The Chronicles of Spellborn
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- Developer: Spellborn International
- Genre: Fantasy
- Status: Beta Testing (est. release 11/27/08)
- Platforms:
- Website: http://www.thechroniclesofspellborn.com
- Retail Price: n/a
- Monthly Fee: n/a
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The Chronicles of Spellborn » General Discussion » hows the crafting?
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daylight01 1/30/08 9:19:06 AM
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Elite Member
Joined: 5/29/07
A.K.A |
"Conserning havesting as a timesink, Im just wondering how Spellborn can say they are trying to remove timesinks while they are left standing with only harvesting and recipe hunting... It doesnt make sence to me"
How can you make a game with no timesinks,when a game itself is a timesink?They have said they want to remove SOME of the timesink you see in other MMO`s,It is not just crafting but also things like large end game raiding where it tends to feel like a 2nd job are also not in this game... |
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BesCirga 1/30/08 10:19:13 AM
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Hard Core Member
Joined: 2/15/06 |
Originally posted by daylight01 I agree on what you are saying, but you are not adressing my posts. I have never said we should remove all timesinks.
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impulsebooks 2/18/08 6:01:54 AM
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Novice Member
Joined: 5/16/07 |
Originally posted by Bearmug
I think this is a great solution for players who don't like crafting. It's inovative, and no other MMO has done anything even close to this. Its logical, which I like too. There won't be any silly random "blue" items (forgive my wowism) dropping from a trash mobs that wear cap themselves yet drop fabulous stuff. What you see on a mob is what you get--great idea. There is a BUT however. TCOS has catered to the none crafters handsomely with this mechanic, but have done nothing for those who think of themselves as crafters. This solution would have been perfect as an addition to normal crafting so the game would have something for all players not just one sector, as it is TCOS has swapped one disgruntled group for another. Still, it this so different that I like it a lot. Just wish there were recipes to make the same stuff for the die hard crafters as well.Then all would be happy.
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| ______________ Mark E. Cooper |
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impulsebooks 2/18/08 6:32:41 AM
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Novice Member
Joined: 5/16/07 |
Originally posted by someforumguy Yes, I do too. In a lot of pvp ecounters, you would often see someone in all epics pound someone in a mixture of gear into the ground. Sometimes you would see people avoid those epic set wearers altogether, but with TCOS you will see something a bit different. I can imagine players putting on drab gear with high "hidden" stats to get other players to underestimate them. Its a strange sort of stealth, but a good/different one imo. There will be plenty of people who want to wear bling on their toons, but wth this system there will be more diversity I think. |
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| ______________ Mark E. Cooper |
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someforumguy 2/27/08 5:21:01 PM
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Advanced Member
Joined: 1/25/07 |
Originally posted by BesCirga Im primarily an exploring adventurer that would like to be able to craft something too if its possible. But its the implementation which determines if I like it or not.
The cursed resourcerefining timers (LOTRO/WOW) are simply a waste of time. I also dont understand why a higher tier resource needs to take longer to refine then a lower tier. To me it is simply implementing a timesink with a timesink in mind. Add to this the lack of interactivity, the resourcenode competition and it simply boils down to hours of lack of interaction. There is absolutely no learning curve or challenge in these crafting systems. EQ2 for example uses also nodes and crafting combinations to get an endresult, but without the useless resourcerefining, has less node competition(they are everywhere and respawn faster) and puts interactivity in the crafting process(I prefer Vanguard's crafting process though). Generally it is very similar to WoW/LOTRO's system, but uses a lot less idle time. Which is good I think. SWG and Vanguard's system are way better then these though, but not easy to implement. These crafting systems actually have a learning curve and give you the feeling of mastering a crafting profession. I agree with other posters that instead of chosing a halfbaked crafting feature without leaning curve that mainly consists of loads of idle time and node hunting, the option for some npcs that you can give ingredients that craft you some gear. |
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