Crafting view from a new player - needs an overhaul
1. There are other sources of mats. (AE most noticably, plus the market itself).
2. Crafting is not useless before 30. It isn't always the best bonuses you can get, but it is often better than the alternatives.
Level 10 IOs are better than anything you can get from TOs. Level 15 IOs are better than DOs. It's not until level 25 IOs that SOs are actually arguably better -- but by 25 you can be frankenslotting.
I do agree that the very restricted inventory is pretty frustrating.
Can see the points of some of your issues. Thankfully we can at least email things to ourselves now. Back before we could, it was a real pain having items stored on different servers and sg bases. Agree that item stacking in inventories would be nice..as well as some kind of account based bank.
Not really on the topic..but waaay back when I started to play, around i8 I think, one thing about the in game enhancements really got me annoyed. This way back when we just had SO's, and had to upgrade them every 5 levels. The money made in that five level period was NOT enough to actually finance they new SO's you had to get. Just seemed like shoddy design to me..you should have earned enough to kit out your toon for the next few levels.
So going by that system..the crafting at least works. Mostly.
Remember, I say this from the perspective of a new player. Yes, I understand you can get mats from the market and AE. But that really isn't what I meant. There should be somewhere to BUY the mats you need other than the market, like some kind of vendor...grant it it would be for the very low level mats, but still.
And yes, it does seem that money early on is hard to come by, though once you make a toon or two and can mail to yourself that makes making new toon easier (it took me a bit to figure out I could mail extra stuff and influence to myself, giving me access to it on my other toons.).
I still feel that early on crafting isn't really needed, and the mats and such shouldn't even drop until much later...you can just get enhancements instead.
If I were to go even further I would say that things like free costume changes and certain temporary powers (like rocket packs) should be easy to make early on if any crafting is offered at all. Add to that temporary Auras to wet ones whistle for those things, as well as teleports to things like your bank and the nearest quartermaster.
Finally I would have things like cars, motorcycles and the like craftable (temporary of course) as well as custom weapons. Again, to tempt folks to either buy the permanent ones from the store or sub to VIP.
One thing to keep in mind in regards to crafting is that it was added to the game relatively recently. Unlike many MMOs, crafting in CoX is not skill-based. Anyone can craft anything, provided you have the recipe and the materials. There is no real reason to sit and skill grind for hours on end. The single exception to this is if you are trying to earn the crafting badges.
Some of the drawbacks you mention actually have work-arounds. For example, there is a vet reward that gives access to the /vault command that lets you open up the vault from anywhere. This makes the distance between crafting stations and the vault reserve a non-issue. Similarly, if you acquire the crafting badges, you can earn the ability to summon up a portable crafting table anywhere (and anyone around you can use it).
Another solution to the problem is the one I use. Create a small SG base, drop in a vault and a crafting table right next to each other. Now, not only is it convenient, but you can craft without the noise and lag from powers being spammed all around you, bots clanking around, demons roaring, etc.
- Garielle
I like the base idea. I have as of yet to form a supergroup or join one.
Seems to me, however, something like your superbase idea could be offered for new players as a temporary item to get them started on crafting...perhaps some kind of portal to a crafting hub.
And yes, it does seem that money early on is hard to come by, though once you make a toon or two and can mail to yourself that makes making new toon easier (it took me a bit to figure out I could mail extra stuff and influence to myself, giving me access to it on my other toons.).
I still feel that early on crafting isn't really needed, and the mats and such shouldn't even drop until much later...you can just get enhancements instead. |
It seems to me the problem is less with the way the game is set up, and more with the fact that it doesn't make clear what your options are. If you sell your drops and use standard (non-IO) enhancements in the early game, money is not an issue. That is a viable way to play. Not optimal, but viable. It may not be clear to new players though.
I could see how getting salvage and recipe drops could lead one to believe that crafted enhancements are the way to go, but without working the market or transferring money it is not possible to afford to use them exclusively. Not early on at least. So a new player trying to stick to IOs on their low level character could become frustrated.
Your impressions are your impressions and as such they can't be wrong. That _is_ what the game looked like to you. BUT:
* It's painfully easy to make "enough inf for starters" with even the most basic marketing tactics. (Almost all my characters are financially independent from level 1, unless I'm really impatient. Then again I like this s***. ) In one hour of fetching and carrying, you can make enough to afford your SO's for your entire career and I can explain how to do that in 5 minutes. And that's using almost the WORST way to market there is.
* The invention system is deliberately tied to the market system and it doesn't work like other games that way. Storage is deliberately scarce, for instance, so you have to "store" stuff by selling it and buying it back when you need it. [usually at a considerable profit.] You may hate that idea, but they did it on purpose and for a reason. You cannot be a rock and an island in this game unless you use SO's.
* They do sell one-time Wentporters. If you go to Steel Canyon the university is one block over in one direction, and the Vault is a block or two in the other. They also sell a variety of craftable temp powers, including jetpacks, med packs, resurrector packs, etc.
* Supergroups frequently have vaults set up right next to their crafting tables. As in "can have both windows open at once."
* There are crafting tables in SG's, in Vanguard bases, and in almost all Supergroups; sometimes your fellow heroes will pop 'em out right in the middle of Wentworth's, although it is a huge amount of work to get Field Crafter.
* There have been at least two situations where having level 20 IO's made a really big difference in play for me.
This game is not like other games. There's no Holy Trinity. Until you hit level 50 there's no "Bind on pickup" loot. One hero can often beat up ten or twenty high-con enemies at once. Money is available very easily in ridiculous amounts (with a little knowledge.) If you judge it by "how well it works like other games" you'll hate it.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Your impressions are your impressions and as such they can't be wrong. That _is_ what the game looked like to you. BUT:
* It's painfully easy to make "enough inf for starters" with even the most basic marketing tactics. (Almost all my characters are financially independent from level 1, unless I'm really impatient. Then again I like this s***. ) In one hour of fetching and carrying, you can make enough to afford your SO's for your entire career and I can explain how to do that in 5 minutes. And that's using almost the WORST way to market there is. * The invention system is deliberately tied to the market system and it doesn't work like other games that way. Storage is deliberately scarce, for instance, so you have to "store" stuff by selling it and buying it back when you need it. [usually at a considerable profit.] You may hate that idea, but they did it on purpose and for a reason. You cannot be a rock and an island in this game unless you use SO's. * They do sell one-time Wentporters. If you go to Steel Canyon the university is one block over in one direction, and the Vault is a block or two in the other. They also sell a variety of craftable temp powers, including jetpacks, med packs, resurrector packs, etc. * Supergroups frequently have vaults set up right next to their crafting tables. As in "can have both windows open at once." * There are crafting tables in SG's, in Vanguard bases, and in almost all Supergroups; sometimes your fellow heroes will pop 'em out right in the middle of Wentworth's, although it is a huge amount of work to get Field Crafter. * There have been at least two situations where having level 20 IO's made a really big difference in play for me. This game is not like other games. There's no Holy Trinity. Until you hit level 50 there's no "Bind on pickup" loot. One hero can often beat up ten or twenty high-con enemies at once. Money is available very easily in ridiculous amounts (with a little knowledge.) If you judge it by "how well it works like other games" you'll hate it. |
This game is not exactly flourishing. One of the biggest complaints? Crafting. One of the biggest comments? Most leave before level 30.
Is there a connection? Perhaps not. But I found it to be one of the most frustrating and counter intuitive parts of the game. So I assumed (and could be wrong of course) it was contributing to the games bad rep.
And this game has one.
IMO some of the aspects of this game are fabulous. Others are obtuse. Early crafting (and the drops and recipes) are one of the latter.
Now, certainly there may be reasons why they did this. There may even be examples of how early crafting was good for some folks, or created revenue by selling it off. But lets look at a few possible things...
1) Your lost early on in the crafting game.
2) You get lots of salvage, recipes, etc. and have no idea how they work.
3) You probably sell it all off, wondering why it's dropping in the first place since you cant seem to make anything.
4) You find out perhaps that inventory is not slots, its TOTAL ITEMS and constantly run out of space early on.
5) Later on you perhaps discover you sold something you needed, once you learn how to craft.
This may or may not leave a bad taste in your mouth for the entire system. It did in my case, and almost caused me to drop the game....again.
Now, if the goal is to ensure that the title is viewed as niche, then by all means it should perhaps remain as it is. But...if this is truly a problem (it may not be...it's just my assumption after all) and there is a desire to INCREASE overall appeal...well.
I think perhaps something needs to be done. I don't think I'm being unreasonable here.
This game is not exactly flourishing. One of the biggest complaints? Crafting. One of the biggest comments? Most leave before level 30. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
One of the biggest complaints? Crafting. |
The reasons most often mentioned for not liking the game seem to be repetitiveness, lack of end game, lack of depth.
(Please don't jump on me for typing this, people ; I'm not saying I agree with any of it, it's just stuff I see other people saying).
While I don't necessarily disagree with some of your other points, I have to say I have never seen this particular argument before your post.
The reasons most often mentioned for not liking the game seem to be repetitiveness, lack of end game, lack of depth. (Please don't jump on me for typing this, people ; I'm not saying I agree with any of it, it's just stuff I see other people saying). |
Yeah, hopefully no offense, but I really did feel like that was a list of solutions proffered for problems I'd never heard anyone mention before.
Crafting in this game is optional. The idea that people are leaving because of it, and a major part of the contention (based on the solution) is that it's available too early? I think that's bizarre.
If very many people have ever complained about defeats being the only source of salvage, I've certainly never noticed it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Fair enough, let's put that one to the test. Googling "city of heroes sucks".
First result: http://www.revolutionsf.com/article.php?id=3918
He lists a lot of good and bad things about the game. Crafting isn't mentioned directly. The only comment about auction houses and the invention system is a positive one.
Second result: http://www.escapistmagazine.com/foru...City-of-Heroes
Crafting is mentioned, but neither as a good or a bad thing, simply as something you can do.
Third result: http://www.mmorpg.com/gamelist.cfm/g...686504#2686504
Quickly scanned through this one as white font on black background is bad for the eyes, the complaints seemed mostly centered around PVP. Ctrl-F for "craft", "IOs", "invention" yielded no return.
Further results are random comments in mostly unrelated threads/articles, and I don't have all day, so that's it from me.
As for here, people who express discontent seem mostly focused (lately) on the effect incarnate powers have on balance, the incarnate grind itself, the lore focus on praetorians, the game being dumbed down, the move to F2P... Among many many other things.
Again, not saying I agree (or disagree, for that matter ) with any or all of it, just naming stuff I've seen.
To try to find some common ground, I do think crafting in this game is somewhat clunky and could handle to be better (although I also think it could be much worse). I just don't see it as an often mentioned reason for disliking the game. The general sentiment seems to be neutral, it's there, without being especially good or bad.
If you can't be bothered to actually list an explicit post or article, don't expect anyone to bother giving any credence to your claims. Especially when making claims that seem to come from left field, it's on the person claiming to present a compelling case. You have not done so - you've appealed to invisible authorities and asked everyone else to go find them. Not interested.
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But it's ok that your not interested. That is, after all, how it works.
I'm mostly speaking of my experience of people outside of this forum.
As for here, people who express discontent seem mostly focused (lately) on the effect incarnate powers have on balance, the incarnate grind itself, the lore focus on praetorians, the game being dumbed down, the move to F2P... Among many many other things. Again, not saying I agree (or disagree, for that matter ) with any or all of it, just naming stuff I've seen. To try to find some common ground, I do think crafting in this game is somewhat clunky and could handle to be better (although I also think it could be much worse). I just don't see it as an often mentioned reason for disliking the game. The general sentiment seems to be neutral, it's there, without being especially good or bad. |
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
I'd also add the frequently voiced complaint that many who try out the game complain about it feeling deserted because it's so heavily instanced.
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I don't think it's a matter of a feeling of too much instancing, persay, as much as a lack of social gathering places other than perhaps the AE, or reasons to gather in other spots. At least from my perspective the game always seemed a bit light simply because I guessed folks were elsewhere...they had little to no reason to be in the early areas.
My eight year old, without a whiff of coaching from me, can figure out how to buy and sell material in the auction house. And he doesn't have a character over level 22.
This is a fairly bizarre list of complaints, IMO.
Global name: @k26dp
Again, fair enough. I won't try and argue the point, folks can chalk it up to either a baseless argument or just no need to argue, since it's just my opinion based on what I've seen after all.
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Now, maybe your info to back up your argument is basically just your opinion on the matter. That's OK - people post based on opinions and anecdotes all the time. (Everyone's response about this being new complaints are anecdotes.) But your OP made it sound like you had more than just your personal opinion behind it, and that's why we started asking for more justification.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
OP overuses the word draconian. Rest of post is hyperbole.
My eight year old, without a whiff of coaching from me, can figure out how to buy and sell material in the auction house. And he doesn't have a character over level 22.
This is a fairly bizarre list of complaints, IMO. |
I feel it's only fair to point out, however, that that in no way invalidates my post. It does say something about yours, however.
The crafting in this game, early on, is a bit counter-intuitive in design. I'd like to put forth what I see as it's flaws, and what I think should be done to correct it.
Remember...this is from a new player perspective. First impressions are lasting ones.
That said...
1) Items are counted individually, your not given slots.
Materials should stack and count as one item. Almost every game on the market has it this way. The fact that this game does not causes an entire host of problems that are not necessary.
2) Drops for crafting come to early in the game, intro also comes too early.
Crafting is pretty dismal in this game EARLY ON and next to useless sub 30. It should not even be introduced IMO, nor should materials drop prior to level 30 IMO.
3) Benches are in one spot, Vaults are too far from benches, recipes only count what is on you, not what you own (what is in your bank).
This is a big pet peve. This is not the only game that is like this, but other games at least offer a bit more with respect to crafting and storage. This game is pretty limited with both. Not good to throw in running back and forth to try and get the right mats.
4) Only source for mats is mobs.
This is a big one. The only way you can get mats is by killing mobs. In almost every other game on the market there are other ways to get mats. Sub 30 this is probably not the best way to do it, later it isn't an issue.
REMEMBER...we are talking about sub 30 crafting now. Not crafting after 30, where not only does it benefit the player more, players tend to find ways at that point to deal with shortcomings.
We are talking about first impressions.
Now, my primary suggestion would be to remove any clue to crafting from the early game, prior to perhaps level 25, including mats. No mat drops or references to crafting before level 25.
Naturally you would still have enhancements and the like that drop for income or use.
Save that, I would ask that items stacks be counted as one item (or make it 30 slots instead of 30 items), you have the ability to craft in more areas besides the academy and recipes count items you have in your bank as on your person.
Thanks for reading.