Quote of the Week

Runes of Magic had 7 crafting professions and 5 of them were useless because better stuff came from quest rewards. Cooking and Alchemy were fun though. Well not fun, more like a hellish grind.

4 thoughts on “Quote of the Week”

  1. Since this is tagged with Guild Wars 2, I assume it’s also the intent to compare it to the up-coming yet-to-be-talked crafting system.

    It’s indeed a problem to most games that incorporate a crafting system.

    Do you make world and quest drops stat-wise better then the ones crafted and effectivelly make crafting useless? Or do you make crafting items stat-wise better then world / quest drops and force everyone to craft instead of playing the darn game?

    And why does every MMO developper only think of these 2 extremes? The answer lies in-between, hopefully an asnwer Anet ends up adopting.

    There are 2 possibilities:

    1 – Make crafting and world/quest drops stat-wise identical, but skin-wise different. <– Ideal answer for competitive games.

    2 – Make crafting and world/quest drops stat-wise different (and skin-wise different or not) but with stats that are considered "maxed". (For example, that dungeon armor you obtained gives +10 Vitality, but you can craft an armor that gives you +10 Strenght instead.) <— Less then ideal answer for competitive games, ideal for PvE games.

  2. LOTRO has this solved with the token system. Grind tokens for gear equivalent to the best crafted gear. Or take up the craft. Or buy it on the AH. Multiple options that support both the game economy and player choice.

  3. Another option is to make them interdependent – use crafting as a means to upgrade/improve/augment/combine quest gear. Obtain the Scales of Isskarr (a quest rewarded shield) and Bargun’s Mighty Bones (another quest rewarded set of armor), and take them to a skilled and legendary crafted, and he will make for you a set of magical plated armor of even better quality.

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