Mordecai said: @Trasak kinda feel like that is a low blow towards my gameplay.. I’m not gonna argue but I do craft, I enjoy crafting. But some stuff has got to go. You can sit on an item your whole lifespan of a game and never get the opportunity to use it. Be it a pattern or recipe your character has not obtained, that said item holds no value to your character anymore. You can opt as a player to gift it to someone who could use it or sell it or he’ll destroy it. Like I said hoarding an insane amount of crafting supplies or anything else is a players choice.
I apologies if it came across that way, I meant it to be more tongue in cheek. I personally could have two items sitting in plain sight and some how manage to misplace one. I once searched around my workshop for 20 minutes for a chisel I was carrying IN MY HAND. *bangs his head against a wall*. As such I need all the help with organizational tools that I can get.
Good conversation going on here about what happens after we aquire raw materials or create sub-components for gear. Before I steer the conversation back to the topic, I felt compelled to post to point something out to those claiming more bagspace needed by melee than a clothy. Encumberance restrictions existed in some of the games where that was true.
Melee could carry a few hundred lbs of item weight and the clothy could carry maybe 50 lbs. First: That made it absolutely horrible for the clothy to be a crafter of anything other than dyes, gems, and scrolls - don't even think about harvesting a tree or mining a node as that equated to instant encumberance. The better solution actually is a magical crafter bag instead of forcing a clothy into a craft he abhors because of the lower encumberance. Second: This perhaps even shaped the genre into the perception that only melee need 5 suits of gear and 8 different weapons at all times and the clothy only needed robes and a staff....pffft (only because clothies could not carry even if they wanted to specialty gear). If the system was originally built differently, perhaps the caster would also be carrying around 8 different robes 4 staves and a few daggers.
Summery on that is that I will not respect a crafting system that shoehorns certain classes into limited crafts based on encumberance. Bagspace in a poorly designed crafting system is a nightmare. If you need 3 stacks of wood, 1 stack of ore, and 1 stack of cloth to maybe create enough sub-components to create 1 studded leather sleeve then by all means you do need a crafters bag that can hold large volumes. If the crafting (and salvaging) system is designed in a more frugal manor where there are not 100s of different types of materials then it is less necessary to have crafter bags.
Now for the OP: Crafting should definately not be reliant on PvE group/raid or PvP function to aquire the raw materials, recipes, or patterns to max out a tradeskill. Crafting should be on equal footing with PvE group, PvE raid, and PvP. It should not be concidered a tacked on extra to PvE- it is its own animal. Being a pure merchant can also be concidered its own gameplay element. Should there be nodes or herbs or salvaging in raids? You bet. Should that be the only place you can get a certain recipe or raw material? Hell no. This is an open world game with no instancing; if a harvesting toon follows a group or a raid to access a node deep in a raid encounter area- that is all that is needed (easier said than done perhaps). He should not be forced to be a member of the raid to get a rare drop from a rare boss mob. If VR truly wanted the crafter to be 3/5 value of a raider in this game, they would create instances and rare mats drops from bosses, forcing the crafter to be a raider first and crafter as a secondary function.
Dashed said:Encumberance restrictions existed in some of the games where that was true.
Melee could carry a few hundred lbs of item weight and the clothy could carry maybe 50 lbs.
This is only an issue for a very short period of time. And almost never ever mattered in the actual game itself unless you were collecting bricks of ore, or tradeskilling in town.
Porygon said:Dashed said:Encumberance restrictions existed in some of the games where that was true.
Melee could carry a few hundred lbs of item weight and the clothy could carry maybe 50 lbs.
This is only an issue for a very short period of time. And almost never ever mattered in the actual game itself unless you were collecting bricks of ore, or tradeskilling in town.
Sorry Porygon but I am fairly positive it was an issue for the entirety of my DAoC career on my kobald Spiritmaster and I am pretty certain it was a daily PITA and damn certain it prevented me from crafting on that toon what I wanted to craft or lugging wood to the keeps for door repairs. It also meant that strategic "salvaging" was a necessity. Some drops weighed less than the raw mats you recieved from melting them did, so do not melt them and take the bag space hit instead of the weight hit. Like I said- depends on how well crafting is designed and implemented in the first place
Dashed said:It also meant that strategic "salvaging" was a necessity. Some drops weighed less than the raw mats you recieved from melting them did, so do not melt them and take the bag space hit instead of the weight hit. Like I said- depends on how well crafting is designed and implemented in the first place
That part drove me absolutely nuts. How can I salvage something and have it increase in weight? I could see good reason to have salvage results be 1/100 or 1/1000 parts and based on your skill and the size of the item you get a different number of 100ths which do stack into the 1000s. That way you at least only need one stack of salvage per type and can save weight while in the field. That being said I would not be surprised if many salvage operations actually need a workbench and therefor the partial results will not help bag space.
Naunet said:Agreed. I appreciate MMOs that have completely separate crafting material inventories.
Yep, as a convenience feature, GW2 did this right, imho. There was a lot more I hated, despised, and loathed about GW2, but their handling of crafting inventory/space was absolutely seamless. I never felt held back from gathering by my race, class, combat role, combat gear, etc.