holydevil_foh
shitlord
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QFT Crafting totally sucks. it"s so poorly designed. They JUST put in color-coded WO"s...god.Kraks said:Brad, you have by far the worst crafting system since EQ1. It requires 0 skill whatsoever, just a bunch of luck whether or not you run into 5 complications in a row at the end of a crafting session.
I would challenge you and the rest of Vanguard"s development team to actually come up with something creative, instead of a reverse EQ2 crafting clone. What you have in place is horrid, no fun whatsoever, and if it didn"t benefit my guild, I never would have started in the first place.
As for harvesting, its been done almost that exact same way before. Wait, you added harvesting groups! Who cares when the amount of nodes are so paltry that it costs more to buy the components than to buy the weapon itself. Component pieces should always be cheaper and more readily available than the end product, instead you have the opposite. I"d suggest doubling the amount of nodes, get rid of the rare/luck portion all together, and make the CRAFTING part the actual time consuming and challenging aspect of the system, not the complete luck of the draw whether you find the resources you need or not. If even 2 people are harvesting in the same "chunk" as one another, they will often find it very hard to continuously reap anything at all.
I thought the basis of your not instancing things was because transportation would be a problem, but now you are looking at ways to negate even that? How will this not turn into EQ1 all over again with 1 guild dominating an entire tier until the next expansion is released? If they can easily get anywhere, they can easily dominate a server. EQ1 was huge by PoP and it was still 1 guild that typically owned all of the spawns on each server.
How is harvesting fun? You click the node and you wait. WTH HOW IS THAT FUN!?!?!??! EXPLAIN