Friday, February 17, 2006
Tradeskill challenge
In the long run I'm a bit disappointed by the tradeskill system in World of Warcraft, it has the wrong kind of challenge. High-level crafting involves either lots of grinding, or it involves going to dungeons in a group / raid. Unfortunately that is exactly the same sort of challenge that the rest of the high-level game offers. There isn't any difference between grinding mobs for faction to buy a tradeskill recipe, or grinding mobs to farm gold. And whether you join a group / raid to find a piece of equipment, or to find a rare recipe, is also the same. That pretty much eliminates crafting as viable alternative playstyle. It just runs in parallel to what you are doing anyway.
That is insofar sad as this is not the case in the low- and mid-level part of the game. If you chose tradeskills like herbalism / alchemy, or mining plus smithing or engineering, gathering resources is a game in itself. You might occasionally get into a fight, and you better have a higher level than the monsters around you, but otherwise picking flowers or mining ore is significantly different from grinding mobs.
Unfortunately there isn't much demand for mid-level crafted items. With half of the population being level 60, only the highest level crafting products have a market. Which means resources that drop only in dungeons, and recipes that either require lots of faction grinding, or rare recipe drops from dungeons. Raslebol got his Greater Fire Protection potion recipe after numerous expeditions to LBRS, and now he would need to farm fire elementals for the main ingredient, which only drops on about every 10th kill. He has recipes for high level flask type super-potions, but to make them he needs to go to the alchemy lab deep down in Scholomance. "Hey guys, hold the raid for a minute, I need to brew a potion!"
Now I certainly don't want to go back to games where the challenge of crafting was that you needed to perform the same series of clicks many thousand times. For a much better way of doing crafting, you only need to have a look at Puzzle Pirates: Crafting is a puzzle, and the better items you want to craft, the more perfect you have to solve the puzzle. But while WoW does everything by killing monsters, Puzzle Pirates does everything with puzzles, and both gets boring after lots of repetition. A better game would have different challenges for the different sub-games. You can simply keep players in your virtual world longer if you offer them different types of activities, and don't reduce everything to the same combat mechanism.
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Any form of grinding just isn't fun. Lets face it, grinding is the biggest cop out in game design yet. It increases the amount of time you need to play without requiring new content. It rewards those patient soles with lots of time on their hands and slaps anyone else in the face with the fish of boredom.
Your illustration about Puzzle Pirates crafting system is interesting though. Why do games having to follow a set theme? I mean theres plenty of Japanese single player RPGs out there that have a wealth of different mini games buried with in them. Why couldn't western MMOGs do something similar? Or do they simply want us all to be addicted to grinding? I fear it is so :(
Your illustration about Puzzle Pirates crafting system is interesting though. Why do games having to follow a set theme? I mean theres plenty of Japanese single player RPGs out there that have a wealth of different mini games buried with in them. Why couldn't western MMOGs do something similar? Or do they simply want us all to be addicted to grinding? I fear it is so :(
My first WoW main, 60 Paladin, is a Swordsmith/Miner. I chose it because I liked the idea of a Weaponsmith and I liked swords. I only ever crafted two level 51 1-h swords, one for myself and one for a guildmate, and one level 56-ish 2-h sword. The materials are crazy and just not worth it. I feel like I was gipped, Swordsmithing is completely useless. I spent hours upon hours getting to the end, becoming a 300 Swordsmith, only to learn it was almost a complete waste of my time. And now that some dropped boe blue weapons are dirt cheap, Weaponsmithing itself has lost meaning. For me it's not so much the grinding and high-level items, of which there are scant few in Swordsmithing, it's the lack of utility behind the entire tree.
Sorry, I'm a little raw about it.
Sorry, I'm a little raw about it.
Mind you I am somewhat glad I took my 1st alt, now a 60 Warlock, as a Tailor/Enchantress. The Tailoring came in handy as she leveled and making Mooncloth to sell isn't a bad thing. Plus she now has a Robe of the Void. The Enchanting was nice in that I can enchant my own items and have a big supply of Enchanting components (so I rarely pay the economy-price for enchants, at all). Even so, neither was crucial and neither is actually all that helpful at 60 (excepting the Robe of the Void). Though I haven't really played with the new Enchanting potion thingies yet. I should make some of those oils and give 'em a shot.
Alchemy at least lets you produce very useful and sometimes vital pots.
Smithing is worthless. Almost completely. Armorsmithing might be useful at times and, if you can gather the mats and reputation, making some of the fire resist Thorium Brotherhood plate items can be a good thing if you're a Main Tank or Off Tank in MC or Onyxia.
And Engineering does get you some fun things, like the transporters. It would be really awesome if my Warlock could just teleport to Everlook for that quest she needs up there, or to Gadgetzan when she joins a Dire Maul group. I'd say Engineering can be personally useful. It's even group-useful in Dire Maul North where a Powerful Seaforium Charge means you don't need a Rogue to lockpick the Inner Door.
Just my extended thoughts.
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Alchemy at least lets you produce very useful and sometimes vital pots.
Smithing is worthless. Almost completely. Armorsmithing might be useful at times and, if you can gather the mats and reputation, making some of the fire resist Thorium Brotherhood plate items can be a good thing if you're a Main Tank or Off Tank in MC or Onyxia.
And Engineering does get you some fun things, like the transporters. It would be really awesome if my Warlock could just teleport to Everlook for that quest she needs up there, or to Gadgetzan when she joins a Dire Maul group. I'd say Engineering can be personally useful. It's even group-useful in Dire Maul North where a Powerful Seaforium Charge means you don't need a Rogue to lockpick the Inner Door.
Just my extended thoughts.
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