User
Welcome, Guest. Please login or register.
Did you miss your activation email?
February 08, 2010, 11:54:57 AM

Login with username, password and session length
  Search
  Stats
84212 Posts in 3264 Topics by 11361 Members
Latest Member: fredjames89
  News
Pages: [1] 2 3 4
Print
Author Topic: (QOTW 04202009) Crafting, Macroing  (Read 3760 times)
Moll
Community Manager
Administrator
*****
Posts: 1025


Organizing Enterra for a better tomorrow.


View Profile
« on: April 20, 2009, 02:36:37 AM »

Hello!

As hinted on our Facebook page last week, let's talk about crafting this week! Today we have two questions:

1. Is each crafting discipline profitable and unique enough in its own right to happily labor in its name or will one be required to labor in  (in addition to the player's main focus) lesser crafting paths as means to an end?
2. What can you tell us about the crafting system itself - is crafting  gameplay such that it discourages or prevents macroing of crafting skills?


Here's what our developers had to say:
All crafting skills in Earthrise are designed to be equally important and deal with designing and manufacturing of weaponry, armor, devices and other operated high-tech equipment that directly enhances a player's chance of survival in a very competitive massive multiplayer game. Item crafting goes through multiple stages - refining material into components, building modules and then constructing the final item. While few crafters can cover the whole development chain of an item, it is possible, but many crafters will find that it is better to specialize rather than try to be a 'master of all trades'. Part of the fun (and challenge) of massive multiplayer games that involve crafting is finding ways to work together to make items of the highest quality possible. Players will be encouraged to cooperate and specialize in designing specific parts, acting as contractors to final item manufacturers who will have to juggle between inventory parts supply and demand, and also make sure their expenses still make the final item profitable.

Macroing is a very important issue for us which we want to minimize as much as possible. When it comes to all elements of Earthrise we want to make things in ways that encourage people - not machines to play! As we design our crafting system, we take into account player choices that are not easily automated by machines. One of those factors is the smart choice of crafting ingredients from a vast choice of parts with different quality rating; a personal choice that players have to make on their own instead of having it automatically executed. We hope our crafting community finds these choices and others that need to be made to survive as a crafter challenging, fun, and involving as they help create quality goods for themselves and other players to use.

Several related discussions you may enjoy:
http://forums.play-earthrise.com/index.php?topic=3756.0 (macros)
http://forums.play-earthrise.com/index.php?topic=2912.0 (Craftsman mastery poll)
http://forums.play-earthrise.com/index.php?topic=4271.0 (crafting, quality)
http://forums.play-earthrise.com/index.php?topic=561.0 (crafting)

Please enjoy, and feel free to discuss below.
~ m.
Logged
Thatim
Honorary Citizen
****
Posts: 409



View Profile
« Reply #1 on: April 20, 2009, 03:11:10 AM »

Part of the fun (and challenge) of massive multiplayer games that involve crafting is finding ways to work together to make items of the highest quality possible. Players will be encouraged to cooperate and specialize in designing specific parts, acting as contractors to final item manufacturers who will have to juggle between inventory parts supply and demand, and also make sure their expenses still make the final item profitable.

This is always a big part of the fun. Although alot of people find logistics (which comes with hauling parts if I am correct) a big pain in the.. butt, I do love it when I am able to set up contracts between various players and create a mini factory that way.

Also, Moll, it is unfair that I miss all the goodness on the Facebook site, simply because we use a different profile page here in Holland!

Although I could sign up  Cheesy
Logged

Stricnine
Honorary Citizen
****
Posts: 278



View Profile
« Reply #2 on: April 20, 2009, 03:56:03 AM »

I'm glad that the crafting system encourages interaction and specialization. Games where everyone can do everything themselves really just makes crafting a boring, mandatory means to an end. Crafters will not only have to manage monetary and resource capital but also social capital, and their reputation is something that is key to this. Players will have a much greater incentive to do the right thing. This is, of course, from an endgame perspective. I wouldn't want to deal in high-end items with a low-skilled character because of the fact that they might be a scoundrel's alt. But if someone has put in the time and money to get their crafting to the cap, they're less likely to risk their reputation.
Logged
Tallath
Model Citizen
***
Posts: 169


I be nobody!


View Profile
« Reply #3 on: April 20, 2009, 05:51:05 AM »

I believe I will enjoy finding that tight-nit guild that is in fact the whole production line in one Smiley
Logged

The zombies are coming....
SK_Impolite
Honorary Citizen
****
Posts: 387


View Profile
« Reply #4 on: April 20, 2009, 06:04:35 AM »

I am especially glad to hear that varying quality levels of components will be available for creating the same parts.  That was a major part of what made SWG's system so special, and I am thrilled to see that ER looks like it will be carrying the torch forward.   I expect to see guilds that specialize in crafting particular types of items, and of course some that will try to do everything.  Either way, I think this is a fabulous mechanic.
Logged
DarkScotch
Citizen
**
Posts: 59



View Profile
« Reply #5 on: April 20, 2009, 06:23:57 AM »

This definitely is the sort of news I like to hear.  Crafting is obviously going to be a big part of this game and it seems as though MS is working on a system that will be rewarding.

A crafting system that yields great rewards allows players to play the game their way and I think that is what is missing from a lot of MMO's on the market right now.  And I am pretty much sure that is one of the main things that draws people to ER.

Now if we could just get our mitts on some schematics...  Roll Eyes
Logged

sK_Blitzkrieg
Newcomer
*
Posts: 20


View Profile
« Reply #6 on: April 20, 2009, 10:49:30 AM »


2. What can you tell us about the crafting system itself - is crafting  gameplay such that it discourages or prevents macroing of crafting skills?


Macroing is a very important issue for us which we want to minimize as much as possible. When it comes to all elements of Earthrise we want to make things in ways that encourage people - not machines to play! As we design our crafting system, we take into account player choices that are not easily automated by machines. One of those factors is the smart choice of crafting ingredients from a vast choice of parts with different quality rating; a personal choice that players have to make on their own instead of having it automatically executed. We hope our crafting community finds these choices and others that need to be made to survive as a crafter challenging, fun, and involving as they help create quality goods for themselves and other players to use.

Good info!  While I certainly find this stuff very encouraging, I read a little more into the question than maybe I was supposed to.  Personally, I'm not terribly concerned with macros being able to craft the higher quality items where choice of materials is necessary to achieve the desired quality.  The scripting of such crafting is inherently complicated by this kind of a system anyway.  I'm more concerned with the ability to use macros, in conjunction with low "grind" quality components, to advance in crafting skill level while afk.  In this case, a smart choice of component quality is unnecessary, making scripting [I think] considerably easier.  I'm curious what system/design, if any, they have in mind to prevent macro-grinding of crafting skills, or if I'm just the only one with this kind of concern... Wink

Honestly, if it were up to me, the game wouldn't support scripting/macro'ing of any kind whatsoever, but that's another discussion altogether.  The potential for abuse/exploitation outweighs the benefits, imho.  Just my thoughts...
Logged
Aelok
Honorary Citizen
****
Posts: 276


Boonie Hat!


View Profile
« Reply #7 on: April 20, 2009, 11:50:33 AM »

I hope they are talking about upper end crafts when they say you will usually rely on other players for their specialty in crafting. Things like mechs and mid+ equipment and consumables/devices would make sence to me to require parts from other work skills that arn't easily available to initiates in those fields.

I personally don't like to rely on others, even in guilds, but as long as its possible for me to do it all myself, then i'm okay with it.
My problem with relying on others in a guild, is that theres always someone that proclaims himself to be the honorary guild crafter, meaning he asks for all resources from everyone -.-
Logged

Sometimes you have to teamkill for the good of the team, other times just to put them out of their misery.
Some people just don't get it... So they get it.
crfog
Newcomer
*
Posts: 23



View Profile
« Reply #8 on: April 20, 2009, 01:22:58 PM »

My problem with relying on others in a guild, is that theres always someone that proclaims himself to be the honorary guild crafter, meaning he asks for all resources from everyone -.-

My hope is that what has been described here will do away with that mentality.  Some of my greatest times in EVE were spent doing industry related jobs with a group of other people.  Everyone knew what job they had to perform and worked together to achieve our goals like a well-oiled machine.  I've also encountered people who want to be the official guild crafter, but that's always been in games where crafting is simpler and relies on others only for raw resources.  I think we'll see more co-dependence in Earthrise in order to create good quality equipment.  After all, from what they seem to be telling us, you will not have time to become proficient in all fields of crafting, thus relying on others to supply you with individual parts to be put together into a final product. 

All in all, this news excites me.  I can't wait to get my hands dirty and start producing and selling equipment (hopefully with the ability to brand it in some way...)
Logged
Felix12g
Hero of Sal Vitas
*****
Posts: 849



View Profile
« Reply #9 on: April 20, 2009, 01:27:49 PM »

Item crafting goes through multiple stages - refining material into components, building modules and then constructing the final item. While few crafters can cover the whole development chain of an item, it is possible, but many crafters will find that it is better to specialize rather than try to be a 'master of all trades'.
Interesting, sounds like some skills will be tied in specifically to each layer of the crafting, IE being good at component manufacturing but not as much at the end product. The tiers sound like it will make this quite interesting, no more "5 tablespoons of copper, 2 chips of lead, combine with a progress bar for 5 seconds and voila, assault rifle"
Have to say the more I hear about how complex this crafting will be the better it sounds.

Quote
One of those factors is the smart choice of crafting ingredients from a vast choice of parts with different quality rating; a personal choice that players have to make on their own instead of having it automatically executed.
I'm guessing that when there's such a choice of a wide variety of stuff to choose from to craft with that means we'll be able to pull stuff directly out of our warehouses rather than lug them around with us in inventory?
Logged

Start, the rest is easy.

Crafting Industries - The first dedicated crafting guild
Join us at our Forums
Ironfield
Model Citizen
***
Posts: 140



View Profile WWW
« Reply #10 on: April 20, 2009, 04:03:46 PM »

Great QOTW I've been dying for more information on crafting and the economy for a while now.

*Snip*Some of my greatest times in EVE were spent doing industry related jobs with a group of other people.  Everyone knew what job they had to perform and worked together to achieve our goals like a well-oiled machine

Couldn't agree more. glade ER is aiming towards a similar principle.I love the fact that the crafting in ER is so diverse and that specialization is encouraged in order to produce the best components.The importance of good logistics will add so much more to the game its fantastic.

Would love to know on how they deal with transporting the finished goods to market though. I just hope the mechs cargo bays will be sufficient in size to accommodate players desires to be merchant transporters as a viable career and don't automate this process.

Regards
Ironfield
Logged

Reality Deviant
http://www.realitydeviant.org/forums

Only the dead have seen the end of war. Plato

"Hope is the first step on the path to disappointment."
Attributed to Librarian Isador Akios of the Blood Ravens Chapter, Imperial Space Marines.
SK_Impolite
Honorary Citizen
****
Posts: 387


View Profile
« Reply #11 on: April 21, 2009, 01:58:29 AM »

I personally don't like to rely on others, even in guilds, but as long as its possible for me to do it all myself, then i'm okay with it.
My problem with relying on others in a guild, is that theres always someone that proclaims himself to be the honorary guild crafter, meaning he asks for all resources from everyone -.-

It's definitely a good thing that they make it possible to do the entire crafting chain yourself, even if it is difficult, but that really doesn't have anything to do with the second issue.  Dealing with the people who proclaim themselves the guild crafters and expect all resources to flow to them is a question of effective guild leadership, not game design.  If you don't have someone running the guild who is willing and able to sit that person down and explain to him that they cannot be the only crafter, or maybe even the main crafter depending on how the guild is set up, I'd suggest that it is time for a new guild. 
Logged
Felix12g
Hero of Sal Vitas
*****
Posts: 849



View Profile
« Reply #12 on: April 21, 2009, 03:33:19 AM »

A question popped up with the mention of specializing in the 3 stages in manufacturing. Will there be seperate skills that handle those stages or will there need to be 3 people in the same tree specializing in each? IE p1 does component manufacturing of pistols, p2 handles module creation for pistols, p3 handles final assembly. repeat for rocket launchers, robots, etc.

Another thing that comes to mind is how stats will affect crafting each of these stages. I'll have to go dig up what was said on stats and whether it might affect crafting.
Logged

Start, the rest is easy.

Crafting Industries - The first dedicated crafting guild
Join us at our Forums
Ael
Hero of Sal Vitas
*****
Posts: 679


View Profile
« Reply #13 on: April 21, 2009, 04:15:22 AM »

While few crafters can cover the whole development chain of an item, it is possible, but many crafters will find that it is better to specialize rather than try to be a 'master of all trades'. Part of the fun (and challenge) of massive multiplayer games that involve crafting is finding ways to work together to make items of the highest quality possible. Players will be encouraged to cooperate and specialize in designing specific parts, acting as contractors to final item manufacturers who will have to juggle between inventory parts supply and demand, and also make sure their expenses still make the final item profitable.

Sounds to me that there will be diminishing returns on learning different crafting skills.
If you learn skills in some area, it will be harder to pick up skills in other areas

Time to bring out the parade of alts.
Logged
Felix12g
Hero of Sal Vitas
*****
Posts: 849



View Profile
« Reply #14 on: April 21, 2009, 04:43:11 AM »

Why would you say diminishing returns? Its simply the idea of jack of all trades, master of none. You have to split your xp, either you can specialize and make some great stuff in one area or diversify and make a mediocre product from start to finish. With time and enough xp you can master all the aspects.
Logged

Start, the rest is easy.

Crafting Industries - The first dedicated crafting guild
Join us at our Forums
Pages: [1] 2 3 4
Print
Jump to:  

Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Masthead Studios