zinc_turtle
Trakanon Raider
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Easy money on that bet. Their current crafting "dev" is just a community member who happened to run their own pantheon theorycrafting forums.I bet crafting gets dramatically altered, overhauled, or redesigned entirely.
Not a developer. Not someone who worked on another MMO before joining the Pantheon team. Not an MMO developer veteran.
And..
Someone who absolutely holds up Silius' work in Vanguard as the epitome of awesome/punitive design and implementation.
- Grinding for hours, with guaranteed failure built into the system, to gain a single skill point?
- Grinding for hours to maybe get crafting-specific gear that helps reach the halfway point of success/failure, on even-level crafting combines?
- Consuming the most rare & valuable resource(s) of every combine, regardless of success or failure?
- Making useful resources/recipes/blueprints/whatever so rare the no-life sweatlords are the only ones that will ever have them?
- Designing in rare & ultra-rare resources and output products such that common is useless?
- Make the entire crafting system so punitively onerous, tedious and batshit insanely boring that you can level up TWO max-level adventure loop chars in the time it takes for one crafter?
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies.
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