Crafter's Roundtable: Crafting and Expansions


Staff member
For today's Crafter's Roundtable, let's think forward a little bit. It's a given that eventually, Pantheon will receive an expansion that will add new areas to explore, possibly even new types of gameplay, and just maybe, increase the level cap of the game (though hopefully not every expansion).

With that in mind, what are your thoughts on how Pantheon should handle crafting and gathering when it comes to expansions?

(Note from Nephele: For the summer, we're switching back to the older roundtable format where we just post the questions directly, rather than gathering staff comments first and posting it all together. We hope everyone will still take time to voice their thoughts in each roundtable that we post however!)


Staff member
Staff Writer
Horizontal Progression!

In all seriousness though in a game with persistent items and no minimum level on items I really do not see the point in ever raising the crafting level cap or even how that would help. What expansions could provide to the base crafting is more options and greater depth.

For game launch practicality reasons I would be ok with Crafting only starting out at a very basic tier with very few options within the template system. Initially there could be only bronze, iron and steel for smithing and no fancy alloys. The slots would be there for the option of using different skills to process the crafting but the game only really launches with one skill available for each processes. The number and variations of graphical and magical variations could also be very limited, likely the game world as a whole will be a little limited at launch.

With each new expansion new materials (which need to be trained individually), crafting techniques (that need to be learned and then practiced) and art styles (which need to be studied and reverse engineered/salvaged) could be introduced to the crafting systems. As long as the initial template is flexible enough and crafting fits in the global itemization effectively then increasing the cap will not be needed.

I am leaning more and more to the idea that there should not be crafting class levels at all. Each crafting class will have a list of templates, techniques and knowledges. The crafting title you have (Novice, Apprentice, Journeyman, Master, Grandmaster) will have a rank requirement for the highest X entry’s for each of the lists as well as a specific crafting quest which is really only achievable if you have the ranks already. New expansions will just lengthen those lists as well as create more situationally valuable outputs.

New expansions could also introduce new base templates. These templates are basically individual mini games that produce a style of item. The games themselves can draw from many of the same scripts and art objects but in a unique order with its own UI. New global itemization can easily be handled by using these templates and the point buy system that crafting items are based on to keep the game balanced and prevent Mudflation.