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WIP: Craft Revamp

By [Sabi] - ADMINISTRATOR - 2014-01-21 14:00

It’s been a long time coming for the craft system to have a "small" dusting done so that it becomes a really interesting piece of WAKFU. It has now been quite a while that the GD team planned to tackle it and the task is not easy, as there is much to do, since the current craft system is a pile of  gameplay layers, one on top of another. That is why, instead of trying to rebalance the current craft system and attempt to just fill the cracks, we preferred to break down the walls and rebuild based on new healthy strong foundations (hopefully you are understanding this metaphor). Forget the craft system as it is now: Our revamp will not only make a few changes, but will offer you a totally different concept!Please first note that all the information that is mentioned in this devblog is only in the state of concept and will not be implemented in the February game update, we are sharing with you our intentions and wishes. Even if the basics of the revamp announced here will remain (at least the basic principles of the system), many things may change in the future or may change during functionality development. As of today, we do not have a date to announce as far as when this feature will be implemented.

With this revamp, we want to bring you a really interesting game mechanic. In short, we wanted to ask you something different than collect thousands of resources and launch a series of 500 same recipe, then "AFK" during the 2 hours and a half that it would take for you to complete them. We want to provide an opportunity for you to: Manage and make choices (therefore possible optimization options) to make the craft system a "game within the game" and, in fact, reward those who invest into the "PvE" aspect of WAKFU.

This is all well and good, you might say, but the real question you're dying to know the answer is: "How do you achieve your goals and still fulfill our expectations?”

Like what has been done with the Guilds and Haven Worlds, we want to focus our design towards a management system based on what we will be calling the "tasks" which obviously include recipes for you to create items but not just that!

Without any further ado, here's a quick overview of the different concepts currently being considered for this feature.

Initial concept

The greatest novelty of this system, which may destabilize you the most is that you will not be a simple craftsman who only makes his own items anymore. You will become an entrepreneur who manages a Handyman’s Workshop, including stock, Kamas, workers, tools, contracts and so on! The principle is simple: Your character will be the prime contractor and the "manager" who will assign tasks and achievements to the workers you will have committed.

Here is an overview of all the concepts that will supplement this system. Again, we remind you that these are changes that we wish to see happening, “our intentions”, but a lot of things can still change.

Craft Tasks

We will discuss first the craft tasks which will be at the heart of the system.

A "task" is an action that you will simply run as the prime contractor.

There are many possible tasks: The conventional craft of an item by the craftsmen, but also the action of recruiting a new worker. To manage your tasks, you will have access to a maximum of 9 tasks slots (common to all professions at the same time). Therefore each task will occupy a slot for the entire duration of realization. This period may last from a few seconds to several days! Yes, some tasks, including making legendary items, may take several days to be completed.

So the whole system will be based on the principle of tasks that will have a well-defined duration according to what they will allow you to make. With 9 slots, you will be able to run 9 tasks at the same time. As soon as one of them is finished, you can retrieve the result, thereby freeing a slot and you will be able to start a new task.

You will start with only 1 task slot, and you will be able to unlock extra slots as you progress in your professions by completing goals in the form of achievements.

The big change for you, is that you can continue to play quite normally while your tasks will complete themselves, just like your Rotceres building your Haven World buildings. Your role will be to manage this small workshop, as well as making sure that you have enough resources and ingredients to start a task as soon as the previous one is finished for a maximum use of your time and overall maximizing your progress.

The Workers

To perform your tasks, you will need manpower!

Since it is not your character who will take on the workload, it is necessary that someone does it for you. The manpower represent skilled workers that you will use to accomplish your tasks. And it is you who will have to recruit them via specific tasks (Example: Start task "Recruiting an Apprentice Jeweler"). These recruits are "materials" required to start tasks but who are not "consumed" at the end of a task contrary to the craft ingredients.

Once the task is completed, you will again, have the manpower that you used for the previous task. The "basic" manpower will not provide any bonuses and will just run your tasks. However, more experienced workers (Example: Master Jeweler) may provide bonuses such as, for example, a time decrease of the task.

Some tasks may require more than one worker at a time and/or optional workers may be added to reduce the time of the task.

The Tools

Tools (example: Armorer’s Hammer, Blacksmith’s Anvil, etc...) are the materials that may be required (mandatory) or optional when performing tasks leading to the creation of an item.

Unlike workers, a tool may be consumed under certain conditions when performing a task. Besides the fact that a tool will be needed to start a task, they will also improve the success rate of a recipe.

The contracts

The revamp will provide a system of contracts (similar to the secured craft) allowing you to place an order with a craftsman of your choice.

In fact, you will even be able to make a request to a craftsman with a price quote: It will then be up to him to accept the contract as is, or make a counter offer, and so on. These contracts will be negotiated like a "Ping-Pong" game.

In the contract interface, the ordering player will deposit part or all of the resources needed to manufacture the item he desires, and an amount of Kamas (or not).

It will then be the turn of the craftsman to add (if necessary) what is missing for the recipe to be completed.

Once all the ingredients are together, the craftsman will start the contract, which will occupy a task slot.

The item created will then arrive directly in the inventory of the ordering player, completing and ending the contract.

Crafstman Rating System

We will integrate to these contracts, a rating system that will allow you to provide an assessment of the craftsman.

This assessment will be unique from one player to another. It will appear as a rating ranging from 0 to 5 and based on 3 or 4 criteria. For example: Interaction, Speed, Price and possibly Efficiency.

A ranked craftsmen board will be displayed with the average ratings to help customers have a number to base themselves on.

We will pass on the details, but we are considering several systems to obviously prevent the "muling" the ratings. These will be purely indicative and will not bring any concrete information: In short, they will function just like the ratings of commercial sites on the internet.

Craftsman Search

So that you can find a craftsman to offer a contract to, a system of "available craftsman" will be set up so that the craftsman can register and will only appear when they are connected to the game, therefore able to receive orders/contracts.

This should greatly facilitate the search for an available craftsman (and a good one!) and proposing him a contract.

Ultimately, we want to make it possible to start a contract with all craftsmen (and not just one in particular), but this aspect of the feature will not be put into play immediately.

Best Craftsman Leaderboard

We want to make high level craft a competition between players to determine who the best craftsmen are.

In fact, the leaderboard will be established and published for each type of profession to indicate who are the best craftsmen at the moment, and direct the customer search from the "available craftsmen" system.

High Level Craftsman Contest

We are also considering the implementation of a gameplay specific to high level craftsmen to give them a contest in order to get a specific classification of the high level craftsmen.

The goal is obviously to add a "plus" to the gameplay, rather than just "I level up my profession to the max and that's all I do."

This contest will consist of 2 distinct types of trials based on knowledge of the concerned profession. This contest will define the ranking system, which will also work by seasons and type of craft: The top ranked craftsmen will continually renew based on their individual investment in crafting.

Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!

Craft Access From the Web

You read it right.

Since you will be starting tasks for a defined time and managing certain parameters, our system was also built so that you can manage your Craftsman’s Workshop from a web interface almost identical to the in-game one.

So if you just need to login for 5 minutes to retrieve completed tasks and start new ones, we would like for you to be able to do it from a web browser without having to log into the game, or even from your smartphone or tablet!

Craft Marketplace

To facilitate transactions for the craftsmen, we are thinking about implementing a dedicated Craft Marketplace allowing you to store/buy resources for trades.

The idea is that this Marketplace can also be used from the website by offline players so they can make their purchases and start their tasks, even if they cannot connect to the game.

Still have questions? Our FAQ can surely answer you.

Do you have feedback? The forum is here for! Do not hesitate to let us know so that we can share them with the GD team.

Finally, we wish to repeat the following information: The Craft revamp is not scheduled as part of the February update, and we still do not know when it will be implemented. No matter what is decided, the Beta Server will be open early enough so that you can anticipate all the changes this revamp will bring, or share with us your reactions/feedback at that time.
First Ankama intervention


When is the Craft revamp?

We do not know yet! But once we have a confirmed date we will keep you informed.

What will happen to the harvesting and planting professions?

Harvesting/Planting professions will not change and will always be the main source of obtaining resources for the craft professions. However, the refinement recipes will be moved to the craft professions themselves. For example, the Farmer will no longer make flour, it will become the role of the Baker. Obviously, to address these changes, the progression of the harvesting professions and resources harvest levels will be reviewed. All this will be communicated more in details in time.

How will we earn XP for these craft professions?

The workshops will disappear, and to earn XP for your professions, you will now have to perform "tasks". Also note that all professions will have 200 levels. Your craft levels remain the same as of now. Which means that for example, an Armorer level 100 will still be level 100. In contrast, the 100 + level items which can currently be crafted at level 100 will finally find their proper place from this balancing. Basically an item level 130 can only be crafted by a craftsman level 130 +, not less.

Will the current recipes be changed?

All current recipes will be changed to match the new system. Since the limitation will now be linked to time and not on the amount of resources needed to create an item, the amount of resources needed for the recipes will also be reduced. We'll review all resources, in addition to the recipes: Crafting as it is now will no longer exist and we will start on a new basis. Some resources may also disappear from the recipes and the game, because they will no longer be useful or they is just too many of them. We will balance all of this the best we can and do not worry, the Beta Server will be opened sufficiently early so that you can anticipate all the changes, or share with us your feedback.

How can we get workers to be able to start tasks? And how to get the tools?

You can get them via the crafting system. There will be tasks of recruitment and training of workers, and other will be for the creation of tools. Ultimately, it is possible that some other features will allow to you to simply obtain them, such as the Haven World buildings allowing you to retrieve tools daily.

Will the tools be consumed after use?

Not necessarily. This will depend on your recipe conditions within a task. Be aware that the tools are easy to get and it will be "normal" to lose some of them and to restock them. In other words, loosing tools will not be detrimental to your tasks. In addition, you will have full control as you will know exactly how and what tools you will likely lose by starting a task.

Can tasks fail? What will happen in case of failure during a contract between players: Will it be canceled, will the resources be lost?

Each recipe has an initial success rate depending on the level and rarity of the item (we are speaking here about the recipe and not the task, we must make the difference). Tools will be there to increase the success rate of a recipe when you start your task. There will be no absolute randomization since you will always have tools at your disposal to control the success rate of your recipes. Therefore you will have to make the right choices to maximize your profitability: Ensure that all your recipes have a 100% success rate by helping you with tools, or prefer to save your tools while knowing that it will lower the success rate of your recipes. In case of failure of a recipe, the ingredients will not be lost, only the tools will, by following specific rules that will allow you to assess the risks. All this and especially recipe failure during a contract, is still being reviewed and will probably evolve one step at a time, therefore we will not get into the details yet. What you need to know for now is that we will ensure that there is no randomization for you to worry about, so that you always know what you will lose or gain by making a recipe.

Will the tasks of making tools require anything other than time? Will we have to commit resources or Kamas for example?

The tasks of making tools will require resources, which will be accessible and probably fast enough to get.

Can we already increase our Professions to level 200? Or will they be limited to the maximum level of the recipes?

The maximum level of professions will be limited to recipes (and items) available in-game. Just like the character level, it seems uninteresting to unlock all levels of professions if there is not yet any content tailored to its evolution. Unlocking the levels of craftsmanship will follow the one of the characters.

Will it still possible to level up a profession to the highest level in a few hours if I have all the ingredients it takes?

It will not be possible to level up a profession to the highest level in a few hours and it is just another advantage of this system in terms of game design. Indeed, the minimum amount of time to get to the maximum level will be decreased: Even if you had the opportunity to purchase all of the ingredients to suddenly go from level 0 to level 100 (very common practice today), it will be much longer to level up a profession because everything will go through tasks which will have a set duration. This give more value to the players who invest in their profession(s) for several months and were feeling "cheated" by the very wealthy players wanting to become a max level craftsman overnight, to get for example : "Grou’s Axe". Now, if you want to get there by the next day, you will have to take your time, go through a skilled craftsman, or the Marketplace.

What will happen to the Master Craftsmen seals?

They will remain in-game and we will improve their use by adding opportunities to recover seals (in small amount of course). For example, a seal could be received once the profession is at level 100 and another at 150. Similarly, long enough and hard quests could be another way to obtain them, etc... We believe to also add other items that will work with the same principle as those seals. All this is still in the thinking stage.

Will part of this new system be monetized?

As for Smithmagic, this aspect is considered. Should this happen, we would not want it to give access to additional things that are not already in-game. Our thoughts are more oriented towards time gain and XP.

What about guilds and nations in all this?

We believe in putting in place a guild and nation gameplay via this new craft system, as well as quests, achievements and everything that makes up the current PvE. The goal for us, is to ensure that crafting is as viable, attractive and interesting as combat is in WAKFU.
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Reactions 121
ok so on the FAQ about the monitization your basically going to be doing xp boosts and time reducers.... not a big fan of that myself.
It souns exactly like the neverwinter crafting system
Two words: Craft Guilds
I'm lvl 100 in all gatherings and 100 in all crafting except for armorer and chef, which I am working on. Will my levels still be maxed? Are you increasing the max level to 200?

I would hate to see my previous work go to waste.

All good, I just read Sabi's post. It'll be nice to be able to lvl crafts more to 200 now. I have no life xD
Where did my post go? I posted here but now I don't see my message. I didn't break any forum rules either so why I can't see my post?? :/ Also why is this thread not on official forum? I can't find it anywhere, I am replying via main page as well...

And also the date of the post before me are not correct, it shows that all posts are made on 29th of January,, wtf!!
Love the basic idea; as I already said in another post I really like crafting and the idea of having people craft as an actual job in the game, with some players fighting and leveling and those who like to craft using that to make money instead. Hope this works out well, we'll see.

Can we expect this kind of "contract system" to be carried over to other player-to-player, player-to-guild and nation-to-player/guild interactions in the future? I just ask because when I first heard of the possibility, for Guilds, to ally themselves with Nations I thought Ankama would implement a system similar to this one with Guilds as Private Contractors.
I was crying about having to collect a lot of plants to make just an item, i hope this revamp make it better. I like too much the Craft part of the game.

Like a lot of people said before, 100% sucess rate is a must have. We would not level up our professions and collect resources to put all in risk.

I suppose these tools will be something easy to obtain. And PLEASE, make a system that EVERYONE can be a Craftsman, not only elite players! (gracefully, this didn't happen in the current system. But in some games, only elite players have a good profit of craft and i hate that)
Since the new level cap for profession is 200 does that mean that the current level 100 recipes will require us to be level 200 to craft or will new recipes be implemented along with the changes to augment the revamp?
So we will be able to check out available craftsmen online?
How about doing the same thing for group search?

Overall i am excited to read this all. However what will happen to those that already have 100 lvl crafts? You will downgrade everybody down to level 0 proffesions? Even if it may seem more fair for ranking concept to make everybody start togather, i can feel that those hard workers with 100 lvls proffesions will rage against it.

I like the idea to let other people do the job for you. I remember there was a system in other game where someoen could drop a receipe and then use it repeatadly and others couldn't untill they dropped it. That was cool system and people wanted to "collect them all" (the recepies i mean). Would be nice to have something similar in wakfu. I just hope you won't make us waste materials trying to figure out secret receipes...

As for letting us play the game while our craft is being worked on by someone else (NPC or player) i think it would be cool idea. However i don't think we should hire NPC. It might lead to crowd of NPC's if people start recruiting them. Instead how about entering workshop and talking to the head manager there that you want X item to be crafted? Then you will give the materials and he will tell us how long we must wait till the work is over. Obviously this may seem awkward to level our proffesion when ... someone else (recruit?) do it for us... Therefore i would avoid any NPC. Simply let us open workshop, place required materials in there and start the craft, then close the window and let us play, and allow us to have ability to open the workshop again to see the progress. This would make crafting workshops for haven bag convenient and wanted.
TheKillerlives 29 January 2014 - 13:56
I will say that you NEED to take people with lvl 100 professions into consideration.
I mean I spent a good week or 2 getting fishing from 90-100 the other day and seeing my hard work go poof, well its annoying..

And if you are not careful when IF people see their months... or even years of hard work levelling their professions lost they will be really annoyed and may even quit.. and well I dunno about the other servers but Remington cant afford the losses. I was here when it was packed with people and over the years it has slowly got lower and lower to the point where it can be harder to find a group.. sometime even impossible..

If I lose all my high lvl profession I know that I would seriously have to consider quitting, I have worked hard getting them levelled and think it would be a slap around the face to lose them all.

A revamp of this system in a good thing.. I don't think anyone would disagree. you just need to seriously consider (and preferably tell) people who have worked VERY HARD maxing their professions they have spent months doing this that they will not be penalised for subbing and playing the game and bothering to lvl their professions.
Why is there no link to this topic on the forums? I can't find it anywhere. And is it only me or do I see some posts getting deleted? Also why do I see the date of peoples post on January the 29, while it is the 23rd?? For example all people who wrote a message before me was on 29th of January..

There has to be some sort of system to equate your progress in the old crafting system to some sort of equal level in the new system. Cuz, if I lose the months of progress it took maxing all gathers and crafts back when it was 200xp for any craft without anything to show for it, I'm going to cry, then cancel my sub.
Trust me when I say this, "I hate profs"

But damn, this sounds enticing, and could make me want to actually get into it.
"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!"

Don't like that part.
So crafting becomes a whole new haven world concept? No thank you!

Web interface? Great, I never have to log in again.

Crafting needs some changes and having a crafting board is a good idea but I do not want another piece of the game wherein I am not actively involved just to satisfy those who will not take time out from fighting in order to craft.
This has probably been asked, but what of the players that already have lvl 100 profs, where will we stand in this. I mean, will we be put into a hard place to continue lvling our profs further. I know from the last craft revamp, when I was lvling Leather Dealer, the system changed putting me in between key lvls for making dyes and the items that required them.
"Finally, note that the best ranked craftsmen will have access to specific recipes, which only they will be able to make!"

As someone already pointed out, just annoyng, why the hell should we want a ranked system of crafters? This is ridicolous
wow! THAT IS TOTALLY AWESOME! I do have to say though... it seems very similar to the professions system in the Neverwinter game, so similar in fact its damn near identical, other than the web based part. But I totally love the way it works in Neverwinter and hope they do implement it in here as well. Because you can "set it and forget it" and continue adventuring. And then sell your products later. Only Problem i forsee is the lack of space we already deal with, unless they make a specific tab just for profession related items like craftsmen and their tools.
I strongly dislike the exclusive recipes for a few crafters. This will demotivate the casual crafter that just wishes to play moderately and craft to him/herself or the guild all the items they need.
A strong reduction on task time or even material costs on the recipes would be a more fair alternative to reward the most commited high level crafters. Maybe unlock an extra slot or two for them?