Crafter's Roundtable: Profession differences

Nephele

Administrator
Staff member
Welcome to another Crafter's Roundtable discussion. This time, our question is deceptively simple.

Should the mechanics of crafting work exactly the same for every profession, or should there be differences? If there are differences between the professions, how big should those differences be?

As an example and to help with understanding the question, consider the blacksmith vs. the provisioner. Should someone who works up blacksmith intrinsically understand how to be a provisioner, or should crafting as a provisioner be almost a completely different system from crafting as a blacksmith?

Let us know your thoughts!

(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!)
 
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Ckalen

Novice
Definitely more involved than put stuff in crafting thing and click combine. I for one would love a short interactive mini game. Eq2 really shone here.
 

Gelfzin

Novice
The basic sequences should probably be the same to standardize coding. The descriptions of the process for each step should match the Profession. Example sequence:
Provisioner Blacksmith
1. Prepare materials Punch Leather pattern Mold metal plates
2. Assemble materials Sew leather panels Rivet plates
3. Finalize assembly Apply weather proofing/hardening oil Temper metal for hardness

Same basic steps, with associated complications (see Vangard and others), but with Profession specific descriptions.
 

Khaleesi

Apprentice
Staff member
Staff Writer
I would love to see minigame crafting. Very distinct for each profession. Even very different for specializations within the profession. What I am picturing would evolve as the player learns new skills.

The provisioner would use different items and processes if he wanted to cook kebabs vs being able to bake a birthday cake. That would feel much different in player activity and skill than if a different provisioner were to make you a mini barrell of her infamous ale
 

Trasak

Apprentice
Staff member
Staff Writer
Full disclosure, I am a crafting enthusiast and have yet to find a game that takes crafting all the way to a legitimate play style.

To me, for crafting to be a legitimate play style then the crafting processes and progression needs to be nearly as interactive, difficult, and time consuming as the adventuring play style.

To that end I would like to see each crafting class have 3-10 mini games that represent one or another process that is used in that craft (there may be some mini games that are used by more than one crafting class). The abilities one uses in these mini-games are learned from trainers, books, quests and maybe even chance encounters. Those abilities also must be leveled and the appropriate tools to use those abilities to their maximum output.

The output of the mini-games would be determined by the raw materials you use, the order you use your abilities and the results of your skill checks. The player does not simple input materials and get a finish item as an output, might as well just have crafting NPCs for that. The player does not even have a step by step guided UI. Instead players get to craft by choosing how to reach a targeted endpoint which may have multiple paths but not exactly the same outcome.

As Barin999 indicated we have been talking over different minigame ideas for each crafting discipline.

I will attempt to give an example to better illustrate my idea.

Smithing Processes: Smelting, Casting, Forging, Joining, Finishing

Forging Process Abilities: Pump billows, heat metal, thin (widen, lengthen or both), weld, fuller, cut, punch, bend, round.

Each abilities will have a series of choices that consume crafting stamina, consumable secondary materials and affect the quality of the output result as well as a state change to the input object.

A walk through process for creating a dagger blade:

1: Pump billows until the forge is at 700C

2: Place a 10 lbs bar in the forge.

3: Remove bar from forge when it reaches 700C, place on anvil and use Cut to split off a 1lbs section.

4: Place 9lbs bar on crafting table (active inventory for the crafting process)

5: Return the 1lbs section to the forge until the metal is back to 700C.

6: Move the metal to the anvil and use the thin(lengthen) ability. A total of 5 thin(lengthen) processes will need to be completed and the metal will need to be reheated after the time it takes to do 2 processes.

7: After the right length the blade can be fullered to an edge. The each edge will require 2 round of fullering to put an edge on the dagger and a 5th for the point. Again reheating will be required.



At this point the small double edged blade will be completed. A hilt and pommel will also need to be made through casting or forging. The grip will either need to be cast, carved or wrapped during the joining process and the blade will need to be polished and sharpened in the finishing process.

Crafting stamina will need to regenerate over time so that the pacing of crafting will be a function of your regeneration rate and which abilities you use. Some abilities will be effective but consume a lot of stamina while others will be less effective but have a higher stamina efficiency. A wise and knowledgeable crafter with the right tools will know which abilities in the right order to maximize the quality of the output and the overall production output.

There may be some simplification that can be done and some crafts will be less process driven than smithing is and therefor will be harder to create mini games of equal detail. Crafting difficulty of this level will validate having the best items in the game being crafted (assuming rare drop mob ingredients). Crafting of this difficulty will also make it a lot less prevalent and therefor more valued.
 

Autherial

Apprentice
Staff member
Staff Writer
Trasak pretty much said everything I was going to, I also think that each profession requiring different skills and techniques should have a diffirent mechanic then the others.
 
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