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WIP: Craft Revamp
2014-01-21 14:00 By [Sabi] 83

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.

By [Sabi]

Your comments
83
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Giruugamesh 08 March 2014 - 20:41
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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.

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Soooo... harvesting Professions and mats stay at lvl 100, right?
You are not gonna kick me back some month in crafting/harvesting and let me do
half of it again, right?
IDCAA 28 February 2014 - 21:32
Hmm, but, what if I have no endeavour of being an entrprenuer?

You see, the main thing you need to be doing Ankama is removing the heavy dependence that one profession has on the others. What do I mean? Well, let's say I am magically given 53 levels into Armor Crafting, and I have built up (what one would think is required) mining to have the ores to produce the components to make the armor. With the way "crafting" is in Wakfu, before I can make said armor, not only do I need the 53 levels in my main profession to make the armor, I also need to have lvl 53, or around there, in at least 3 or more other professions to craft the armor from the profession I'd rather be concentrating on! I need herbing for oils; lumber for Christ knows what; Skinner for items from a monster, and the seeds, PLUS any lesser armor drop from a certain monster. Now—if you don't have the same levels in those other professions, you can't make your armor.

The point is, when we craft, we shouldn't be required to have a crap load of other items from other professions as requirements. You thought that would create a community trading forum of some kind? No. At least, not as far as I can tell. Only a few people who are willing to mindlessly take 2 or more months to level up ALL of the professions can make 1 set that would be worth while. And that's not counting how ridiculosly time consuming it is to find some rare ingredients. If you want people to trade, you can't have everyone having the ability to have ALL professions. The professions in themselves should have some amazing use—some function they can fill. Some need to satisfy.

Going back to the fundamental concept that a person who will be making a cloth garment, will most likely want....get this, cotton, silk or any such thing that can be found from monster drops! A person who is making food, most likely wants herbs and or meats, fruits. Making weapons and armor? Well, that isn't made out of herb oil now is it? Nope. It should mostly require ores and some leather. Let people who are willing to focus on one profession (plus it's material gathering) to see not only value in that profession and what they make, but also profits if they take the time to sell what others may need in other profession (very little) from it.

Another fundamental mistake is that you've allowed EVERYONE to be EVERYTHING—but not EVERYONE wants EVERYTHING. Again, only the hand full of people who took the time to level them all can produce any one set/thing in the end game (lvl 100). And only them see profit. Crafting is a hastle in this game. Sure, you want to get rid of me standing around crafting 500 things for 2 hours; but putting that same work else where and calling it a game within a game does nothing. Perhaps you've become too accustomed to people who are easily amused. But I see a few of us are smartening up, and seeing the deception of progress continually being put forward in these updates. All that you're adding now as a means to entice me, I can do by going to where most people are gathered, and making a shout for what I need. They're nice additions, but not game breaking.
Kaitenzushi 26 February 2014 - 09:15

(VxVxE @ 05 February 2014 20:14) *
So, instead of clicking on a mine-block and watch the character hitting it, it could open a little window and WE would need to hit the rock like 10 times (the number of hits would depend on the tool) .

Sounds like the ore mining in "Galaxy On Fire 2". You put your ship on an asteroid, then a new screen pops up with the asteroid and your drill. The drill spins out of control easily and it's up to you to keep the drill centered as long as possible. Drilling way down to the center gives you not just the ore, but also a core.
HumminaH 25 February 2014 - 18:15
This is a good idea, in the wrong direction. I like crafting items. I hate the mundane task of gathering the resources.

Give me a crew of lumberjacks, Miners, Farmers.

Let them roam the nations.
Let them become a target of other nations.
Let me hire other NPC's characters to group up with them for protection.

I like crafting. Let me take the fruits of their labor and craft things with it.

Gynrei 24 February 2014 - 21:35

(Ninjjo @ 24 February 2014 19:27) *
These changes horrify me. Unless the mats are going down and equipment is going to be buffed. Also P2W mechanics in it? If this gets put in I'm done. Soooo done.


Ankama seems to be focusing on their F2P server. It looks to me like they are changing Wakfu to suit that model. I think those of us on a P2P server are just stuck with dealing with systems that get changed or carried over. Ankama doesn't seem to have the resources to design Wakfu around BOTH models. They are going to choose the one that looks to be the most profitable and run with it.
Ninjjo 24 February 2014 - 19:27
These changes horrify me. Unless the mats are going down and equipment is going to be buffed. Also P2W mechanics in it? If this gets put in I'm done. Soooo done.
FeldePard 24 February 2014 - 09:43
Nope.. every time I come back and read this, I get even more pissed off about it. :|

I really do not like this change. What's sad is that after it's changed, if it sucks, it won't be changed back....

Meh. Guess there's nothing we can even really do about this because it won't be altered anyway... it'll be what it is, no matter what we have to say about it most likely.

/complain
Gynrei 21 February 2014 - 19:12

(Firion-Corodix @ 21 February 2014 16:36) *
This time based crafting worries me. Warframe also has time based crafting where you just turn it on and then wait for a timer to complete. The time required for such a craft action makes the difference between it being a good and bad system. In Warframe you can spend premium currency to speed up the crafting, without that weapons usually take 1-3 days. Right now in Wakfu if I need some kind of food and have the materials then I can create it quite quickly, I don't think it would be a good idea if you'd need to wait minutes/hours for that food, or days for a weapon/armor piece (as you might have found it as a drop by then or out leveled it already).
Restricting certain recipes only to the top ranked crafters sounds (no insult intended) like a really dumb idea. For one if they have such special recipes then doesn't that just help them stay at the top since they are the only ones who can offer that service, giving them better ratings in the process? Secondly that allows a specific few to hold a monopoly on those items. As it is currently described I feel that the leaderboard idea combined with the restricted recipes detracts from the crafting instead of adding to it.

Honestly after reading this revamp I'm really worried it's completely going to turn me off of Wakfu. I feel that the real issue isn't at the creation side (keep it simple is a good rule, right now it's exactly that) but at the material gathering side and the recipes. Fix the material gathering and recipes and I think it will be fine.

You make some good points.

Ankama is changing this game to fit a F2P model more and more it seems. Until that happens they are really pissing off their subscribers.
Firion-Corodix 21 February 2014 - 16:36
This time based crafting worries me. Warframe also has time based crafting where you just turn it on and then wait for a timer to complete. The time required for such a craft action makes the difference between it being a good and bad system. In Warframe you can spend premium currency to speed up the crafting, without that weapons usually take 1-3 days. Right now in Wakfu if I need some kind of food and have the materials then I can create it quite quickly, I don't think it would be a good idea if you'd need to wait minutes/hours for that food, or days for a weapon/armor piece (as you might have found it as a drop by then or out leveled it already).
Restricting certain recipes only to the top ranked crafters sounds (no insult intended) like a really dumb idea. For one if they have such special recipes then doesn't that just help them stay at the top since they are the only ones who can offer that service, giving them better ratings in the process? Secondly that allows a specific few to hold a monopoly on those items. As it is currently described I feel that the leaderboard idea combined with the restricted recipes detracts from the crafting instead of adding to it.

Honestly after reading this revamp I'm really worried it's completely going to turn me off of Wakfu. I feel that the real issue isn't at the creation side (keep it simple is a good rule, right now it's exactly that) but at the material gathering side and the recipes. Fix the material gathering and recipes and I think it will be fine.
Saych 10 February 2014 - 19:03
I have a better idea:

How about instead of rebuilding the entire crafting system, the market-board is expanded upon to allow players to place buy orders for all items in the game.

This would allow players to see what items are in demand and they could adjust their farming efforts accordingly. If someone doesn't want to harvest a bunch of resources for leveling their craft, they can place a buy order for those materials. The system for this is, more or less, already there and it would prevent item searching and acquisition from becoming decentralized with independent market boards. I don't want to have to run to multiple boards to search for different kinds of items. Let me do it all in one please - I know how to use search filters.

Having the ability to place buy orders would allow other people to directly sell their items to a buyer without having to waste precious market-board space with low valued or low quantities of resources. Resources that may otherwise get trashed. I know there are a lot of things that I simply do not put up on the market board because I do not think they would sell, or the money that they would generate is not worthwhile for me to even bother. But if I see that someone else is wanting to buy them, I would instead sell those remnants over trashing them.

I think that I'm probably not alone in that habit, and I think that this would improve the overall resource and item flow between players and alleviate some of the tedium of resource acquisition.