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I have never been big into the crafting part of the mmo portion until recently. I think it actually started with ES Skyrim when I was playing it in VR on the ps4. It actually felt like I was there doing the work and learning more about making all these cool things. Then I started working on crafting more often in ESO and Classic WoW and I'm starting to like it a lot more. What is everyone's favorite crafting system and what game, single player or mmo based?
 
For now, my favourite game for crafting is The Elder Scrolls Online.

My reasons:
- I find the system complex, in depth, yet easy to understand and easy to get into
- Crafting is meaningful and you can get into it as soon as your start the game
- Crafting is motivating, and exciting as you need to discover your motif pages to have new style
- Its great for collectors/achievers
- Crafting ties in other systems such as Housing and Character customisation
- There is quest, dailies, achievements and very special stuff only the most dedicated crafter can obtain

I don't do much crafting in other games cause it fastly bores me if the system is too complicated (unpleasant difficulties) or too messy (overcrowd your inventory etc).
 
NonRPG SecondLife wins. Something so RL skill based (programming, modeling, sound, and similar), and how malleable it was was nice.

RPG wise I normally spend hours upon hours on TES Alchemy system. The number of decisions, tradeoffs, and design is actually interesting.

MMO wise probably the MUD AlterAeon. Lots of different crafting systems, that actually interact with each other, willingness to actually make some crafting systems class features, and the fact that crafted gear is actually good (and can even scale higher than raid gear if you're willing to spend "ability points" on your gear).

Mainstream MMO maybe Runescape. Just spend a few hours of "grind goes grind".
 
Star Wars Galaxies was incredible as is Mortal Online. I would say both of those games were easily the most complex systems out there but for very different reasons. SWG had the resource gathering down to a science where you actually had to search for resources and certain areas (if you found them) yielded better quality of resource but it was not infinite, once it ran out it was gone forever and the search began again which added a huge sense of adventurism to the game . A lot of what SWG crafting was based on was quality of the resource gathered from butchering animals to harvesting minerals. Mortal Online focused more on breaking down resources and then once formed into what you needed to craft you actually had the option to use different percentages of said end products to affect the balance of the weapon or armor you were using. We spent hours testing different percentages of resources with crated items to get the best item we could and that also added another social dimension to the game.
 
My favourite crafting? It's an amalgamation of systems I've had in the past.

Ragnarok Online: Chance to fail/break stat+skillpoint allocation at the cost of combat. The last bit is very important
Most survival games have decent systems, in the sense that it takes a complicated amount of resources to make good stuff.

I suppose the main thing is needing other people, in all aspects of the game.
 
Currently Albion Online is my favorite. I’m not a fan of systems where it takes 5+ different materials to make one item. In Albion if I want to make a shield I get raw Wood/Ore of the tier I wanna make and then refine them and craft a shield. If I want it to be “enchanted” I’d need to find an enchanted node of Wood/Ore and do that process. I can focus on just gathering the material I want to make the gear I want. I’m not having to rely on other people to make simple items.

WoW had a decent system too, but due to LFR and such no player needs crafted gear anymore. I mostly enjoy the gathering system as it felt well blended into adventuring. Seeing Mining nodes in dungeon, some mobs can be picked for herbs etc.
 
For now, my favourite game for crafting is The Elder Scrolls Online.

My reasons:
- I find the system complex, in depth, yet easy to understand and easy to get into
- Crafting is meaningful and you can get into it as soon as your start the game
- Crafting is motivating, and exciting as you need to discover your motif pages to have new style
- Its great for collectors/achievers
- Crafting ties in other systems such as Housing and Character customisation
- There is quest, dailies, achievements and very special stuff only the most dedicated crafter can obtain

I don't do much crafting in other games cause it fastly bores me if the system is too complicated (unpleasant difficulties) or too messy (overcrowd your inventory etc).
I appreciate your comments. Insight is very evident. Dailies become a grind or job over time, methinks. I have yet to discover the game properties or allocations to 'trade-able' and 'un-trade-able' gear. Crafting is an economic dynamic of enormous opportunity with the advent of NFT (non-fungible tokens). Sadly, the most rewarding quests were the most epic and rare drop combines. I recall quests for keys, that required crafting for both bane weapons and quest progression.
 
Mortal Online for the massive expansive amount of detail in the classes and the different items needed. SWG was similar just less expansive. EQ2 for the making of several items to be able to make that item you are trying to craft. The more my brain works the more i like it.
 
I only really get into crafting in games like Empyrion or Space Engineers where I can build entire vehicles from scratch. I enjoy the crafting in games like Terraria where it's about resource exploration above all else. The biggest reason many games lose me with their crafting is because I hate crafting heaps of useless things just so I can learn to craft things anyone actually wants. Crafting just isn't motivating if the entire progression is really just a massive up front cost you have to pay off before you're allowed to generate any value. There has to be a worthwhile journey there.
 
My all-time favourite was in an old game you have probably never heard of - an old text-based MUD. Basically you had to discover recipes, and then gather the ingredients from all over the world, or buy from those foraging for them. Then, each recipe had up to 3 optional "hard to get" ingredients, which would affect the final stats or abilities of the item in question. Recipes were hard to get, and maybe just one or two people had some of the rarest ones.
 
I would have to say a blend between ESO and new world. I like in new world you can have different stats on weapons and can choose what stats they are if you have the mods and can increase the chances of various options being added the higher quality ingredients you use. Also that there was small chances of creating a higher tier item or named item. ESO I liked the simplicity of it and being able to find various places you could craft set items and also treasure maps to large resource piles. I personally like having to grind a bit for resources or shell out in game money for resources, so it’s nice when the in game economy is actually balanced for crafting. I don’t like that most games with crafting you aren’t able to craft stuff that’s better than what you can find. Would also like to see a crafting system where if you spend more time on crafting the item versus just hitting an automake button that it increases the chance for better stats or added abilities or higher tier.
 
For me it as to the swg crafting. Love it when u need seek out one person you know makes good armor. Also hate when u can't craft the best wpn armor in a mmo. I heard mortal online 2 as very good crafting system. Just not my type off game. Eso as pretty good to
 
I never played Vanguard myself, but I think it's one of the main inspiration for our crafting system.
That's a good inspiration. Just hope we can craft the best items yourself. Even if takes longer time. Swg hade amazing craftig
 
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