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Author Topic: (QOTW 10202008) The Crafting Process  (Read 4698 times)
Moll
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« on: October 20, 2008, 05:50:25 AM »

Happy Monday everyone!

We thought we'd drill down a bit and discuss just how things are crafted (in general terms) - as a result, we found this question would be interesting for our community to learn about.


When a player crafts an item, will it be a drag and right-click from your inventory onto another component, or will you be required to go somewhere and use a machine. On top of that, will there be devices that you are required to have on you to craft, or anything that can make a job easier to complete (i.e. a screw drivers, analyzing devices, things not actually going into the crafting formula that can be reused)?

That said, let's take a look at this week's Question of the Week, with the answer straight from our developers.

Crafting in Earthrise will require players to visit factories in order to utilize modern manufacturing facilities, either aimed to the mass market or for industrial purposes. Factories will be secure places where crafters can either do their business or advertise their services to anyone interested in using someone else's already developed Technologies and Designs to acquire the item they want without using the global market auction. Factories also host number of production units, machinery specialized in creation of certain types of items. Each item requires at least two Production Units, and both should be present at the chosen Factory. Also, Production Units are ranked in their technological development, with the higher rank being capable of producing better quality items. Players will have to decide which factory to use in order to get the best out of the item they have to create. Aside from that choice and it's logistic solution - players might have to travel across the island, use vehicles to cut down the travel time or use instant teleportation for a price - players won't need special items to facilitate the crafting process. We are considering implementing options that will allow the crafter to use certain aspects of crafting anywhere he is located at, though the full spectrum of crafting services will be provided at factories only.

Feel free to comment and craft your thoughts below.
~ m.
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NightwolfAA2k5
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« Reply #1 on: October 20, 2008, 06:46:14 AM »

Sweet, this sounds awesome, another MMO was looking to make such a thing, but failed, I hope to see it implemented in Earthrise Smiley
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« Reply #2 on: October 20, 2008, 07:04:14 AM »

Ranked on technological development?

Cheesy Sounds like a fun thing for guilds, race to upgrade your factories and whatnot first!
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« Reply #3 on: October 20, 2008, 07:05:16 AM »

That's really cool, the production units concept seems like an innovative way to go, instead of each crafting product going through several phases that are carried out at process-specific factories each item needs certain types of equipment to be produced. This will lead to a lot of variance in the importance of the factories, I sure hope there's a mining town somewhere on Enterra where the strongest rule and its a fight to get the best factory slots.

Something I'd be interested in is if players in their guild bases can set up basic production facilities, not the point that they are the best out there (Or it is prohibitively expensive to get to that point) but so in-house items could be produced without having to travel everywhere.

Thanks for the info!
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« Reply #4 on: October 20, 2008, 08:08:34 AM »

Ok, lets upack this a bit.

a) Factories will be secure places - i.e.  plenty of NPC guards.
.. to anyone interested..  - sounds like a public place.

Hence factories are likely NPC owned and operated.

b) .. advertise their services..  - hmm, sounds like not everything will be salable via the market.
Can you say "Wow Enchanters?"

c) specialized in creation of certain types of items.. are ranked in their technological development.. might have to travel..
- OK, crafting optimization is going to be a scavenger hunt.  Red type items are built in to the west,  Yellow in the East. Blue to the south.  To make orange stuff (red and yellow) you will have to go North, but purple is in the East.

d) Each item requires at least two Production Units -
hmm, They probably don't want to charge an arm and a leg for renting a production unit.
I wonder how much it would cost to lock up all the highest rank Red slots for a month?




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Throwback
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« Reply #5 on: October 20, 2008, 08:19:40 AM »

Enough interesting info for Throwback to consider becoming a grease monkey.

Ael, factories do not necessarily have to be exclusively in NPC hands. They might also be just a buildable and upgradable part of the base infrastructure where fighting is just... discouraged. Perhaps by the excessive amount of volatile materials and empty cardboard boxes in them that make every stray shot dangerous.

Of course, they can't be too secure either, or they will be exploited as safe havens too much. Hmmm. But anzways, sounds like a great and complex field and makes it worthwhile to shoot one's way from A to B.
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« Reply #6 on: October 20, 2008, 08:23:27 AM »

Kind of disappointing that players may need to go to factories to do something that should be as simple as disassembling a gun and replacing the bad components with good ones.  I'm hoping that this is talking about the production and manufacturing those components such as rolling and cutting a steel plate into a gun barrel.  And not actually putting the gun together.

Would be great to see some basic things doable in the field considering that equipment gets damaged.  Using a screwdriver and a hand held welder to remount a broken armor plate.  The job won't be perfect by any means but maybe enough to get you to a city and replace it.
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Throwback
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« Reply #7 on: October 20, 2008, 08:31:23 AM »

Again I might be mistaken, but I think I recall somebody saying that repairs are possible, but the maximum amount of Quality that the item can be restored to diminishes with each repair.

Or it was somebody uttering a wish.

But yeah, the QOTW info sounds more like production line than MacGuyver style field tinkering. Which isn't that bad really. Because a game can only support so many MacGuyvers, and making recombinations dependent on production lines affords us with another distinguishable playing style, instead of encouraging autonomous One Man Guilds.
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Ael
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« Reply #8 on: October 20, 2008, 08:54:31 AM »

Ael, factories do not necessarily have to be exclusively in NPC hands. They might also be just a buildable and upgradable part of the base infrastructure where fighting is just... discouraged.
Ok, lets say we have privately owned factories in bases.  Can they be attacked by enemies?  Taken over? destroyed?
What happens to the jobs inside the factory?  Do the people who took over the factory get the results? 

What about the warehouse of materials that is used to feed the factory jobs?  Is this secure too?
You want to keep your materials close to the factory (in order to build stuff)  But if your factory is vulnerable to attack, you will want to store your stuff in a place that is completely safe.  (house? bank?).   This means your warehouse isn't close to your factory.

Crafters do *not* want to lose everything they have built/acquired over their game lifetime.
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Acidbaron
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« Reply #9 on: October 20, 2008, 09:54:52 AM »

Molll thanks for the QOTW,

I do have an follow up question, this looks similair to the EVE system therefor will there also be a queue in place that you have to share the factory tools and wait your turn?

There's no indication that it is that way but i would still have that cleared up completely.


For the rest personally i see no reason to dislike this implentation of needing factories and places to go to, it will make populair meeting places and places to get things made and buy them. (So Tradeskillers at the start of this game we have to be sure to make an agreement that people have to pay us to get things made :p)
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« Reply #10 on: October 20, 2008, 10:09:13 AM »

I have a follow up question, will there be time delays as in you put x into be manufactured and you have to wait an hour for it to be ready or will they instantly appear out of the blue? Also you say that factories decide production quality, does this mean that an item crafted by a 'master craftsman' will be totally identical to the same item created by an 'apprentice' if they use the same facilities?
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« Reply #11 on: October 20, 2008, 08:45:33 PM »

Ok, lets upack this a bit.

a) Factories will be secure places - i.e.  plenty of NPC guards.
.. to anyone interested..  - sounds like a public place.

Hence factories are likely NPC owned and operated.

b) .. advertise their services..  - hmm, sounds like not everything will be salable via the market.
Can you say "Wow Enchanters?"

c) specialized in creation of certain types of items.. are ranked in their technological development.. might have to travel..
- OK, crafting optimization is going to be a scavenger hunt.  Red type items are built in to the west,  Yellow in the East. Blue to the south.  To make orange stuff (red and yellow) you will have to go North, but purple is in the East.

d) Each item requires at least two Production Units -
hmm, They probably don't want to charge an arm and a leg for renting a production unit.
I wonder how much it would cost to lock up all the highest rank Red slots for a month?


Im not sure if they will be npc owned I think they will be player owned territories and there the biggest guild will hold the best factories
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Acidbaron
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« Reply #12 on: October 20, 2008, 09:18:21 PM »

Im not sure if they will be npc owned I think they will be player owned territories and there the biggest guild will hold the best factories

No, there will be both open NPC owned territories and player owned factories.

For the simple reason that factories to build are going to cost alot even for big corps, limiting it to corps only would actually hurt the economy. Big corps got an advantage as they can get resources easier then others, as those have to go deep into dangerous territory mob and playerwise to mine.

Factories are also build from the ground up and can also be destroyed and as mentioned before they are expensive. There has been no indication given that areas got caps on how advanced the structures can be therefor there's no reason to believe so.

Quote from: Ael
b) .. advertise their services..  - hmm, sounds like not everything will be salable via the market.
Can you say "Wow Enchanters?"

Actually as stated before everything crafted can be sold and every crafted item can be broken down into components. I would not see this as enchants in the sense of being unable to sell it further, more or less as people needing to find a tradeskiller to combine and build items, for a fee ofcourse.

Quote from: Ael
c) specialized in creation of certain types of items.. are ranked in their technological development.. might have to travel..
- OK, crafting optimization is going to be a scavenger hunt.  Red type items are built in to the west,  Yellow in the East. Blue to the south.  To make orange stuff (red and yellow) you will have to go North, but purple is in the East.

You're now putting it in class categories, while it could very well be that the quality level is in numbers at plant A you can get +0 quality levels based on the components, in plant B it's +1, C is +2 and so on..

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Aeternum
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« Reply #13 on: October 20, 2008, 10:18:41 PM »

Just makes me more curious to try it out myself. No follow up questions from me at this time.
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Ael
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« Reply #14 on: October 21, 2008, 03:25:12 AM »


You're now putting it in class categories, while it could very well be that the quality level is in numbers at plant A you can get +0 quality levels based on the components, in plant B it's +1, C is +2 and so on..
They clearly said that production units will be "specialized in creation of certain types of items".
There is also a level.  The suggestion was that you would not have the highest level  units for all types of items in a single place.

Maybe I'm reading too much into it.
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