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Crafting the best gear

Discussion in 'WildStar General' started by Dyraele, Nov 4, 2011.

  1. Dyraele

    Dyraele "That" Cupcake

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    I was thinking about the crafting aspect and current implementation.

    My thought was what if the best gear did not drop from raids/etc, but instead to get the best gear the best raids dropped only items used to craft the best gear and you had to go to a guild buddy or pay someone to craft the "uber breastplate of doom" for you if you were not a crafter or did not have the skill? So, once you had all the items you could have them crafted together.

    I know people like to have stuff handed to them, but I believe this would help to bring in more aspects of the game together and feel more like a community. It would also bring more of a dimension to crafting since they could add experimentation to the mix of components.

    This could be applied to different levels of gear too, not just the best, although some items obviously need to drop for us to use.

    Just a thought.
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  2. Mister B

    Mister B New Cupcake

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    In theory I like the idea.

    Additionally, I think it's important to have "at level" crafted items be just a bit better than what is available as random drops or quest rewards. Not a ton, mind you, but a little bit. This helps alleviate the problem that many crafters have when trying to level their trade skill, and everything they make is considered trash.
  3. SiegaPlays

    SiegaPlays "That" Cupcake

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    I would like to see crafted items that is better than group dungeon gear.

    But I also think there should be some real work needed on the part of the one wanting the gear, like a rare no-drop item (perhaps heirloom) from finishing chain stages in solo content (very low droprate) or group content (rare low individual chance on finishing all stages of an instance).

    and on the part of the crafter a rare drop recipy book from group tradeskill content or epic tradeskill content required to be able to offer making the gear on commision basis.
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  4. Zap-Robo

    Zap-Robo Administrator • King Cupcake

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    I'd like to see dropped gear have higher stats, but generically useful (boosts to Defense, Hitpoints, Damage, etc) whereas crafted gear has specialised stats (which can be chosen/customised during the crafting process).

    This means that dropped gear will be somewhat desirable, but the power player will want some specially crafted gear to boost what they are specialising in.
  5. VooDoo

    VooDoo Cupcake-About-Town

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    Actually there's a game currently in beta that does exactly what you're saying. The best gear is crafted gear and the materials for the best gear comes from drops in top tier instances.

    I like this because it doesn't limit top tier gear to raiders and makes top tier gear just as valuable and limited to casuals. It also adds another dimension to the game that I've only seen in a couple of sandbox games with very involved crafting (a tale in the desert, horizons, eve online for instance).

    Id imagine tweaking the drop rates to get this perfected is probably a bit tricky especially depending on the number of these rare material drops it takes to create one item. Too many rare mats per item means a potential over saturation as guilds outfit themselves and begin to sell these on the auction house. Too few and it takes longer for guilds to outfit their members and makes it very difficult for non raiders to obtain what they need for a much longer time in turn negating making these available to non-raiders to begin with (unless you're ok with paying out the nose or waiting until the content is dated).

    anyway, thats a lot of speculation and theory crafting on my part. Overall I think it would be a much more interesting system then badge collection or just a pure drop from a top tier raid. I think I've really burned myself out on raiding so anything like this would probably make my game-life easier :)
  6. Ixath

    Ixath New Cupcake

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    I find myself crafting heavily in games that offer a decent crafting system (was the first 50 sage gamewide in EQ2 and 2nd 50 leatherworker gamewide in Vanguard). I've always wanted the ability to craft the best gear but I also have raided extensively in the past. Neither side will be completely happy if better gear can be obtained/made by the 'other side.' Both sides feel like they're doing more work and deserve to have the better gear.

    I think giving crafters the ability to upgrade gear but not produce individual pieces (armor, weapon, jewelry) themselves would make both parties valuable. Crafters could also be given the ability to be the only producers of goods for houses and non-stat gear like bags and potions.

    Shrug.
  7. Sivri

    Sivri New Cupcake

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    Some of the worst I know on that front is "Hey guys we're doing this raid, and you can come BUT x x x and xxxx is already reserved"
    So as much as dropping stuff for recipes in raids can be a good way to break away from the kill and win, I wouldn't want it to be over the top dominating. Especially since I personally don't have time to go about joining a raiding guild and raid x amount of times/week, so getting into a solid team and through that have a chance to get some of the good stuff would be out of the question for me.
    I'd like to see crafters being able to craft gear well enough to make you survive in the world, I'm very much an explorer and I get tired of doing dungeon runs after three runs because it turns into a grind, but in every game thus far I've been forced to grind dungeons to get gear so I could survive whilst I went exploring. And on that note, perhaps some parts of a recipe could surface as a benefit of exploring?

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