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WIP: Craft Revamp

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posté January 29, 2014, 13:56:27 | #21
Liking the concepts a lot. I'm very hopeful that this will be a rousing success and bring some life back into the more dull portion of the game.


posté January 29, 2014, 13:56:27 | #22
Time based crafting instead of material based crafting. - how is this better? I am already annoyed by time based things, like constant feeding of pets, and dailies.

Leaderboards - Do we really need rankings for everything?

"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make! " -This will just annoy people. It annoys me right now.

Do people really like this?

What we really needed was for ankama to give us useful recipes. Stuff we want, and which require materials amounts that are appropriate and make sense. But instead we get a whole new system, that is going to need more revamping and bug fixing.


posté January 29, 2014, 13:56:27 | #23
This seems like it has some serious potential. As long as we don't lose our current progress when changing over, and recipe lists remain similar, I'm all for it.

Accessing crafting via the web? Genius.




posté January 29, 2014, 13:56:27 | #24
it's seems to porno


posté January 29, 2014, 13:56:27 | #25
This crafting system is Neverwinter RIPOFF, I mean besides the leaderboards bs (which would make a monopoly issues, because only the top crafters would get contracts from other players) the systems are IDENTICAL. How can you call it a concept if YOU DIDN'T think of it yourself??

P.S. Don't get me wrong, I like Neverwinters crafting system, It just pisses me of to see a dev of a great game to become lazy and start copying mechanics from other games, without adding ANYTHING to it.


posté January 29, 2014, 13:56:27 | #26
Why craft need revamp??

All oldcraft and old rules-good.

You(devs) can add new lvl 100+(profession lvl) with "new rules"(like limited items and one item can give full lvl...etc)

Current craft system god for me.


posté January 29, 2014, 13:56:27 | #27
Despite the fact that it is essentially a 1:1 knockoff of Neverwinter's crafting system, it actually seems a big step up from the mind-numbing melancholy that is crafting in Wakfu. It just seems strange to scrap the entire crafting system and start from scratch for a game that was supposed to be, in a big way, about crafting. The lack of any system-generated currency was meant to enforce/encourage a healthy game economy, but did it? At the end of the day, crafting was boring, and offered fairly lackluster rewards. The rewards have gotten better, money now grows on tree's, but the drop rates for rare materials are still abysmal and the process of harvesting/crafting is uninvolved and repetitive to the extreme.

If this is the sum total of the proposed changes to crafting, it will be at best, slightly less tedious, and not really any more rewarding than it currently is. The crafting system, even after the proposed modifications, lacks any need to distinguish "talented" craftsmen from less prestigious ones. If say, craftsman A and craftsman B each have the recipe to make a piece of armor, what would distinguish the two sets, and thus, the two craftsman? Nothing. Each piece of armor would be the exact same as the last one made, with no variation to stats or aesthetics. "Interaction, Speed, Price" are fairly weak differentiating factors for various craftsman.

All craftsman will try as best as possible to be amiable, have competitive prices, and to get things done as quickly as possible. Even among the top 20, say, craftsman, your going to find very very little differentiation in the way they do business, and no variation in the things they produce.


posté January 29, 2014, 13:56:27 | #28
I haven't made up my mind yet if I like this new system or not, BUT I can tell this is not the revamp that crafting system needs.

At this moment players have VERY LOW INTEREST in crafting professions and items, here some reason:
-Very few interesting items to craft.
-You can find a much better drop-item counterpart for every craft-item.
-Not convenient to make kamas from selling because (read above).
-Legendary items (seal craftings) that should be very good since every player can only craft one for profession, are extremely outdated and the value keeps geting lower and lower (also you can count 3 or 4 good legendary weapon, all other legendaries are s***t, nobody wants/needs them).

Solutions may be:
-Make craft items more powerfull and harder to craft.
-Make craft items (expecially legendary items) upgradable or customizable.
-Make more various items, why not some crazy full utilities weapon or armors? hp, lock, dodge, no dmg, full hp i don't know... something that might open perspective for cool and various builds.

I'm not saying this new system is bad, i repeat, it's just not what professions need to become an important feature.


posté January 29, 2014, 13:56:27 | #29
More items and sets need to be made craftable as an alternative to being dropped, so I hope that is considered when the new craft lists for each profession are made. Crafting isn't as important at the moment because most good gear is drop only, with some wabbit island and seal craft exceptions.

The contract system is great, previously there were very limited ways of ensuring you didn't get scammed, such as trading the materials directly for an existing version of the item. Having this method makes it safer for buyers and should hopefully make it much better for making money as a crafter.

The apprentice idea will be nice in the long run, it just annoys me that I'll have to start with basic apprentices on my lvl 100 professions. Anyone who's maxed will have to backtrack again, just like they had to with the guild and smithmagic revamps. I was ok afk crafting, but having it being done while I do other stuff is also pretty good, items like handles, kamas and bread need to not take too long though, or apprentices are going to be clogged up for days making anything in large quantities.

I'm eager to find out more about the changes to master seals and lvl 150 versions of seal crafts, now the lvl 100 versions are becoming outdated. I bet the quests will be just as grindy as getting the materials in the first place was, but I guess that's what makes them so good for their level in the first place.


posté January 29, 2014, 13:56:27 | #30
Two words: Craft Guilds


posté January 29, 2014, 13:56:27 | #31
Trust me when I say this, "I hate profs"

But damn, this sounds enticing, and could make me want to actually get into it.


posté January 29, 2014, 13:56:27 | #32
"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!"

As someone already pointed out, just annoyng, why the hell should we want a ranked system of crafters? This is ridicolous


posté January 29, 2014, 13:56:27 | #33
I strongly dislike the exclusive recipes for a few crafters. This will demotivate the casual crafter that just wishes to play moderately and craft to him/herself or the guild all the items they need.
A strong reduction on task time or even material costs on the recipes would be a more fair alternative to reward the most commited high level crafters. Maybe unlock an extra slot or two for them?


posté January 29, 2014, 13:56:27 | #34
I dont want read all these things, can somebody explain it shorter?


posté January 29, 2014, 13:56:27 | #35
I strongly dislike the exclusive recipes for a few crafters. This will demotivate the casual crafter that just wishes to play moderately and craft to him/herself or the guild all the items they need.
A strong reduction on task time or even material costs on the recipes would be a more fair alternative to reward the most commited high level crafters. Maybe unlock an extra slot or two for them?

Also I'd like to point out the importance of reintroducing the gain of guild exp (or Guild Points as it is now) by crafting. As it is now, there is *no* incentive to set guild craft contests or guild group efforts towards crafting and it all falls down to the individual crafter willpower. (they daily quest of crafting 10 items doesn't even count, imo)
The guildie that spends his days crafting barely contributes to the evolution of his guild (at least not directly) and that was the most frustrating part of the Guild revamp to me.
I'd love to see something like giving the guild 20 GPs for every profession level you gain.


posté January 29, 2014, 13:56:27 | #36
I personally think the current system is crap, and let my guild do all the crafting for me, but im too lazy to read all of this revamp, especially when its all subject to change (and you guys know ankama with the word change)

Also, with master crafting seals, i would like to see a new way to get these for 3 reasons.

1. Only way to get them is to get 100 in that profession, which would be the only reason for me to do that profession.

2. You can only get 1 per character, but some professions have multiple items that can be made with these.

3. Main reason: You can't trade them and you can't just ask someone to use theirs for you because they would have put in time and effort for this.

I think I read something earlier about making certain quests to make these available at some point, but i'm not sure if they are crafting quests or what.

The only reason I would level a profession would be to get that specific item or whatever. Since (obviously) no gathering professions have these seals, I would have to level these as well, which all together takes too much time.

If the seals were obtainable in another way, I think this would be much better. I play this game to level up, fight things, and help out my friends/guild. I don't want to waste my time leveling up a bunch of professions just to get one specific thing.


posté January 29, 2014, 13:56:27 | #37
Write your reply here


posté January 29, 2014, 13:56:27 | #38
"What we really needed was for ankama to give us useful recipes. Stuff we want, and which require materials amounts that are appropriate and make sense."

This. God, just come up with GOOD items, and make the recipes more humane, and increase the XP we get from each Craft/Harvest. Work on Havest Gear.. Problem solved.

I could have revamped this stuff in my sleep, and for free.


posté January 29, 2014, 13:56:27 | #39
They are trying to be "original" here. Whats this? The 4th failure of the craft revamp so far? I lost count.


Tofurby on Diet * Member Since 2008-02-09
posté January 29, 2014, 13:56:27 | #40
As i am one of very few people on Amara who have many jobs on High-lvl i want to say: This Profession is a whole new game and i don´t think the most people who cried for a revamp want such thing!
The problem just was that is ultra-NOT-profitable to do jobs right now just because of the recepies. I don´t like the Time-Based-Character of the new system.
I also want to give short statements to every point of this revamp:

Tasks and Workers: I like this part of the concept.

Tools: I hate this Part! We need to find ressources to build items we need to find ressources to recruit workers we need to find ressources to build tools and than we may lose the tools or even DON´T HAVE 100% success rate?! This is so annoying! 100% Success-rate for Recepies of the Crafters-Lvl is an absolute MUST-HAVE! Otherwise the whole Ressource-Farmenprocess is much more stupid than now!

Contract, Craftsman-Search and Craftsman-Rating-System: I like this very much!

Special-Recepies for Leader of Craft-Ledder: I HATE this absolutly! This just makes monopoles which are really annoying just right know (and we have some of them on Amara) and are really discouraging.

Craft-Access from web: I don´t like this... This is what i think will lead this Craft-System of the Wakfu-Game to a Point what Krozmaster is right now. A whole different game than Wakfu just with a small link to Wakfu! I want a WAKFU-Craftsystem to have fun Crafting things besides playing mainly Wakfu the MMORPG. I dont want a whole new game.
The biggest problem of Crafting is just PROFITABILATY! I don´t really know why it is so hard to just fix that to get the crafting system more linked to Wakfu-Game-Reality?! I am realy frightend that the new craft-system is getting a full-time Job and not a nice side-part of Wakfu.

Craft-Marketplace: It reads nice, but as there is no real market on Amara right know i don´t like the idea of a new market on Amara which also will not work.

There is a lot of potential in the new system, but please please please let this new system be a part VERY VERY close to the core of Wakfu! Don´t let it get a sidegame such like Krozmaster where you can get items for Wakfu but is not played very much outside of France.
And again the biggest problem of craftmanship is the time/ressource to output (value of equipment) profitabilaty! To solve this problem the new system is not necessary!

Best Regards


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