POLL: What crafting skill will you focus on?

Post » Fri May 17, 2013 10:27 pm

What crafting skill will you focus on, and what appeals to you the most about it?

Why did you pick that one?

To clarify, on question 2, there are various things to spend points on within each profession. I am proposing one option here would be to force players to CHOOSE one of 2 or more top tier unlockables within each profession. You would only be able to have 1, meaning that if there were 2 choices, 1 in 10 players on average may have the ability you are looking for. The reason for this would purely to be make players feel a little more "unique" in their crafting offerings at the top end.

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Jerry Jr. Ortiz
 
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Post » Sat May 18, 2013 4:49 am

As long its no "good" Crafting system (Good for my personal Opinion) i just use Crafting to support my level up and those of my Friends. As a Armorcrafter i can cover lots of different Charakter Slots.

As a Weaponsmith i would make one Weapon every 5 or 10 level and thats it.

If its an Real Crafting (Again personal Opinion) like in Vanguard i would do something different i think.

By Real Crafting im talking about actually Craft something ingame not just gather A and B and click on Combine to have a result. (like in Wow)

This "Just combine" Crafting minigame is just way to boring to spend much time on it.

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Chelsea Head
 
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Post » Sat May 18, 2013 3:31 am

I'm undecided so far. I usually try to get a feel for what's least popular and go with that. Same as play styles to some extent ;)

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Jeremy Kenney
 
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Post » Sat May 18, 2013 1:51 am

Undecided.. I guess it depends how big of a role crafting will be in this game. In most games I tend to lean Weaponsmith though.

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Natalie Harvey
 
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Post » Sat May 18, 2013 6:08 am

Hmm think I may go for Alchemist - from other postings and results it seems to be unpopular, and with good reason:

Armorer, Weaponsmith and Enchanter are all equipment related and bolster your adventuring gear. Instant player benefit.

Provisioner - Best source of supplies / health food, mana recovery food. Tends to be more cost efficient and more widely available.

Alchemist - More specialised. Less cost effective than provisioner for health food etc. Less likely to be used commonly in an MMO... After a mere handful of alchemists join, the shops tend to be flooded with health potions going as almost loss-making prices.

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Irmacuba
 
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Post » Sat May 18, 2013 11:32 am


Most of the times Weapon and armor is very common.

Peoples dont seem to like Cooking and Alchemy very much.

Is there any Woodworking Skill planed for TESO?

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Amanda savory
 
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Post » Sat May 18, 2013 3:36 am

I'm torn through weapon an enchanting. Enchanting is always fun, but being able to craft weapons is functional.
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Kate Murrell
 
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Post » Sat May 18, 2013 8:28 am

No - the original draft list is as above.

Crafting what from wood? If you're referring to professions that craft furniture, stone and metal crafts, paintings and tapestries etc, these would not be in current scope - Though they have not ruled out player housing, it is not in scope for the initial release.

I imagine, with player housing being a very popular addition, once the numbers fill out and they have regular subscribers, they will look at adding it, possibly as expansion content like Hearthfire as it's a separate piece of functionality. Will have to wait and see.

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FirDaus LOVe farhana
 
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Post » Sat May 18, 2013 8:27 am

I can't choose until I see more about them, so far we only know 1 thing, the names, we don't know what they do, how effective they are, if their required for anything...

I guess I'm waiting for the first database site to open so I can see more about them, probably elderhead lol

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Andrea P
 
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Post » Fri May 17, 2013 10:20 pm


Depends. I think Wood would be not very attractive in TESO. But if a game supports it: Ships, Furniture, Bows, Arrows, Catapults. And it would be a cool feature if you could make a Chariot for your Mount. :)

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Alberto Aguilera
 
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Post » Sat May 18, 2013 5:34 am

On the one hand a chariot seems cool. On the other, with collision detection, it could be a royal pain in the ass, constantly clipping terrain objects as a wide load. You'd have to limit yourself to clear lands and roads, rending your mount less practical than other people's.

I imagine, if ships and the like are added it would probably be when player housing was added. Of course, then you'd have to try positioning 2 ships in the same area before adding friends and seeing what megaserver does... can see crash material there. There are options, but I suspect a remote "off-main server" approach would be the simplest, in terms of unlimited space for separate instances of guild villages, less conflict with the megaserver, and being able to operate a "guild based" approach rather than a "megaserver" approach within that area specifically.

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Philip Lyon
 
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Post » Fri May 17, 2013 9:42 pm


Building and sailing ships was kinda cool in Vanguard:

http://www.youtube.com/watch?v=AhtCgYwG7K0

But since you can teleport everywhere it was kinda useless to have a ship at the end.

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flora
 
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Post » Sat May 18, 2013 10:44 am

I will focus on smithing. If it's divided to weaponsmithing and armorsmithing as you suggest I'm not sure whether I want to make weapons which can slit Giants head or armor which can hold against Daedroths claws.

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Jamie Lee
 
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Post » Fri May 17, 2013 9:20 pm

lol Vanguard had it's plus points. The novelty of a ship was cool for a little while, though the clipping and steering wasn't exactly epic, but yeah. Kinda became quickly pointless.

I'm inclined to NOT go for alchemy now, if the poll above is anything to go by. I'm sure there will be a wide spread - most guilds will wind up with people that do each profession I imagine. Perhaps play it by ear eh.

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Kahli St Dennis
 
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Post » Sat May 18, 2013 6:49 am

Crafting has never been my thing in most games, I usually try and start one but get bored with them pretty quickly.

If I try one then it will be Smithing since I will be a melee based character.

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JeSsy ArEllano
 
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Post » Fri May 17, 2013 8:18 pm

Adding wood crafting maybe could have something to do with repair walls and doors when defending a keep? :)

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Charles Mckinna
 
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Post » Sat May 18, 2013 1:19 am

well if this turns out to be the mmo i think it will be then my answer is all of the above. games i invest a lot of time in i tend to do all professions. cant say for sure what will come first though

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mike
 
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Post » Fri May 17, 2013 10:34 pm

Bearing in mind it's an MMO and most crafting services are trade-able (so we are told), I would LIKE to see a CHOICE of at least 2 top-tier unlockables in each crafting tree, of which you can ONLY pick 1.

5 professions is OK, but a move like that would make players a little more unique and spread those top tier things you're after to 1 in 10, making each player offer that little bit more that's unique to them.

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liz barnes
 
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Post » Sat May 18, 2013 6:46 am

Please delete your votes to cast votes on the 2 new questions

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Annika Marziniak
 
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Post » Sat May 18, 2013 3:42 am

In virtually every game I do smithing. When having to specialize, I usually go more armor than weapon. I like the idea of only being able to master 1 or 2...being able to master all crafts just seems....unrealistic.

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Mrs shelly Sugarplum
 
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Post » Sat May 18, 2013 12:19 am

It was said that you can only master ONE profession and can go halfway up another. Now, they might have changed their mind on this and said somewhere you can now max two, but I don't remember that. I remember watching a video with either Matt Firor or Paul Sage and they gave the example that they give us 1000 points to spend on the profession. The point cap to max a profession was 700 and you will have 300 points left to go at least halfway up another. So you couldn't master 2, but you could at least be proficient in another one though.

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Stephani Silva
 
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Post » Sat May 18, 2013 1:22 am

I'm interested in how these will work in an mmo. And good poll.
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Jessica Phoenix
 
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Post » Fri May 17, 2013 8:14 pm

I've seen several conflicting views on this - some suggest you can master 2. Some say only 1.

Personally I like the idea of mastering 1 and having enough to go half way up another tree. I'd like to see a top tier CHOICE at the end though to separate people a little more ;)

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Nina Mccormick
 
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Post » Fri May 17, 2013 8:18 pm


Yeah I'd like top true choices as well for example:

Weapon smith could have: better bows, better one handed, better two handed

Armor smith could have the same but for each armor

Alchemy could have more potent poisons or better potions

Etc etc
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Josh Lozier
 
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Post » Sat May 18, 2013 1:25 am

Bane to me and those who do WoW comparison, but at least in Vanilla WoW they did this, kinda sorta, in a way: blacksmiths could either go Weapon or Armor....Weaponsmiths could specialize in swords, axes, or maces. In LK, they allowed Alchemists to specialize: elixir, transmute or....potions(?).

It's a good idea, and I think it helps create more community and RP within the game.

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Jennifer Munroe
 
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