Crafting Professions

You see, i didn’t need to read it since you told me that the outcome of the discussion matches my idea so for me this tread is done and the people and the devs found another supporter to that diea ;D

Thats the same system I would have, using crafting manuals to prevent new players from suddenly becoming the best at everything curtesy of a friend. Thanks for posting!

I think the thread is pretty much done but the point of it was to stop the forum from looking very one sided! It achieved what i wanted though.

1 Like
    After reading a ton of posts in this thread, I've devised my own little solution that's appealing to me. We can combine the two different ideas in this thread to form crafting profession progression. That being said, I like the idea that the quality of the product is determined by the quality of the crafting ingredients. However, I'm not a fan of the idea that crafting is free to everyone if they obtain the knowledge, which to me seems rather easy depending on the tier, and the crafting components. This just seems to harm the gathering of people to form a community, because you won't need other people for better armor or weapons you can just do everything as a solo player. That being said, a happy medium should be found between the level grinding of MMO's like WOW and the lack of necessity for a community. 
    Thus, I think there should be a mix as in gaining experience to better harness your already obtained knowledge of an item. This would result in better quality items, and gaining this experience can be obtained through reading in-game books about the topic at hand (eg. Skill: Carpentry, Book: Platforms). Reading in-game books and just exposing oneself to the skill can be enough for gaining experience. I agree with @olihax that grinding experience will put a damper on the whole crafting experience, but there should be multiple ways for someone to gain experience, like doing the activity at hand, teaching an apprentice the basics of the profession, watching somebody else craft (kinda like "monkey see monkey do, but you would get a small amount of exp for this), and of course by reading in-game books. 
 I do hope that this post makes sense, oh! I would also like to mention that you could obtain new recipes by learning from someone, who already knows the recipe, or through reading a recipe book. Anyways, that's my opinion on how you could smush the opinions of @olihax and @Zouls. Have a nice day everyone! :smiley:
2 Likes

Nice post, totally agree! We need a bridge between sandbox and MMO just like what Oort represents.

This is a good idea.

Continuing the crafting discussion…

I think your crafting skill should not be based on a progress bar like in countless other games but rather on the equipment of your workshop. On this way one

  • could determine the skill of a crafter by looking at his workshop (kinda like in medieval times) and not by looking on his progress bar.
  • would have to visit the workshop of a crafter instead of just giving him your mats at a random crafting location and waiting for your epic equipment (which would add a nice amount of RP value imo).

#The Progress

sould be similar to the progress of an MMO strategy game (Clash of Clans etc.). Where you start with a core structure that needs an exponential amount of effort to be upgraded.


Meaning that you start with a basic crafting station that just needs a few sticks and stones but also only allows you to craft basic props,usables and wooden/stone wearables. As you progress through the tiers you would have to upgrade your crafting station in order to use the materials of the new tiers. The upgrade itself could be done by crafting the upgrade and then placing it on a crafting station of the previous tier (like it is done in Terraria). This should (like it is usual in RPGs) take more effort for every tier you advance. Meaning that advancing from tier 1 to tier 2 could only take a few iron blocks but it would take several titan-dropped mats,many rare materials and huge loads of common ores to advance from tier 9 to tier 10. So at one point you might consider giving your mats to a dedicated crafter to get a useful item instead of saving them up for a crafting station.
This could go up until tier 10++ (assuming that tier 10 is the maximum we will get). The “+” represents a crafting station that exceeded the the “normal” effort and is reserved for truly dedicated crafters (consider it as hard/heroic mode for crafters :smile:)
This does, of course, mean that the access to crafting stations would have to be restricted to the player who crafted it to prevent “progression skipping” (maybe with the exception of simple things like torches or sticks).

Because just one “pimped” crafting station would make a pretty boring workshop so I thought that “addons” might be a good solution for that.


Addons would be blocks that have to be placed next to a crafting station, furnace, cooking place, etc. in order have an effect and are restricted to a certain number off addons per station.
Crafting station addons could be a quenching tank that slightly increases the defensive properties of wearables that are crafted by you or a whetstone that slightly increases the damage of weapons that are crafted on that station.
Or in the case of a furnace: A chimney that increases the fuel efficiency of the furnace, a bellow that reduces the melting time of ores or a tempering oven that allows you to slowly restore the durability of tools/wearables by using fuel instead of other materials you might need to repair stuff.
Those addons could also be upgradeable to increase the bonus they give.

I think something like this could greatly encourage the trading in this game and would implement a crafting profession like touch without actual crafting professions.

5 Likes

Good post Vastar

This! I really like this idea that those who invest in crafting will be valued rather than a means to an end to get better at combat.

I like the tier system, hopefully it would include different resources not linked to the titan loot because you’ve got people so invested in crafting that they are not able to obtain titan loot. Obviously trading will help with this. The annoying part about clash of clans is that the upgrades take AGES and the same loot all the time, its just an endless grind for gold and elixir, if oort requires us to grind endlessly for loot to craft then its going to fast become boring and annoying so there are good and bad things in this type of system.

I like the idea of the crafting station being linked to the player to make sure that people can’t just sell upgraded stations to other players who have not invested the time.

Agreed.

Working on lots of crafting design and components, we’ll share more when they’re formed.

6 Likes

Really looking forward to the first teasers of the crafting system.

Given the comments on this forum, I don’t think you’ll be disappointed.

2 Likes

That’s assuring. Crafting (and professions in general) were always one of the points I wasn’t sure you’d get right and would make or break the game for me.
Looking forward to the next updates then^^

4 Likes

CRAFTING PROFESSIONS!!!

Finally, Shame is for the weak, begging is the Way to go!

1 Like

I didn’t say that :wink: but yes to rich, interesting crafting.

3 Likes

Can you answer this? Does it involve some form of crafting progression which allows you to dedicate time and become a crafter, or will it just be a sort of “everybody has to craft to survive and you cant specialize as a crafter”?