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Perfect World User
Join Date: Dec 2007
# 1 Crafting needs a facelift
03-13-2011, 10:35 PM
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Ok the crafting is silly compaired to other crafting systems ive seen. Problems I see with it.

1) Items have names that dont match the materials they are made from. You tend to just take random amounts of the same mats and flip names to them. A good example of this is Grace and Harmony. By the flavor text they should be a unique item from a temple, but anyone can have them by mashing together viper arms, kevlar(for ancient blades?), Agharti lesson(a lesson in a dark arts fighting style?), and Malvite(an extraterestial metal?). Now most crafting in MMO's consist of taking beliveable materials and mixing them to form your object in a one or two tier combo. Take wow(not that I like the game I just play it with friends, the crafting system is good though) you take metal mabee some flux you buy from a vendor, use a smithing hammer and you have a sword. How about lotro(good game good crafting system) you get a smithing hammer and some metal bars apply at a forge, you get a blade and a hilt, craft again and you have a sword. Both start with just a couple components but they are beliveable that you could make this item from these starting components, a tool, and a place to work them. Now the places to work in CO are fine, they are decorated with all kinds of tools, but the crafting components are silly, why do i need to gather 10 blank action figgures to make one, mabee relable these parts as action figgure parts. You have 4 different components sometimes 5 for each step in the crafting process, you dont need to use them all for every reciepie either mabe just the malvite for this reciepie, just a lot of it( could always say the amount of it is small) the whole item list needs an overhall on components used to make them.

2) Insights. when i take apart a high level item in the 301-400 range I often get slight or mild insites, yet when i park a toon capped at 300 and tear apart items i get research notes(used to make a great insite) a lot easier than if I was capped at 400, so why is it its easier to get stuff for the highest tier items at a lower tier. Pluss you go from being easy to tear appart things and get these insights till you hit the highest tier and then you have to be lucky enough to get 100 of these reseach notes to get a single great insight when some reiepies cost as much as 3 great insights. I like the idea that you could get a sudden insperation by examining a device but as you go up you should get bigger insites and finaly be able to craft the big stuff when your maxed. Heres what id like to see, insights tied more closely to a rank, 1-100 chance at a slight insight, 101-200 chance at either a slight or a mild, 201-300 chance at either a mild insight or an insight, 301-300 chance at either a insght or a greater insight(or research notes instead of a greater insite). with the current recepies we can already tier down an insight if we need a different kind. Also if the recipie for a greater insight is to stay at not being able to get one directly from research and the recipie for making one stays at getting 100 RARE drops from reasarch(reseach notes), then there should be a recepie for taking a slight insite and turning it into a research note, the recipie should be 400 skill level(so lower tiered toons cant make one). Since you can tier down already it will alow those who are just storing thier insights (or Burning them), due to the fact thiers nothing left to spend them on, to take those insights and turn them into something useful. It will also help reduce the outragous cost of getting a great insight without outright giving them away.

I think these changes will make the crafting in CO more fun at all levels and less imposible at the highest tier.
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