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WIP: Craft Revamp

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Narcissistic Larva * Member Since 2007-09-11
posté January 29, 2014, 13:56:27 | #61
"reward those who invest into the "PvE" aspect of WAKFU." This is a historic day! I never thought Anakama would say this! I just hope I dont have to restart from level 1. I spent all week getting my tailor to lv 60 to make the Mine helmet recipe... And hopefuly we will get guildpoints for doing x amount of crafts or crafting a orange item. I looked at my guild points donated for the week, a measly 200, Where as most of the points I have gained this week was from killing gobballs to get my citizen points back up to 10.

"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!"

Don't like that part ether... I play on the only? international server which is like 90% french so Im screwed for this.

"With this revamp, we want to bring you a really interesting game mechanic. In short, we wanted to ask you something different than collect thousands of resources and launch a series of 500 same recipe, then "AFK" during the 2 hours and a half that it would take for you to complete them."

"it will be much longer to level up a profession because everything will go through tasks which will have a set duration."


At first, I thought this was going to be a good update, but it looks like something thats going to be tedious and bad. But this is Ankama.


Miss Winter Fashion Victim 2012 * Member Since 2012-12-14
posté January 29, 2014, 13:56:27 | #62
Yeah... I feel a little conflicted about this. I feel like all this effort is being put into this potential system but it doesn't really seem to address the issues with the current crafting system.

Like what other people are saying- the current system needs tweaking. You increasing the xp from crafts last time was a step in the right direction, but it's not enough. It's still a tedious grind to max it out (especially chef). I think that resource requirements should be reviewed. I think that most sets/items should be craft-able (except for maybe relics). I think that there should be a lot more craft only gear options.

Why do gathering professions get titles, but crafters don't? For every maxed crafting profession, players should be rewarded with an exclusive title and insignia/costume at the bare minimum. That's more than enough of an advertisement for crafters if word-of-mouth isn't.


Lazy Bow Meow * Member Since 2013-06-22
posté January 29, 2014, 13:56:27 | #63
"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!"

translation: " Finally, note that only no-lifers will be able to craft the best items in game"


Lazy Bow Meow * Member Since 2013-04-14
posté January 29, 2014, 13:56:27 | #64
For me it doesn´t make sense to make the professions not a ressource-based thing.
On Amara there is no market with ressources right know becaus there are just very few (rare) ressources everyone needs for professions and others who everyone can have in huge lots but nobody needs.
I also hate to hear that my lvl 100 professions already can do lvl 150 equip but in future can only do lvl 100 equip. And with this time-based professions it will take years to get to the point where i am a the moment in my high-lvl jobs.
I don´t think you should raise job-level to 200 this is just unfair for those who put so much work in their professions. Also in Dofus there is just lvl 100 jobs to build up to lvl 200 equip.
Please do not nerf the guys who did jobs for months if not for years to get them to the max and than just have it on 50% this is just a freakout-factor for them!
If the lvl 200 profession is a MUST than make give the guys who have maxed their professions the max-possible level than! It just makes no sense just to be able to do lower lvl equip as you are used to before the revamp!

And by the way this topic i couldn´t find in the forums und also just very hard on the homepage. There is no thread marked as dev or anka (for the devtracker and ankatracker in the forums) so that anyone can find this one easily. Or do you want it to be this kind of "invisible" because there will be some drastic negative feedback from anyone who did professions now and read this post properly?


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 - October 02, 2016, 00:20:39.
Reason for edit : reworded
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 - October 02, 2016, 00:20:39.
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.


posté February 07, 2014, 15:30:13 | #71
 


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 - October 02, 2016, 00:20:39.
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 - October 02, 2016, 00:20:39.
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


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.


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.


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