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Wildstar Crafting Speculation

Euchale

Crazy German Guy
Hello everyone!

Thovarisk and me where talking in the chat about MMOs we played and I remembered the Crafting system in Warhammer online, which I liked a lot.
Basically you had 4 Gathering jobs and 2 Crafting jobs:
Salvaging:
Break items into it´s parts.
Butchering:
Looting PvE mobs for seeds, water, dirt, fertilizer, parts
Scavenging:
Looting PvP mobs for seeds, water, dirt, fertilizer, parts
Cultivating:
You grow plants by using seeds. If you add water, dirt and fertilizer you get the seed back with a small chance to get a better seed.

Apothecary
Create potions out of plants. You had to mix 3 different things: The stabilizer, the container, the plant. Dependent on how you mix it, you got different potions.
Talisman Making
Create Talisman out of parts and items from Salvaging. These talismans can be placed on a armor for a permanent bonus.

Now why am I talking about this in the Wildstar forum you ask? I would really like to see a mechanic like Apothecary and Cultivating in Wildstar. So far information on how crafting works is very small. So here is a thread where we can speculate.

What systems of crafting did you enjoy in MMOs? How important/difficult should crafting in Wildstar be?
 
I just want rare recipes so I can make big bucks. Any system is just a means for me to make money.
 
The less random the better as far as I am concerned. Unless there is no hard to get recipes. Then random results are good cause you can get big ticket items to sell. I like crafting, but it is always a means to get money cause I love money more.
 
The less random the better as far as I am concerned. Unless there is no hard to get recipes. Then random results are good cause you can get big ticket items to sell. I like crafting, but it is always a means to get money cause I love money more.

I think more of the line of minecraft. So you get a recipe for a wooden sword, and through experimentation you can figure out how to make a stone sword.
 
While the actual learning of how to craft things in a game is kinda fun, its only fun for the amount of time it takes to learn the recipe. After that I only care if that recipe will be a profit to make over the cost of materials.

I have seen some crafting systems I like more than others. I hated Diablo III's crafting system with all the random possibilities. It was a mess. I kinda liked the GW2 mystic forge, where you had to experiment to find what stuff made what, but after I knew I only cared about what would make me money.

For me crafting is like leveling. It's fun while I first do it, but its a means to an end.
 
Similar to Tig, it's all about the money. I just want to make sure that there is a balance of mats to trade, and that mats come out of the market at a pace as steady as the market as being filled, and fluctuation occur as I plan.
 
Although I liked the Idea of SWTORs reverse engineering system, in practice I hated it.
 
The only crafting I've only ever gotten knee deep in was the crafting from WoW. I got bored of it quick in GW2 and I'm not sure why I avoided it in Rift. I guess it depends on the fun factor or/and what I get in return. I loved engineering in WoW cause of all the neat and fun stuff you could make with it. I guess in a way I agree with Thatoneguy, means to an end.
 
I liked alchemy in WoW. There were set recipes, but then there were also discoveries, which made the crafting more exciting.

It seems likely that cultivating is in WS. I have seen several shots of plants being harvested outside of housing.

Crafting that I want to see-
Weapons- all made by 1 profession
Armor- all made by 1 profession
Apothecary- consumables
Technologist- makes stuff to put into socket. power amps and such like

Fishing, cooking, and perhaps first aid as secondaries that everyone can have.

Gathering professions:
Skinning- leather for medium armor/weapons
Mining- metal for heavy armor/weapons and technologist
Herbologist- Plants for apothecary, perhaps some technologist. also will get seeds for cultivation

Dropped resources (don't require profession to gather):
Parts- weapons/technologist
Cloth- light armor/weapons
Seeds- can also drop, but herbologists will have easier access and perhaps some exclusive seeds that must be gathered.
 
Although I liked the Idea of SWTORs reverse engineering system, in practice I hated it.


I enjoyed this the item Mods can get different qualities green, blue, purple to improve stats, although bit pointless at low levels you did replace the mods and armour very quickly.

-Ben-
 
like T1G said I just hope that's crafting is profitable. I've never cared much for crafting myself but it needs to make profit so I can sell my mats and put money in my pocket. Generally in MMOs I prefer to gather and sell mats, AND I love all the fun little spontaneous world PvP I can get into while gathering. Never cared much for standing at some forge clicking on stuff to build. And often there's risk to it, with materials there is no risk, just knowing when to sell and when to hold is all really. Also I like buying great deals and holding on to them to sell later for profit. Also risky at times though.
 
I never crafted for profit, I just gave stuff away for guild raids.

edit- Hold the applause, MADie. I bet Gyoin benefits the guild more by making huge piles of money and just buying what is needed.
 
I was never a really big crafter, but the crafting system in eq2 is probably the best mechanic ive seen in any mmo, its not just click a button and it makes 25 of the item. You actually had 6 different buttons to click , 3 for durability of the item and 3 for progress. look up some screen shots of it. : D
 
With the economy being server based I guarantee there will be niches to make profit in. Smaller economies have imbalances which can be taken advantage of.
 
Skinning- leather for medium armor/weapons
Mining- metal for heavy armor/weapons and technologist
Herbologist- Plants for apothecary, perhaps some technologist. also will get seeds for cultivation


I will go for Herbologist. I want all your seeds!
 
Did anyone like the 24 hour c/d on crafting like from Transmutes from wow's crafting profession? I liked the idea you could specialize in either potion making transmutes or elixirs I think it was.

-Ben, "Peace is a lie"-
 
I was never a really big crafter, but the crafting system in eq2 is probably the best mechanic ive seen in any mmo, its not just click a button and it makes 25 of the item. You actually had 6 different buttons to click , 3 for durability of the item and 3 for progress. look up some screen shots of it. : D

Found a video that explains it if anyone is curious.

It is different, that's for sure. I'd have to try it myself to see if I'd like to do something like that.
Did anyone like the 24 hour c/d on crafting like from Transmutes from wow's crafting profession? I liked the idea you could specialize in either potion making transmutes or elixirs I think it was.

-Ben, "Peace is a lie"-

I had that with tailoring. Dunno if I liked it or not. What I did like was that I could sell the bags rather well on the AH. Took me a while to make all the ones I wanted on my character though. I don't see it as a bad thing. As long as it's certain special items I'm ok with it.[DOUBLEPOST=1376580481,1376580294][/DOUBLEPOST]
I never crafted for profit, I just gave stuff away for guild raids.

edit- Hold the applause, MADie. I bet Gyoin benefits the guild more by making huge piles of money and just buying what is needed.

Though you're right, you still get the applause. I did the same thing, but out pure laziness. I didn't want to go check how much I could sell the items for in AH. XD
 
Did anyone like the 24 hour c/d on crafting like from Transmutes from wow's crafting profession? I liked the idea you could specialize in either potion making transmutes or elixirs I think it was.

-Ben, "Peace is a lie"-

I liked making Arcanite Bars back in Vanilla.

I will go for Herbologist. I want all your seeds!

You really set yourself up on this one...
 
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