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Regarding crafting at 50


JoyProtocol

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I've been reading here and there, and got to thinking.

The chief complaint I see is that once you hit max level and max crafting, there isn't much progress. There are some raid-available schematics, but not everyone wants to raid.

 

I get that, actually. You level to the max level, and get told that you have 2 options: Get to raiding (which has many requirements, such as the right time and desire to invest it) or get slapped in the face. Unless you choose to raid, there is no progression for your character's trade skills.

 

Now I like to think that once you hit level cap, there are three ways to take your character: social/casual gaming, large group PvE content, and PvP. Crafting currently only caters to one of them - end game PvE.

 

The simple solution? Provide the other 2 aspects with craftables.

The solution seems obvious, too - create additional tiers that would cater to the gameplay styles.

 

For example, why not have a new crafting tree that slowly opens up new Expertise-based items to be crafted? For example, you could buy a PvP token, travel to a PvP location, and charge the token. The token grants you something to craft Expertise - maybe mods, or greens to develop, or something similar. (or all of them!)

 

Or maybe award such schematics to individuals who win MVP after a PvP match vote is over. Not always, of course. Keep some rarity.

 

Do the same for non-raid PvE players. They don't need amazing stats, and then don't need expertise. Then, provide those players with an unlockable Orange schematics catalogue (let's say with daily tokens, or spaceship tokens etc) so they can customize their characters, companions and spaceships through Oranges and Appearance Customizations.

Or, maybe we can get vanity items for those players. Something that you equip, and it makes your gun make a different sound. Or a craftable pet that interacts with your /dance or somesuch.

 

That way, you have three possible venues. You don't need any new mechanics, or even models per se. This way, there is no change to "raiding gear" or it's value, but suddenly other crafting venues open up.

 

Maybe even force people to specialize - as in, an expensive token to initiate a "Vanity" crafting path, and you cannot deviate from it without paying a lot more. Or a raid boss drop to initiate a "raid" crafting path.

 

To recap:

- Keep "raid" gear as it is

- Add PvP craftable gear

- Add appearance/vanity craftable items/consumables.

 

Suddenly, crafting doesn't appear so useless after all.

Edited by JoyProtocol
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Yep, probably be good to add more space combat stuff too :)

 

But agreed.

 

Agreed.

 

Space Combat / ship customisation could open up a LOT of ways to enrich this game. Space Combat alone could be kept separate to "ground game" adventuring, offering progression paths whilst not affecting the progression of the ground game in any way. It could also offer repeatable and interesting multiplayer gameplay, as well as solo gameplay.

 

Ship customisation could allow crafters to make items which can be used to cosmetically customise our ships.

Edited by Tarka
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