Premise
- The current state of crafting is unintuitive, frustrating, convoluted
Since returning to the game. I have spent most of my time catching up on what has changed to get a feel of what the game is at this point.
-Skills
The first sign of trouble was spending 15 minutes cussing trying to figure out why I couldn’t craft a stone tool. I get that you put skills in for the MMO aspect of the game, but not a big fan of it. It has not made playing the game more enjoyable to play than it was a year ago. It has actually made playing a lot less enjoyable. But if you are going to do this it needs to be explained to the player, either in tutorial or made obvious in the UI. Tucking it away in a sub menu of Character and hoping they find it is not the best.
My though was I know the recipes. What is a new player going to do? Join the game gather items and wonder why they can’t make anything.
-Hierarchy and dependency structure
The next issue that I encountered once I started to understand the skill system, was that I would sink some points into unlocking something to craft only to find that it had a dependency at the same level that was required to make what I just paid to unlock? Not only is this upsetting it is terrible design. If you’re going to have dependency they should be at a tier below the one you unlocking to craft. T2 tool requires T1 ingredients that in turn require T1 skills. Thus I flesh out the T1 skills then when I unlock something T2 it can be made, not find out I just got screwed out of skill point that I can’t use to make something with, without sinking even more points into other T2 skills. Then the tier 2 skills are required to craft the tier 3 items.
-Convolution
At this point I have crafted a significant chunk of the recipes. Here is what I see. Your crafting system was originally designed, then added onto then added onto multiple times, then in attempts to consume useless items from the game you further modified it.
You have the table -> workshop -> extractor, compactor, refinery, mixer, then spark, now power coils.
Simply put it is a mess that does not really follow any kind of structured logic. Here I am crafting a sign at a refinery, lolwut.
And I’m reading your about to addon even further to this with equipment mods in the forge update.
-Solution
It is time to re-organize and streamline this mess into something a player can easily understand without consulting a reference manual. If you need to be an expert to use it, the design is too convoluted.
Tier 1 wood – gathered by hand, craft by hand
Tier 2 stone, low grade metal (collapse copper and iron into 1) - gathered by each tool in the chain, crafted from table
Tier 3 high grade metal (collapse silver and gold into 1) – crafted at workshop
Tier 4 Gem crafter crafted at (better version of workshops)
Which brings us to the machines
Extractor – Drop it – shares overlap with refinery collapsed into one
Compactor – A time sink that is unrewarding and pointless, just rebalance coal instead, elimate compressed items
Mixer – This does not serve a meaningful roll, drop it
Refinery – Stays and absorbs the extractor – You can refine your fossils here
Power coils, and spark
Are pointless adds drop them all together to make crafting more fun. I want to work gather the necessary materials to make the goal item, or craft prereq items. Power, and spark are such unsatisfying add-ons that just feel forced rather than relevant components to the product. I would rather add more requirement items to the recipe than these, at least gathering those would feel more satisfying.