Crafting and Gathering in KCBT4 Thanks to the Renegade Angels Clan!
#21
Posted 05 December 2010 - 01:17 AM
"Words are cheap; blood is costly."
Castanics, best phrases ever.
#22
Posted 05 December 2010 - 03:38 AM
J0K3R 3D, on 04 December 2010 - 09:48 PM, said:
rocdog, on 04 December 2010 - 05:10 PM, said:
Amira, on 04 December 2010 - 02:41 PM, said:
This doesn't make sense to me. Won't this encourage higher level players to stripmine lowbie zones where they won't be challenged by higher level mobs?
I was just thinking this myself when I read this. Sounds like a headache to new players after a while.
So what ... all nodes are the same? They just say "Mining Node" instead of Copper, Silver, Iron, etc?
Except at level 20+, you probably won't need any of the same gatherable materials needed on the Isle of Dawn. At level 50, you can bet they won't still need level 5 materials. However, just like in any other game, it wouldn't prevent you from going back to low levels and gathering to sell mats on the AH.
Nodes have different names.
Rlhegira, on 04 December 2010 - 09:56 PM, said:
Remember: groups CAN gather from the same node to obtain mats far faster. So, it won't be nearly as difficult (especially if your guild does "Gathering Nights" or the like) to obtain mats. Besides, you can't even learn a profession until you've left the Isle of Dawn anyway so it shouldn't be that big of a deal.
Also, as Amira mentioned earlier in this thread, crafting is supposed to be a one-step process. My best guess is that means if you have all the mats, you just press "craft" and you won't have to constantly craft smaller items. That's my HOPE. :)
The crafting in the recent Korean version looks IDENTICAL to crafting in FGT2/CBT3. As a result, it should be assumed they still haven't implemented the final crafting process. Plus, it appeared as if there were only five professions in the recent Korean version. There were more professions previously and, of course, what about Alchemy and Cooking?
Although I'm thoroughly excited to get to update my Crafting thread, we still have so many unanswered questions. :)
#23
Posted 05 December 2010 - 04:22 AM
XeroForever, on 05 December 2010 - 12:47 AM, said:
fadern111, on 04 December 2010 - 09:11 PM, said:
Dont get me wrong I would still play this game even if they would remove crafting...
But there are so many people I've talked with that doesn't like the crafting style where an item can fail. It is so boring.
I have full Miragent in Aion so I know exectly how " a chance to procc kind of crafting systems works" and it is a pain in the ***, especially when it is the way to get the best items in game.
If EnMasse and Bluehole wants to take the westernisation seriously this is after the grind/leveling the most important thing they need to change.
Example:
Instead of having an item that needs 10 wood to craft with 33% chance to procc or be crafted at all they should change it to 30 wood with 100% to procc for the western realese.
It is in my eyes a really easy fix that would make so many people happy.
Last but not least I also know this is not 100% like Aion crafting or and it could be alot different since there are no real information about it, maybe this already is one of the things that will change...
But if this crafting system is like Aions I know it will not go home in the west and I really hope they will change it.
How to start... I like the whole, you have a chance to fail sort of thing, it just means that getting to the point where you can craft higher level gear is easier. In WoW it was like you were trying to level to 80 again, if you hadn't kept up with your professions, and you had to keep going back to those low level areas trying to get not one but two professions to 450, I really hated that, but in Aion it seemed pretty easy, yes you had a chance to fail at crafting but its not like it would take a lot to get those items anyway.
Though Im sure BHS and EME will westernize the crafting more for us, I just hope they don't westernize it to much :D
He he, where and when was it easy to craft a weapon in Aion ? ;p
Did you do the expert quest 399 --> 400 ?
For those who hasn't I can explain:
You needed to procc a bow, and in my calculations I needed to make 10 white Egrasi bows with a 30% chance to hoppefully craft/procc 3 green Egrasi bows which had 30% chance to craft/procc to the blue Egrasi bow that was needed for the quest.
To do so you needed 2500 ! Egrasi wood that took a really really long time to gather, then you could either grind for the rest of the materials or buy them for 7-8 mil Kinah.
Basicly it took atleast a week of constant grind for me to get everything and then about 6-8 hours of crafting... and on the last green bow it procced to a blue bow.
It was really really fun when you saw the green bow turning in to a blue one but if it would have failed a whole week of constant gathering would have been wasted and I might not have had the energy to try again.
Same was for the Miragent pants quest(the best gear in game):
But this time it took atleast 3, maybe 4 weeks of grinding and checking auction house to get all the ingredience.
The first time I failed and luckily I succeded the second try but if I would have failed the second try I would definitly have quited Aion.
A guy I knew told me that his guild leader had failed Miragent 12 times !!
Some people succeded the first try.
Basicly a system that is insanly fun to succeed but insanly boring to fail and it is for many gamebreaking if a month worth of play failes in the mather of seconds. It's not fun, it's not a challenge and it has to be a better way to make a good crafting.
If something that requires 10 min worth of gathering, or maybe one hour, then ok I can live with it has a chance to fail, but when it comes up to a week or even a month worth of grinding and gathering it is not fun when it fails.
#24
Posted 05 December 2010 - 05:13 AM
#25
Posted 05 December 2010 - 06:05 AM
and with your profession lvl you raise that rating :v
low level item = 70% basic success rating
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high level item = 30% basic success rating
of course every lvl tick of your profession adds a +tot% (assume +0.25%) on your success
#26
Posted 05 December 2010 - 06:19 AM
fadern111, on 04 December 2010 - 09:11 PM, said:
Dont get me wrong I would still play this game even if they would remove crafting...
But there are so many people I've talked with that doesn't like the crafting style where an item can fail. It is so boring.
I have full Miragent in Aion so I know exectly how " a chance to procc kind of crafting systems works" and it is a pain in the ***, especially when it is the way to get the best items in game.
If EnMasse and Bluehole wants to take the westernisation seriously this is after the grind/leveling the most important thing they need to change.
Example:
Instead of having an item that needs 10 wood to craft with 33% chance to procc or be crafted at all they should change it to 30 wood with 100% to procc for the western realese.
It is in my eyes a really easy fix that would make so many people happy.
Last but not least I also know this is not 100% like Aion crafting or and it could be alot different since there are no real information about it, maybe this already is one of the things that will change...
But if this crafting system is like Aions I know it will not go home in the west and I really hope they will change it.
My thoughts exactly...I'd much rather have people rewarded based on the effort they put in. When it comes to improving your gear, or even making money, I don't see how a random element is of any benefit - if someone spends a week grinding materials to craft there shouldn't be a chance of them failing all of them...someone could go out and grind for a day, get lucky and profit more than the person grinding for a week.
I understand why games like to introduce gambling elements (gambling can be fun!), but I don't like it being forced on key aspects of the game - i.e. having a serious impact on your gear/money. If you were gambling for something like a vanity aspect such as titles, pretty mounts, dyes for clothes, stuff like raccoon ears (L2) then I'm all for gambling - the random element has no impact on actually gameplay.
#27
Posted 05 December 2010 - 08:12 AM
#28
Posted 05 December 2010 - 09:15 AM
Crafting + RNG is always a bit annoying, but I guess it makes the game harder which is good. As long as its not like Aion where you spend millions on 4/5 crafts and none of them proc :-/ (Not to mention Hot Heart of Magic ...)

"The truth is, everyone is going to hurt you. You just got to find the ones worth suffering for." Bob Marley
#29
Posted 05 December 2010 - 09:30 AM
Game wishlist:
1 Tera online
2 Alice: The madness returns
#31
Posted 05 December 2010 - 01:06 PM
Failure in crafting and gathering drives me crazy, i hate it! Especially in Aion, where you can spend a lot of time and money getting the materials only to lose them all because you rng'failed. There is no challenge or fun in that, as there is nothing you can do to avoid it.
Please spread the word to remove the random chance to fail at crafting and gathering, and maybe speed up the process of gathering too. I realize creating a good and interactive crafting system is difficult, but going the Aion route is disastrous imo. I'd rather have a wow crafting system than an Aion one.. given the choice.
#33
Posted 05 December 2010 - 04:19 PM
#34
Posted 05 December 2010 - 05:47 PM
Now what is not normal is to fail something you needed to farm for x weeks/mouths !
If you fail something you needed just 1h to gather all the stuff fr then it's not abused or either boring.
Don't cry over a system that we don't even know anything about yet.
In FFXIV the crafting is just like a minigame, I liked it alot !
Getting the mats is easy and crafting is cool too !
Now for Tera, we'll have to wait and see, thats all.
Be patient my friends :D

Bring me some Priests ❤⌒ヽ(*'、^*) *chu
#35
Posted 05 December 2010 - 06:02 PM
fail craft will fuel economy because there will be need for more mats and more ways to make money.
people will craft to sell for profit and mats will be always needed wich keep economy rolling.
any1 that played aion know that didnt have any market aspect since only pots/medals ever needed.
also for the people that dont like possibility of fail,well is pretty easy solution.
sell everything and buy crafted item.
i think people got traumatize about aion because craft system was retard.any other game never had triple proc to advance on a quest.
i played aion and only craft i ever made was for fenri(got at 3rd try).i never crafted anything else because top pvp gear was from fortress and not craft.
all craft aspect of aion was reduce to alchemy for pots only.so all side of game/economy was lost because of that.
of course i dont wish tera will be so harsh on craft but maybe 2/3 of sucess craft is accepted like it was on L2.
Also increasing alot resources needed for craft might be a solution but again eventually economy side of game will be crushed because there is no fail so no need to farm that.i enjoy doing market and make money from buying/selling.
#36
Posted 05 December 2010 - 06:06 PM
Jake, on 05 December 2010 - 05:45 PM, said:
It is NOT possible to fail gathering from a node.
Regards,
Jake
This is incorrect. Watch the video I included.
At 0:16 in the video, the character fails at gathering, and again at 0:26. I also experienced it myself in the test.

Guild Master • Vae Victis • Arachnaea (NA-PvE)
#37
Posted 05 December 2010 - 06:08 PM
#38
Posted 05 December 2010 - 06:11 PM
As for the gathering, yes you can fail, but the item won't go away so you just have to try again until you succeed.
#39
Posted 05 December 2010 - 07:21 PM
Platin0, on 05 December 2010 - 06:02 PM, said:
fail craft will fuel economy because there will be need for more mats and more ways to make money.
people will craft to sell for profit and mats will be always needed wich keep economy rolling.
any1 that played aion know that didnt have any market aspect since only pots/medals ever needed.
also for the people that dont like possibility of fail,well is pretty easy solution.
sell everything and buy crafted item.
i think people got traumatize about aion because craft system was retard.any other game never had triple proc to advance on a quest.
i played aion and only craft i ever made was for fenri(got at 3rd try).i never crafted anything else because top pvp gear was from fortress and not craft.
all craft aspect of aion was reduce to alchemy for pots only.so all side of game/economy was lost because of that.
of course i dont wish tera will be so harsh on craft but maybe 2/3 of sucess craft is accepted like it was on L2.
Also increasing alot resources needed for craft might be a solution but again eventually economy side of game will be crushed because there is no fail so no need to farm that.i enjoy doing market and make money from buying/selling.
I fail to see how a 'material based' economy would suffer in comparison to a 'final craft' economy. Theoretically if you increased the number of materials required (in relation to the chance to fail) and made each craft guaranteed then overall the same number of materials will be demanded. Fail-craft systems just reward the lucky and punish the unlucky.
The way I look at it is: Those who are smarter (i.e. best grinding spots) or those who put in the most time should get the most money/materials - in the same way as the more skilled should be able to clear more PVE content and get better loot. If you and me did the same job for 5 days, but you only got paid for 3, I think you'd be ********** - and if you weren't, you probably would be when I started dancing around you singing 'I have more money than you!'.
I am assuming here that crafted items are good end game - not just easy to farm, pre-end game content stuff.
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