem for the game is a simple and straightforward one that keeps the fast pace of a FPS untouched (IE no grinding nor foraging) while still allowing luck and effort to play its part. I would like a sistem where primary components come from salvaging and looting, but for the best end gear a especial item is needed to create the most efficient and especialized gear. For example, one can make a flamethrower from spare pieces, a generic fuel tank and scrap metal, but if you want THE mother of all flamethrowers, you must get a rare piece of alien tech that enables its construction. Said piece should have an assured, yet rare or extremely dificult way to obtain, like luring an enemy to a grinder, or sneaking in an alien base to steal it undetected, as well as the generic drop of a high end raid. Also, there should exist a slight chance of getting it by high level slavaging and as a loot from big Arkfalls. That way both the hardcore crafter as well as the experienced player can have a chance to craft the item by themselves, while still remaining atractive for posible commerce with lower level players.

    As a side feature, there could be different crafting profesions like mechaninc, engineer, chemist, scavenger, medic, armorer, and xeno-scientist, each with a crafting specialization and posibly unique items and perks.

  2. #22
    Member Night Hawke's Avatar
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    I trust that the dev's will be able to find the right balance between hardcore crafters and non crafters for this game. I don't think a vendor is a good solution though.

    Crafting and i mean real crafting, not get x,y &z dump in slots click go walk away but real crafting where you spend time and effort gathering the right components and your skill and experience in crafting really matter could work in this game.

    IMO, one of the main reasons a lot of current mmo's have constant problems with their crafting systems is because they are too simple to the point of uselessness or they are too much like normal play to be noticed (IE over simplified button mash hope for good drops).

    One thing the Devs should consider (if they already haven't) is that the majority of people whom craft do so because they want to make an impact on the world and do so in a meaningful way. Not to mention that crafting is a truly contrasting experience to standard mmo play, be it tab targeting, button mashing or shooter UI. Part of what keeps people playing a game is varying game play styles.

    If they make this game too much of one style of play then people will eventually burnout and leave, that's bad news for an mmo. So hopefully they will reconsider it.

    Anyway i'll get off my soapbox now.

  3. #23
    Junior Member Ravallian's Avatar
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    Frankly I can't see it without "crafting" in one form or another., worst case scenario is that its not in at launch and get added soon after........at least I hope.

  4. #24
    Junior Member Siegemaster's Avatar
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    In all honesty, if the game is good enough, "crafting" in a conventional sense can wait. As long as the initial game has enough content that is non-repetitive, then crafting isn't a need-to-have.

  5. #25
    We really need crafting. or even an apb style armor and clothing editor.

  6. #26
    Senior Member Jenbuu's Avatar
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    Quote Originally Posted by Obsidian View Post
    We really need crafting. or even an apb style armor and clothing editor.
    im sure there will be something to fill the void, but as it stands crafting isnt one, im one for it but if its something that the devs dont want in, it wount be in at launch, for the future who knows

  7. #27
    Junior Member Ceridius's Avatar
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    Quote Originally Posted by Adsinonimous View Post
    I would love to see gathering. This could be easily implemented and fit into the lore with the alien technology. If you could gather things that you could craft with or sell to others to make parts of weapons such as different scopes, I think it would be awesome. - I know lots of people hate this though..
    Absolutely! Ark-hunters are raiders/scavengers after all. That would make a lot of sense.

    Crafting and components should be a monumentally huge part of the game, what with guns being such a core component.

    In terms of setting, it also makes sense because in a post-apocalyptic world that's beginning to pick itself back up, you'd probably have up and coming craftsmen and tradesmen capitalizing on the need as well as abundance of untapped resources (arks). People are going to want to pick a part all that technology and cook up inventions of their own. It's inevitable.

    From what I can tell, this is less traditional high sci fi and more western-spin (day to day) with the bordertown element of 'Defiance.' Make-shift and scavenged weaponry is going to be a huge deal when every inhabitant and traveller needs to protect or pillage.

    It's a much needed niche, narratively. But crafting is certainly not a game-breaking mechanic... not at this point.

  8. #28
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    Quote Originally Posted by BlackTalons View Post
    My idea of a good crafting sistem for the game is a simple and straightforward one that keeps the fast pace of a FPS untouched (IE no grinding nor foraging) while still allowing luck and effort to play its part. I would like a sistem where primary components come from salvaging and looting, but for the best end gear a especial item is needed to create the most efficient and especialized gear. For example, one can make a flamethrower from spare pieces, a generic fuel tank and scrap metal, but if you want THE mother of all flamethrowers, you must get a rare piece of alien tech that enables its construction. Said piece should have an assured, yet rare or extremely dificult way to obtain, like luring an enemy to a grinder, or sneaking in an alien base to steal it undetected, as well as the generic drop of a high end raid. Also, there should exist a slight chance of getting it by high level slavaging and as a loot from big Arkfalls. That way both the hardcore crafter as well as the experienced player can have a chance to craft the item by themselves, while still remaining atractive for posible commerce with lower level players.

    As a side feature, there could be different crafting profesions like mechaninc, engineer, chemist, scavenger, medic, armorer, and xeno-scientist, each with a crafting specialization and posibly unique items and perks.

    Wow this is such a well-thought out post. I totally agree with this type of crafting system. Remove the grinding element and make it a story-driven scavenging element instead. Great idea.

  9. #29
    OOOhhh, like Eve Online (scavenging) and a dash of Dead Island (building weapons that degrade in time)? I love the idea. I enjoy crafting and having a profession. When the grind gets to be too much, it's nice to settle down and build something. I believe that all MMO's should at least have fishing .

    On another note, I agree with Ceridius that the game looks more western sci-fi; I'm highly interested in seeing how all of this is going to play out - way excited. Fishing would be a must, in that case, but I do agree that their first priority at this point would not be the crafting systems. The game will do well on its own, but they will find it necessary eventually. People just get bored without new content.
    One must first embrace the darkness to see the light

  10. #30
    Member Disdain's Avatar
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    In a sense the situation is similar to that of Fallen Earth “Gasp”. Anyone who has played fallen earth probably took a deep breath then. Simply they made crafting so tedious, you had to grind for hours to whip up the remnants to enable you to craft the most basic items, no fun at all. I for one don’t want to get side tracked for hours on end grabbing the bits and pieces required for something that’s barely worth the effort.

    I hope for a simplistic crafting system, something along the lines of Global Agenda’s, pick up random parts along the way from the fallen, when you return to base pop them into the work station, see what can be made, hit the button, boom! Job done.
    Later on as you reach charecter maturity crafting should have a larger focus, till then i'm not overtly interested
    But again this all depends upon the mechanics of the Game, theres really not enough information out there to form a fully coherent idea.

    This is my opinion only because I tire of the many hours crafting involves, I want to play the game, not craft it

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