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Crafting Revamp
2012-10-11 14:45 By [Freyrr] 42

The next update will feature significant changes to give weapons linked to the crafting professions a new shine!
The aim of this revamp is to increase the value of craftable equipment by increasing its rarity and bonuses. We want craftsmen to be able to sell their carefully made gear at higher prices so that leveling a profession will be a more attractive prospect.

The following professions will be affected by the upcoming changes:
  • Armorer
  • Jeweler
  • Leather Dealer
  • Tailor
  • Close-combat weapons master
  • Area-of-effect weapons master
  • Long-distance weapons master

Modified Recipes

When this update's changes are implemented, crafting professions will be more dependent on craftable components. These elements will be used in almost all recipes, and in great quantity.

Craftable components for each crafting profession will be associated with a specific harvesting profession. For example, all the craftable components necessary for jewelers will be based on resources harvested by miners. Similarly, components that can be crafted by jewelers will not be used in other crafting professions.

These components will exist in groups that span 20 levels each, as will the recipes that use them. In order for this to work, we have had to add components to each crafting profession and remove others that did not correspond to the harvesting profession associated with the appropriate crafting profession (scroll down for the full list).

As well as requiring a certain number of new components, recipes will also require more droppable and/or harvestable resources. As a result, many recipes will become more difficult, but they will also offer much more experience (see the following section for more info). Many equipment items will also offer more powerful bonuses.

Experience Upgrade

We have taken into account your comments concerning the problem of very difficult recipes which only earn you as much XP as simpler ones created in great number. This is the main reason why we have entirely revised the amount of XP given for completing recipes. Now, XP gained will depend directly on the recipe's difficulty.

Let's take a jeweler recipe for example:
  • Recipe for 1 component requiring 10 ore = 100 XP.
  • Recipe requiring 10 components, 20 droppable resources and 40 ore = 1,000 XP.
A recipe requiring several components could rake in up to 5,000 or 6,000 XP!

This means that, instead of making the same piece of equipment 50 times to earn one profession level, you could create, say, 30 components and make 2 or 3 pieces of equipment with them, which would earn you the same amount of XP. One of the most useful effects of this system is that the market will no longer be full of items that nobody wants.

New Recipes for Weapons Masters

The weapons master professions (close-combat, area-of-effect and long-distance) used to have no high-level recipes. That's going to change. We'll be introducing new recipes, including those for the new legendary weapon system, applicable to every type of weapon.

All in all, we have created 30 new weapons recipes across the three weapons master professions.

Legendary Recipes

In order to make the crafting recipes even more attractive, for each of the professions affected by this update we have created level 100 recipes for legendary equipment.

You will only be able to use these recipes once. Once you've reached level 100 in a profession, you'll unlock an achievement and be rewarded with one component for a unique recipe (for example, the Master Armorer's Seal). This seal will not be exchangeable and you will only be able to obtain one per crafting profession.

If you're already a level 100 craftsman when this upgrade is brought into effect, you will automatically be offered a quest when you log into the game. When you accept it, all you'll have to do is go and talk to a specific Clan Member to pick up the seal of your choice.

Several legendary recipes will be available for each profession, and all of them will use this seal as an ingredient. As an armorer, for example, you'll have to choose between the Breastplate, Epaulettes, and Shield when making your legendary level 100 item. As you've probably already figured out, choosing between these three items, all of which are very rare and offer excellent bonuses, is going to be really tough!

 Oh, and don't worry about classes being left out: the bonuses given by these items will be varied enough to please everyone. If the Epaulettes in question are most suited to support characters, for example, the Breastplate might be made for summoners and the Shield for tanks. In conclusion, for each crafting profession, there'll be legendary gear for everyone, because every equippable piece (of armour or weaponry) will also be available in legendary! 

Be warned! A legendary item wouldn't be legendary if it was as easy as pie to craft. Be prepared to take on difficult recipes.

Removal of Certain Components

To wind things up for this devblog, we have some important information to announce that will affect you immediately.
In preparation for this large-scale update, almost all the recipes of the seven professions concerned have been modified. This has led to the removal of certain existing components, which will no longer be used for crafting recipes

As explained above, not only have we changed the ingredients needed to complete these new recipes, but also the quantities of components used. We have also rebalanced the items created so that the money and effort craftsmen now need to put into their creations will be justly rewarded.

Here's a little example featuring the Crucifly Epaulettes, a level 35 armorer recipe.
  • Currently: 1 Padding, 4 Moskito Wings, 1 Tsu Tsu Horn, 2 Moskito Paws = 100 XP. Common equipment = +12 HP, +10 Dodge, +7% Air Damage, +6% Air Resistance.
  • After the revamp: 10 Rickety Supports (1 Rickety Support = 3 Hazel Planks), 20 Moskito Wings, 7 Tsu Tsu Horns, 13 Moskito Paws = 1,000 XP. Rare equipment = +23 HP, +10 Initiative, +10 Dodge, +2 CH, +7% Air Damage, +7% Fire Damage.

Just to say it one more time (since it's so important): the majority of craftable equipment has been rebalanced to make these professions more lucrative. The only exceptions to this otherwise-global modification are craftable equipment items that can also be dropped and high-level items that have already been balanced to fit in with this new system.

Here's some more important information: the list of components that will not exist after the update. Don't forget to use them up in crafting recipes before this date. If you leave it too late, you won't be able to use them at all.

Armorer:
  • Padding;
  • Skein of Wool;
  • Twiglet;
  • Wadding.
 
Jeweler:
  • Raternal Link.
 
Leather dealer:
  • Supple Sole;
  • Solid Loop;
  • Metal Support;
  • Lace.
 
Tailor:
  • Bestial Thread.
 
Close-combat weapons master:
  • Horned Guard;
  • Sticky Strap.
 
Area-of-effect weapons master:
  • Pricky Point;
  • Exchange Weight;
  • Tacky Strap.
 
Long-distance weapons master:
  • Elastic Cord;
  • Bombard.

By [Freyrr]

Assistant Game Designer

Categories Game Design
Your comments
40
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Pyralless 25 October 2012 - 22:43
So excited to get my craft on!
KillerKing95 16 October 2012 - 08:41
Write your reply here

i hope they suxx
xD
azsherr 15 October 2012 - 13:55
This is meant to promote crafting.

being able to craft multiple 'legendary' items wont promote crafting... Who would level a profession when they can just get their mate to do it?

once per lvl 100 profession is more than fair.

Besides, if you can craft many, its no longer a 'legendary' its just a lvl 100 craft.
MikaeYami 15 October 2012 - 12:46
Im gona love this patch ^^

And thouse who wonder the lv of legendery items id liketo point out that lv 100 jewler can make lv 116 gear so theres good chance that legedenry items are all well over lv 100
Soundtrack8 14 October 2012 - 10:37

(Troyle @ 12 October 2012 11:46) *

(Soundtrack8 @ 12 October 2012 08:11) *
Legendary items wont be exchangeable

Actually, they will.
The whole point is to promote crafting and help the economy by allowing players to sell their Legendary items.
oh, ok. Thanks for the correction ^^
Just wondering - the crucify epaulettes show a re-balanced piece of equipment. Will the rebalance only effect the crafted versions, or will u just all-round revamp it - crafted or dropped?
klopetra 13 October 2012 - 21:56
i hope the exp craft cap for need to level up not change .
Spazturtle 13 October 2012 - 19:55
Ankama will probably at some point increess the craft lvl cap, so you might get another chance to make a legendary item.

Also I know some people who are lvl 10 and have lvl 100 crafts, so they can't be agroed. Some people just focus on craft whistle some just focus on fighting.
Kikuihimonji 13 October 2012 - 17:26
I think it will make proffesions really important and will encourage players to bother leveling them instead of focusing only on drops. It will make war a possible way to get rid of intruders who steal your nations resources (for sure there will be war because of that). On the other hand that's finally a good reason to start war (as there is no real reason now). Garden gems will become more important now. However you got the point that once you reach level 100 in craft you should be able to craft legendary for self and a friend (or friends).

Instead of limiting this to once ever i think Ankama should rewise and make it possible as many times as we want. However the material necessary to get should be hard to get. Let's say 1% drop rate from UB. This will make it possible to get drop from other player and craft it for another one or self. 1% is an example it all depends on the power of legendary item. Another idea is that they could make materials necesarry to get legendary item available from Almanax! So we would need to do several daily quests (maybe it will even take us months) but we would be able to get it one day. This will however mean that having 5 characters on 1 account we would be able to get 5 materials so most likely we could get 5 legendary items. This is not a perfect solution but obviously something better can be done then "once ever".
JerryDB 13 October 2012 - 16:50
Lets start with the good
Overall seems very good as a revamp was needed, well done Team Wakfu.

Now the not so good
One time only, now lets at all at this is practice.

Say I am lv 100 in X craft my friend asks me to make him a Legendary craft but as I can only do ONE I refuse. My friend then doesn't know anyone else who can make it will not be happy with me as doesn't want to be my friend any more.

So my friends option is now to find another "friend" who will possibly say no also.

OR find a random person to do it this is important.

Lets say a Legendary item is worth 10,000 kamas (mostly likely much more), my friend uses a random person to craft the item and the random person KEEPs the item. WITHOUT adding in a craft system like in Dofus where the its a sort-off trade the whole idea is terrible. So my friend has now lost his item that took in months to get, hates the random craft and now hates me more than anyone have ever hated someone.

The other point, as you can only do it once EVER who would you craft for? if you craft for someone else, YOU who got level 100 would feel (unless your very generous) that you wasted your profession or afterwards (if your realistic) some negative feeling towards your "friend". As they would no doubt be using their new Legendary equip for a long time and telling how great the stats are and they now are amazing in fights.

Rarity and one time only
Firstly I agree with.

" It's not okay to do this. Once a month would be a lot fairer, or every other month, or you have to do a quest to reset it so you can craft a new piece, but once... ever? "

Secondly I would like to say I love team wakfu but sometimes they suffer from no logical at all example making sac's my balanced by removing sanguine armor from air and fire. This made it balanced in terms of earth sac vs air/fire but in terms of everything else is it was 100% illogical.

One time only makes zero sense. Above is a massive problem with one time only.
In reality as someone has clear pointed out that it may be one time only but people will simply mutli-account (or not) and make 5 characters level them all to level 100 and make multiple "lol one time only Legendary items". A so-called solution make it only possible to do one per account, wrong because people with more account would still make more than one legendary item.

Another point, everyone will level all their professions to 100 this is neither good or bad, just a massive grind really. Everyone will most likely fight over all the resources as was stated in the OP many more resources will be needed.

A further note, will legendary equipment be one-off without a set or part of a set? this is a very important question as most of us sets to gain AP and many other stats. Naturally we are wise enough to mix and match to get the best effect BUT if the legendary are always one-off and never give AP (apart from an ammy) even with their better stats it would work out worse off. Of course without seeing the actual stats this is hard to say but its something to bear in mind( No AP no point).

Also lets say people craft legendary items as soon as possible, if any more legendary items are ever released (at a later date) the people who crafted right away wont be able to craft again without leveling another characters profession to 100 as well.

Actual solution
You said you wanted to encourage crafting well letting people make as many legendary items as they want. As a crafter I could charge them 1,000 kamas or so. You also said you wanted to encourage the markets which you are going against by imposing limits.

If the items are SO hard to get in the first place then their shouldn't be an issue. For example say it takes 2 months to get all the resources. Every 2 months someone can make a Legendary item that doesn't seem to much that's OMG 6 legendary items a year. Hopefully by then all different items, sets and would have been out.

Another possible solution limit the availabilities of the resources for example if a legendary item needed a Ultimate boss drop and you can only fight them once a week the ability to make legendary items quickly would be lower(yeah mutli-accounts could get round this). Note this was only an example as the recourse should be easily available to all but insanely low drop rates.

Again to make the same point, collecting the resources should be the limiting factor NOT THE AMOUNT OF CRAFTS btw this is 100% logical.

My points goes against the concepts because of my logic. I have not missed the point, I have tried to my basis on experience not mere idea's.

Before you think of replying please read what I have said again and think what will happen logically when it is introduced.

  • possibly lose of friends due to arguments over crafting
  • increase in item scamming leading to loss of enjoyment of the game leading to even more people quitting leading to (thats what we need)
  • possibly everyone fighting over resources (remember getting attacked in the mines ^^)
  • without crafting it yourself or using someone else impossible to get legendary items (what i mean you don't have 10,000 kamas and all the time in the world to get lv 100 in craft AND farm all the resources). So as a casual or even average player you may feel excluded as it may seem this is only for the elite leading to lose of enjoyment
  • Etc.
SistinaChan 13 October 2012 - 11:03

(Hudski @ 11 October 2012 16:12) *
rant
Boohoo.