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WIP: Craft Revamp
Lord Madgobb * Member Since 2006-05-01
posté January 29, 2014, 13:56:27 | #61
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.




Overweighted Chafer * Member Since 2011-07-24
posté January 29, 2014, 13:56:27 | #62
it's seems to porno


Ugly Gobball * Member Since 2011-06-29
posté January 29, 2014, 13:56:27 | #63
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.


Speechless Crobak * Member Since 2011-05-10
posté January 29, 2014, 13:56:27 | #64
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.


Bellaphone Lover * Member Since 2011-12-16
posté January 30, 2014, 06:20:39 | #65
If the time to craft for example a Grou ax now goes up, I feel as though the player might out pace it by leveling before crafting it. Or to better explain my way of thought the items value (stat wise) might not merit the time invested to craft it. I would hope to see the Legendary craft weapons not being devalued in this new system.


This post has been edited by RynthZero - January 30, 2014, 06:24:11.
Reason for edit : reworded
Grizzled Dandelion * Member Since 2013-05-19
posté February 04, 2014, 20:18:21 | #66
I skimmed this and didn't see any information I cared about.

Early game crafting is a mess of too many items for products that are outleveled far too quickly.
Not simply because you craft your item and use it for yourself but for any potential buyers, they'll outlevel the product to the point of there being no interest.

Crafting of everything under I'd say level 30 as far as weapons and armor needs a hike downwards.
Presumably your crafting system works the way it does because you expect people to be trading goods, but its just not the full reality.
Later game, sure there is more of a market as leveling slows down but your early game is a wreck.
Finally you have late game items that require early game items which doesnt work because
1) slow incoming playerbase
2) crafing the low level-requiring high level items is ridiculous because you made crafting LOW LEVEL items ridiculous, which means for higher level crafts which are grindy in themselves they are even more so if they require niche low level items. This is compounded by their being no low-levels to provide the drops on the marketplace or any incentive to put them on the market place rather than just dropping them.

This makes getting into crafting unappealing to start because you don't even see the benefits when you first start, which means if your into crafting its completely for the long haul which makes it a grind, as the initial levels of crafting are considered useless.


posté February 05, 2014, 04:25:56 | #67
Welp, you just shit on the one reason I still stuck around playing this game (besides my friends, anyway.) Thanks for that. Tell me again why you want me to subscribe? So you can take away all my hard work and ruin things for me in my professions...?

Yeah, no. I call for a re-do because this idea is stupid. If you implement this outline of crap, you're going to lose players.


Ugly Gobball * Member Since 2012-05-02
posté February 05, 2014, 20:14:06 | #68
I think the crafting system just need more itens to craft. But I do like changes, so, here it is my suggestion: make mini-games to do the crafts/harvesting. (like smartphones games as "Poket Garden" or windows 8 games as "Puzzle Craft")

So, instead of clicking on a mine-block and watch the character hitting it, it could open a little window and WE would need to hit the rock like 10 times (the number of hits would depend on the tool) .

And to craft a sword we would need to ... (help me guys, let's use our creativity)


This post has been edited by VxVxE - February 05, 2014, 20:15:45.
Lazy Bow Meow * Member Since 2013-01-01
posté February 06, 2014, 12:55:38 | #69
I like crafting the way it is, feels more personal. If I wanted other people to make my things i'd do just that. Just un-jumble and balance the recipes or maybe add some new things to craft.

Or, for the people who do like this system implement it in tandem with the current system. That way if I have time to kill I can farm and kick it by the millstone, or I can tell my employee or what ever to do it, and rather then me getting experience for it he does. and maybe my profession level being higher than my workers would be like a tutoring system or something.

sorry if this is kinda rambly or jumbled I was writing as the idea came to me


Lazy Bow Meow * Member Since 2013-11-18
posté February 07, 2014, 08:09:17 | #70
This is all well and good, but without making material collection less tedious, you still haven't fixed crafting.


Overweighted Chafer * Member Since 2012-03-09
posté February 07, 2014, 15:30:13 | #71
 


Grizzled Dandelion * Member Since 2013-05-19
posté February 07, 2014, 15:58:55 | #72
That's still too much wood for that handle.


Ugly Gobball * Member Since 2012-05-02
posté February 08, 2014, 18:28:45 | #73
hey guys,


didn't you like my idea?


Quote (Ironbowl @ 07 February 2014 08:09) *
This is all well and good, but without making material collection less tedious, you still haven't fixed crafting.

What do you think about the mini-games I told?


This post has been edited by VxVxE - February 08, 2014, 18:32:03.
Teethless Sharkie * Member Since 2013-04-27
posté February 10, 2014, 06:50:35 | #74
Nonono. We do NOT need another Haven World.
ALL that needs to be done is crafting materials need to be normalized.

INCREASE the time it takes to craft each piece, but make it so a weapon that requires points only needs ONE point. A weapon that requires handles only needs ONE handle (or two where it makes logical sense). A plank of wood should be made of ONE piece of wood, but take longer to craft.
An entirely new system is NOT NECESSARY and a BAD idea.

In addition, fishing should have more useful recipes associated with it to make it worth doing.


Forgot one thing. In gathering professions, the item you make out of the material you gather (ex: Essence of Luck is made from Scented Clover in Herbalism) should be 5 levels HIGHER than the item used to craft it not lower (Essence of Luck is currently level 20, and Scented Clover is level 25), so we are rewarded for using up the materials we reaped from the ecosystem to get there. This results in less waste and a more rewarding crafting system that MAKES SENSE.


Featherless Piwi * Member Since 2012-05-10
posté February 10, 2014, 19:03:11 | #75
I have a better idea:

How about instead of rebuilding the entire crafting system, the market-board is expanded upon to allow players to place buy orders for all items in the game.

This would allow players to see what items are in demand and they could adjust their farming efforts accordingly. If someone doesn't want to harvest a bunch of resources for leveling their craft, they can place a buy order for those materials. The system for this is, more or less, already there and it would prevent item searching and acquisition from becoming decentralized with independent market boards. I don't want to have to run to multiple boards to search for different kinds of items. Let me do it all in one please - I know how to use search filters.

Having the ability to place buy orders would allow other people to directly sell their items to a buyer without having to waste precious market-board space with low valued or low quantities of resources. Resources that may otherwise get trashed. I know there are a lot of things that I simply do not put up on the market board because I do not think they would sell, or the money that they would generate is not worthwhile for me to even bother. But if I see that someone else is wanting to buy them, I would instead sell those remnants over trashing them.

I think that I'm probably not alone in that habit, and I think that this would improve the overall resource and item flow between players and alleviate some of the tedium of resource acquisition.


Featherless Piwi * Member Since 2011-03-16
posté February 21, 2014, 16:36:55 | #76
This time based crafting worries me. Warframe also has time based crafting where you just turn it on and then wait for a timer to complete. The time required for such a craft action makes the difference between it being a good and bad system. In Warframe you can spend premium currency to speed up the crafting, without that weapons usually take 1-3 days. Right now in Wakfu if I need some kind of food and have the materials then I can create it quite quickly, I don't think it would be a good idea if you'd need to wait minutes/hours for that food, or days for a weapon/armor piece (as you might have found it as a drop by then or out leveled it already).
Restricting certain recipes only to the top ranked crafters sounds (no insult intended) like a really dumb idea. For one if they have such special recipes then doesn't that just help them stay at the top since they are the only ones who can offer that service, giving them better ratings in the process? Secondly that allows a specific few to hold a monopoly on those items. As it is currently described I feel that the leaderboard idea combined with the restricted recipes detracts from the crafting instead of adding to it.

Honestly after reading this revamp I'm really worried it's completely going to turn me off of Wakfu. I feel that the real issue isn't at the creation side (keep it simple is a good rule, right now it's exactly that) but at the material gathering side and the recipes. Fix the material gathering and recipes and I think it will be fine.


This post has been edited by Firion-Corodix - February 21, 2014, 16:38:53.
Lord Madgobb * Member Since 2010-12-04
posté February 21, 2014, 19:12:33 | #77

Quote (Firion-Corodix @ 21 February 2014 16:36) *
This time based crafting worries me. Warframe also has time based crafting where you just turn it on and then wait for a timer to complete. The time required for such a craft action makes the difference between it being a good and bad system. In Warframe you can spend premium currency to speed up the crafting, without that weapons usually take 1-3 days. Right now in Wakfu if I need some kind of food and have the materials then I can create it quite quickly, I don't think it would be a good idea if you'd need to wait minutes/hours for that food, or days for a weapon/armor piece (as you might have found it as a drop by then or out leveled it already).
Restricting certain recipes only to the top ranked crafters sounds (no insult intended) like a really dumb idea. For one if they have such special recipes then doesn't that just help them stay at the top since they are the only ones who can offer that service, giving them better ratings in the process? Secondly that allows a specific few to hold a monopoly on those items. As it is currently described I feel that the leaderboard idea combined with the restricted recipes detracts from the crafting instead of adding to it.

Honestly after reading this revamp I'm really worried it's completely going to turn me off of Wakfu. I feel that the real issue isn't at the creation side (keep it simple is a good rule, right now it's exactly that) but at the material gathering side and the recipes. Fix the material gathering and recipes and I think it will be fine.

You make some good points.

Ankama is changing this game to fit a F2P model more and more it seems. Until that happens they are really pissing off their subscribers.


posté February 24, 2014, 09:43:47 | #78
Nope.. every time I come back and read this, I get even more pissed off about it. :|

I really do not like this change. What's sad is that after it's changed, if it sucks, it won't be changed back....

Meh. Guess there's nothing we can even really do about this because it won't be altered anyway... it'll be what it is, no matter what we have to say about it most likely.

/complain


Bellaphone Lover * Member Since 2009-09-26
posté February 24, 2014, 19:27:26 | #79
These changes horrify me. Unless the mats are going down and equipment is going to be buffed. Also P2W mechanics in it? If this gets put in I'm done. Soooo done.


Lord Madgobb * Member Since 2010-12-04
posté February 24, 2014, 21:35:39 | #80

Quote (Ninjjo @ 24 February 2014 19:27) *
These changes horrify me. Unless the mats are going down and equipment is going to be buffed. Also P2W mechanics in it? If this gets put in I'm done. Soooo done.


Ankama seems to be focusing on their F2P server. It looks to me like they are changing Wakfu to suit that model. I think those of us on a P2P server are just stuck with dealing with systems that get changed or carried over. Ankama doesn't seem to have the resources to design Wakfu around BOTH models. They are going to choose the one that looks to be the most profitable and run with it.