January 29, 2014, 13:56:27 |
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.