You are not logged in.

General Crafting Discussion Crafting - why is not making any sense?

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

RoMage

rustyx is lame rogue

  • "RoMage" started this thread

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

  • Send private message

1

Thursday, August 30th 2012, 2:29pm

Crafting - why is not making any sense?

At the moment almost none of crafting makes any sense, and here is short explanation why:


  1. Crafting takes way to much time to level
  2. You can master only 1 crafting on a toon (even to collect mats, you need high level toon that can survive new zones)
  3. Most of crafted items have counterparts that are equal if not better (or more wanted) as drops in instances or obtainable from other resources. There are rare one that you have to craft (but not really required if you choose not to)
  4. You will spend lots of gold to rise crafting - it is hard to dispose crafted items, as they don't sell well
  5. Pets are big help, but they are way to slow to level as well, and they have level limitations
  6. Planting will not always give you what you're looking for
  7. Did I mention it takes log to rise level of crafting?


It would be really beneficial to game if crafting becomes profitable and easier to master. There has to be a way to make this happen.

It was suggested before that some fixes might be as follow:


  • Use crafting to rise dura level of gear.
  • Have option to rise Tier level of gear.
  • Make food/pots do more then one buff or make them a bit longer - worth to get


So what do fellow Taboreans think about all of this? What should be added/removed from this list?

Posts: 28

Location: Somewhere dark where i like it

Occupation: busboy

  • Send private message

2

Friday, August 31st 2012, 1:48am

1. so does levling and gearing and pets
2. pet crafting
3.what matches hero pots and touch of the unicorn?
4. so does ur gear, Adv AH get it learn it love it
5. ok go back to ch 1 and 2 and gather it by hand like everyone else did
6. ok refer back to 5
7. refer back to 1

took me 3weeks most of that time was spent afk to raise my alch to make stron stims,waters,uni corns not on the craftint event

i made back at least tripple all the gold i spent and never needed to make anything that i couldnt sell til around the lvl 40 gap where i could only make the gathering pots, which i then took after filling half my bag wit pet crafting tools and used to level my gathering while my pet gathers, i had a crapton left over but i still have a lot of gathering left to do

crafting has a could use a few tweaks yea but everything u want is down right lazy and uneeded u get 1 food slot and 2 potions slots that been enough for a lot of ppl since beta til now, dont like the crafting system dont craft even though it's easier now then when ppl were doin it in early chapters most who didnt complain and are still crafting

If u cant make at least double the money u spent on crafting ur doing it wrong
[/URL] [/img]

Nally W/S

Mizujii R/K

3

Friday, August 31st 2012, 5:26am

Quoted from "lightdragon999;567461"

1. so does levling and gearing and pets

2. pet crafting
3.what matches hero pots and touch of the unicorn?
4. so does ur gear, Adv AH get it learn it love it
5. ok go back to ch 1 and 2 and gather it by hand like everyone else did
6. ok refer back to 5
7. refer back to 1

took me 3weeks most of that time was spent afk to raise my alch to make stron stims,waters,uni corns not on the craftint event

i made back at least tripple all the gold i spent and never needed to make anything that i couldnt sell til around the lvl 40 gap where i could only make the gathering pots, which i then took after filling half my bag wit pet crafting tools and used to level my gathering while my pet gathers, i had a crapton left over but i still have a lot of gathering left to do

crafting has a could use a few tweaks yea but everything u want is down right lazy and uneeded u get 1 food slot and 2 potions slots that been enough for a lot of ppl since beta til now, dont like the crafting system dont craft even though it's easier now then when ppl were doin it in early chapters most who didnt complain and are still crafting

If u cant make at least double the money u spent on crafting ur doing it wrong


the problem with that is what the problem has always been. The only actual worthy money you can make from crafting is from Cooking and Alchemy.

Every other craft, you are very versed to lose money than make money. The only one that can make just a tiny bit is Blacksmithing when crafting shields. This problem with crafting has been talked about for a long long time. Since chapter 1.



As far as making crafting better. I think crafting equipment should have a chance to have ghost stats, just like it has a chance to have durability and have higher quality. Right now the only use of crafting equipment is to get blank, overdurability stuff. Making most of the higher quality stuff useless unless its weapons.

Another thing is that crafting equipment is further limited that they can only craft Chest and Leg equipment (helmets at 30 ). Leaving no gloves, shoulder or feet equipment minus a few special sets.

The other thing being that it is difficult to level at higher level. It was understandable being difficult to level back in chapter 1 and 2 because of the level cap, but after the cap was raised, regular leveling became easier, where crafting level remained unbearably difficult and stays that way. Lower level leveling was easier, because the experience gain was actually greater and abundant resources, mid level it was a real drag but resources are still abit abundant so it was bearable, it just took ages for it to level even if you have a mass arsenal of materials, higher level its just a horrible pain.

As of right now, ALchemy and cooking is fine for the most part.
But every one else. Its just a chore for little gain.



My suggestions I beleive are:
1. Give equipment a chance to get random ghost stats
2.Higher quality equipment additional have a chance to have a higher base tier with better ghost stats.
3. Easier leveling experience after 50+
4. Wider range of equipment options to craft rather than just helm,chest and legs.

Theres probably some more I havent listed and cant remember that I posted before. But I'll post them as I remember.

generally agree with everything from the original poster except the potion an food thing. I think they are just fine.I
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

GarryL

Professional

Posts: 614

Location: Australia

  • Send private message

4

Friday, August 31st 2012, 10:48am

The thing I hate most about crafting is the time wasted refining. Sure, you can do it afk but I would rather not leave my game running just to refine.

I also agree with the OP on most points except food & pot buffs.

I did my crafting the old way too but I don't want new crafters to suffer just because I did. Crafting needs a huge tweak.
"I can stand brute force but brute reason is quite unbearable. There is something unfair about its use. It is hitting below the intellect."
Oscar Wilde

5

Friday, August 31st 2012, 4:27pm

Here's some of the ideas I've had:
1. Diamond shop items that ensure crafted item is OD (if they make money off of it they will care about it more). They have started doing this somewhat, there were items in the diamond shop that ensured an item was higher level of quality.

2. Crafted items a key set pieces that you can only get from crafting. The stats for these items would still be from instance runs (or mems). Most armor crafting only covers head/legs/body. So the other armor parts for an armor set could be from instance runs or mems as well.

6

Friday, August 31st 2012, 4:31pm

I would like crafting items like food and potions have that the time stays with you even if you die like scarlet love and guild buffs. It would make crafting more worth while for me at least.

7

Friday, August 31st 2012, 6:40pm

I think the way food and potions work is fine, they dissappear after death. That gives incentive to buy more from them.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

trav42073

Professional

Posts: 806

Location: Arizona

Occupation: welder/fabricator/antagonist

  • Send private message

8

Friday, August 31st 2012, 11:39pm

i have a guildie who just crafts low level weaps and he makes a crapton of gold from it. he makes some of the best crafted low level weapons i have seen on indigo. sold a level 30 dagger for 20mil. an orange scorpion something or other. but yea, the demand is there for good crafted gear and weapons is just a matter of developing your market.
95r/62m/63s/ Soultwist.
Ryaderr wrd/s/w erobos

9

Friday, August 31st 2012, 11:54pm

lol thats only one isolated case.
With the state of Indigo for that matter. Thats a different case altogether.

Really cant generate a general global consensus on a few isolated cases.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

10

Saturday, September 1st 2012, 4:11am

Gathering alone is useful for making money, as you can sell everything you find.
Planting can replace gathering at high levels, if you are trying to mater a production profession like Alchemy.

Quoted


[h=2][/h] [INDENT] [COLOR=black !important] i have a guildie who just crafts low level weaps and he makes a crapton of gold from it. he makes some of the best crafted low level weapons i have seen on indigo. sold a level 30 dagger for 20mil. an orange scorpion something or other. but yea, the demand is there for good crafted gear and weapons is just a matter of developing your market.

Around levels 20~30 seems to be the sweet spot for carpentry, because I can always sell good quality staves. So if one takes this strategy, the profession will pay for itself. Tailoring is harder because armor stats are important, where weapons' stats are less.
[/COLOR]
[/INDENT]

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

11

Saturday, September 1st 2012, 4:50am

lvl 20-30 is the sweet spot for crafted weapon because arena twinks use them. orange crafted weapons are the absolute best you can get at that level, so OD, orange weapons are in high demand in the twink community. armor not so much, as most people get OD, blank gear, and most crafted gear is not blank.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

12

Saturday, September 1st 2012, 7:24am

Quoted from "soulaeon;567665"

Gathering alone is useful for making money, as you can sell everything you find.
Planting can replace gathering at high levels, if you are trying to mater a production profession like Alchemy.


It can't, actually. Sure you can get certain mats from planting, but there are many cases where you can only get blue versions of certain mats when you need green ones, or only green versions when you need blue or purple...you still need gatherers to refine, since planting won't raise your refining level.

In regards to crafting as a whole, I agree with the people that said Cooking/Alch are fine. It's the armor/weapon crafters that have a difficult time. Blacksmithing is very expensive to level, merely because a lot of things don't sell well. Up to a certain level, you can craft some shields that will actually vendor for more than it costs to make them, but that pattern breaks once you get up into the 50s. Considering how many pieces you have to craft to level at 55+, it's costly, as well as pretty excruciating.

Lower level weapons sell decently, I'll admit, if you get lucky with them, but higher level weapons can't even come close to comparing to instance drops. They're not even worth using period if you have the weapon from the previous instance and are looking to upgrade. There needs to be some incentive to actually level these crafts to high levels, because right now, aside from shields, possibly, there really isn't a whole lot from armor/weapon crafting that's useful.

Formerly Catorii, D/S/M of Faction.


13

Saturday, September 1st 2012, 11:40pm

Quoted from "effervescent;567681"

It can't, actually. Sure you can get certain mats from planting, but there are many cases where you can only get blue versions of certain mats when you need green ones, or only green versions when you need blue or purple...you still need gatherers to refine, since planting won't raise your refining level.

In regards to crafting as a whole, I agree with the people that said Cooking/Alch are fine. It's the armor/weapon crafters that have a difficult time. Blacksmithing is very expensive to level, merely because a lot of things don't sell well. Up to a certain level, you can craft some shields that will actually vendor for more than it costs to make them, but that pattern breaks once you get up into the 50s. Considering how many pieces you have to craft to level at 55+, it's costly, as well as pretty excruciating.

Lower level weapons sell decently, I'll admit, if you get lucky with them, but higher level weapons can't even come close to comparing to instance drops. They're not even worth using period if you have the weapon from the previous instance and are looking to upgrade. There needs to be some incentive to actually level these crafts to high levels, because right now, aside from shields, possibly, there really isn't a whole lot from armor/weapon crafting that's useful.


Thats exactly where I was getting at.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

RoMage

rustyx is lame rogue

  • "RoMage" started this thread

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

  • Send private message

14

Thursday, September 13th 2012, 2:29pm

I like idea of crafted item having some stats, randomly, but not false stats as they currently would have. Let's face it, only item armorcrafter sells is clean lower level items, someone will use to dirty stat and sell.

If there was option to rise dura, or craft stat on an item, then crafting might pay off. This way is just ugly child, just as runes crafting in game. (way to expensive and not rewarding)

Whole idea about 1-3-6 rule for crafting might work in well populated servers, but here is just not working well. Mats either are too expensive, so that seller can adjust for high cost to post them in AH or there is no postings at all, as server population is not that great.

Prices of items should be adjusted for items over L10, so that if you NPC you can at least break even.

Price of recipes is also high, needs to be somehow paid off, but with current crafting, I don't see that possible.

15

Tuesday, September 25th 2012, 9:55am

IF you luck out and actually make an overdura brown item (purple plus two color levels) you can not even make enough money to break even. Been there, done that. The yellow stat sucks compared to items nearly 10 levels below it and the stats of the item (damage, weapon speed, phy def, mag def, etc.) are worse that the comparable instance item from 1-3 levels below it. Plus no ghost stats and average worth less than instance items 20 levels below it in the auction house.

Vender it? lol!! Costs more to make than worth to a vender (a few exceptions); not counting costs of mats in either time, money, or both. Also not counting cost of time to make the item (want brown from purple: think days of crafting without let-up to get a low-dura one). [Sure there are those lucky ones who only made one item and it was brown overdura;1 in a million shot, sure I'll take it but I'll probably win the lottery first]

I have actually made 6 brown items, all underdura, all from making hundreds of purple items, all from weeks of work. And not a one even broke even on that item alone when sold. Brings a tear to my eye. I will come back to this game when something is done about this; something constructive, til then, I'll be around here still complaining about a game I love and hate.