Camelot Unchained Wiki
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'''Crafting '''<ref>http://camelotunchained.com/v2/bsc-design-docs/crafting/</ref> is a key part of the [[economy]] and overall design of [[Camelot Unchained|''Camelot Unchained'']], as nearly all items in the game are player-created <ref>http://camelotunchained.com/v2/foundational-principle-2-rvr-isnt-the-end-game-its-the-only-game/</ref>(as opposed to often being dropped by NPCs in other games) through a customizable [[Vox Magus]] crafting station.
 
   
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The [[Crafting]] system, and the [[Archetypes#Crafter_Archetype|crafter class]] in particular, is a vital part of the economy of ''Camelot Unchained''. [[Crafting]] will be central to the economy<REF NAME="Doc">http://camelotunchained.com/v3/wp-content/uploads/2016/01/Crafting-Presentation-Part-Deux-Final.pdf Crafting Presentation Part Deux</REF>. Crafting is a means by which to take raw materials, purify and shape them into useful objects. With these materials, crafters can make weapons, armor, and trinkets. Players can also salvage materials from old or broken items or make repairs to them, though some of this can be done by any class, and constitutes the lighter form of crafting, known as "popcorn crafting."
All items will decay or break over time, giving even more significance to these "civilians". Furthermore, [[Crafter|crafters]] in [[Camelot Unchained|''Camelot Unchained'']] will have [[Archetypes#Crafter Archetype|their own, dedicated class]] (with ''some'' fighting skills<ref name=":0" />) - unlike many other games in which crafting is just "tacked on" to the [[Archetypes|class system]]. Still, other classes will have access to some basic crafting/repairing abilities.
 
   
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Everyone will be able to craft to some level, however the [[Archetypes#Crafter_Archetype|crafter class]] will be able to do this to a far greater degree than other classes. The [[Archetypes#Crafter_Archetype|crafter class]] was made with the [[Foundational Principles]] in mind; this includes having a meaningful play experience for the player, as well as having crafting play a key role in the game.
Recent addition to the game is [[Crafting#The E.A.R.S. (Engraving and Reaction System)|the E.A.R.S.]] (Engraving and Reaction System), '''100% crafting focused''' [[Stretch Goals|stretch goal]]. Also, '''crafting '''has it`s own [[Foundational Principles|Foundational Principle]], the 7th one: [[Foundational Principles#Foundational Principle #7|Crafting should be fun, useful and not induce carpal tunnel syndrome]].
 
   
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The classic crafter stations have been replaced with a single station called the [[Vox Magus]]. This station is a magical station and reinforces that crafting is achieved through magic. The [[Vox Magus]] allows for use of apprentices, and a performance to happen with multiple people during the crafting process.
''(Note: Thou [[building]] can formally be considered as a part of [[crafting]], it will be covered [[Building|in a separate chapter]] due to being very broad topic in itself.)''
 
   
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Though technically a part of crafting, Building is vastly different from crafting and has its own page.
== Summary ==
 
[[File:Ears.PNG|thumb|upright=1.65|The E.A.R.S. engraving system will, besides looks and resistances, add some visual procs]]
 
   
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Other important articles:
* The crafting system of Camelot Unchained will cater to both [[Archetypes#Crafter Archetype|full-time]] and casual crafting
 
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* [[Building]]
* The [[Vox Magus]] takes the familiar MMORPG concept of a forge in a new direction
 
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* [[Weapon]]s
* The use of souls in crafted items, while not a unique twist, is being done in an original manner that will allow [[Archetypes#Crafter Archetype|master crafters]] to make very rare and powerful items
 
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* [[Armor]]
* A vast number of options, combined with varying needs, means that two items will rarely be identical, and crafters can charge premium prices for well-made or very specific items
 
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* [[Caravan]]
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* [[Vox Magus]]
   
== Guiding Principles of Crafting from CSE==
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==Guiding Principles & Core Philosophy==
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[[File:StrtchGl engraving (2).jpg|thumb|A duck doing some etching]]
[[File:Md update flair brokensword 011.jpg|thumb|upright=1.65|alt=Example alt text|Items will decay and break, thus giving crafters even more significance]]
 
   
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The following is a direct quote from the Crafting Document Part Deux<REF NAME="Doc" />:
   
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; The Guiding Principles:
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: We must support both "popcorn" crafting (simple crafting/repairing) as well as a full-time crafter class
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: We MUST create a vibrant economy that ensures that the crafter class plays a key role in the game's economy
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: With no Auction House, we must design the class so they have time to do the social stuff as well as actual crafting and build support systems to help
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: Crafting is magic! Abandon the "nod, nod, wink, wink" and embrace magic being at the core of all crafting
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: Use a singular interface for all crafting but customize it for each Realm. Use of this interface cuts development time and resources overall but allows us to "go to town" on the main interface
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: System must be designed with a long-term view. Crafters must be able to make a profit throughout their lifetime but we also must make sure to prevent/slow down "Mudflation" through use of mechanics such as item decay, repair costs, fees, slower item creation, etc.
   
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; Core Philosophy:
* Crafting must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time [[Archetypes#Crafter Archetype|“pure” crafter class]] that doesn't need to engage in [[combat]] in order to play the game
 
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: Quality over quantity
* Crafting MUST create a vibrant [[economy]] that ensures a key role for the crafter class in the game’s economy
 
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: Slow crafting = rewarding crafting
* [[Economy|Economic]] support systems must be robust enough to replace an Auction House
 
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: You are what your minerals say you are
* Crafting is [[magic]], and should embrace [[magic]] at its core
 
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: Recipes are great for cooking but not for our system
* Crafting should use a consistent interface for all crafting, but customize it for each [[Realm]]
 
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: Buying/selling shouldn't be a PITA
* CSE has said that the use of a single interface cuts development time and resources overall, but allows them to “go to town” on the main interface
 
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: Rarity should be embraced
* System must be designed with a long-term view
 
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: Nothing lasts forever
* Crafters must be able to make a profit throughout their lifetime
 
* Crafting needs to prevent or at least slow down “MudFlation” through use of time and money sinks
 
   
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==Mechanics==
== Meaning of "Crafting is Magic" ==
 
[[File:Arthurian1.jpg|thumb|upright=1.65|alt=Example alt text|Arthurian mage armor]]
 
   
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===Vox Magus===
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[[File:Craft-organ-fancy.jpg|thumb|The Crafting Station]]
   
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The Crafter does his work through the Vox Magus. This replaces a traditional crafting station such as an anvil, furnace, camp fire, or alchemy table; all crafting is done through this device. This device is going to be upgradeable and customizable to the specific needs and wants of the individual player, or the needs of the guild.
* All pure crafters use [[magic]]
 
* Crafters can [[Progression System|progress in their skill]], just as [[combat|combatants]] do
 
* With downtime and recovery time, crafters will not be able to craft 24 hours straight. This will slow progression, and prevent flood of items from well-funded crafters
 
* Players will use a “[[Vox Magus]]” in a similar manner that mages use their [[spellbook|spellbooks]]
 
* Crafting should be more challenging, interesting, and visually enjoyable, as crafting can become a “performance piece” that people can watch and enjoy
 
   
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The [[Vox Magus]] has a limiting mechanic called Vox Power. As power gets used the Vox Magus becomes less efficient. The Vox Power recharges over time, but it will be possible to use a reservoir of power. Vox Power can be upgraded though the purchase of crystals.
== Popcorn Crafting ==
 
[[File:Spellbook concept1.jpg|thumb|upright=1.65|alt=Example alt text|Spellbooks]]
 
Popcorn Crafting is a basic crafting system available to all players, not just pure crafters.
 
   
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===Upgrading the [[Vox Magus]]===
* Intended to allow a greater sense of self-sufficiency for the non-crafter, so that "they don’t have to run back to town every 30 minutes to find a crafter"
 
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The [[Vox Magus]] can be upgraded from day one, up until the end of the game. These upgrades will include the level of power that the [[Vox Magus]] can hold, the power regeneration when allowed to recharge and how the [[Vox Magus]] looks.
* Can only be used for simpler actions that require little magic and a small time commitment
 
* Can engage in low-level [[mining]], harvesting, [[gathering]], etc.
 
* Can repair low-power weapons and most armor
 
* Can create basic arrows, repair kits, and other such items
 
* Can create potions (unconfirmed, proposed [[Stretch Goals|Stretch Goal]])
 
* Frees up [[Archetypes#Crafter Archetype|pure crafters]] to focus on their own special skills
 
   
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For the [[Archetypes#Crafter_Archetype|crafter class]], upgrading is considered similar to the equipment upgrades and of a combat class, and will have its own form of progression.
=== Popcorn Crafting – Repairing ===
 
[[File:Blades.jpg|thumb|upright=1.65|alt=Example alt text|Daggers]]
 
   
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==Processes==
* Minor damage to armor and weapons can be repaired, but heavy damage requires the help of a pure crafter
 
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The process of crafting is an in-depth and extensive<REF NAME="Mark-A-Thon 6">[https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465816 Mark-A-Thon 6]</REF> 6-step process. Taking, purifying, shaping, making, repairing, and finally breaking. Each step is meant to be a meaningful, fun and interactive aspect of crafting. Becoming a top tier [[Archetypes#Crafter_Archetype|crafter]] will take a significant time investment<REF NAME="KS Comment 1">[https://www.kickstarter.com/projects/13861848/camelot-unchained/comments?cursor=2801942#comment-2801941 Kick Starter Comment]</REF><REF NAME="Mark-A-Thon 6" />.
* [[Combat|Combatants]] can carry around whetstones, repair kits that allow them to do some basic work themselves
 
* Sitting down after [[RvR|a battle or two]] with your mates to sharpen your own weapon or repair armor adds to immersion
 
* [[Archetypes#Archer Archetype|Archers]] can fletch their own simple arrows if they have the components
 
   
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===Taking===
=== Popcorn Crafting – [[Gathering]]/Harvesting ===
 
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Taking is the extraction of raw materials from the world. This will include planting fields, later to be harvested, tending to a flock and raising trees. Basically, the 'taking' step is taking materials from the world and placing it in the players' inventories, which may involve a great deal of effort, although there will be some level of automation in this task. The raw materials will be a mixture of real and fantastical, and raw materials will have a wide range of properties<REF NAME="AMA Properties">[https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9ozxf8 Reddit AMA]</REF>, this makes numerous combinations possible.
[[File:Viking Armor.jpg|thumb|upright=1.65|alt=Example alt text|Viking armor concept]]
 
   
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Nothing will come for free, and there will be some kind of cost involved. Risk is one of the greatest costs; in an area with the greatest risk will lie the greatest rewards to obtain. In [[The Depths]], there will be greater materials and secrets that await to be discovered by your [[Realm]]<REF NAME="Stretch">[http://camelotunchained.com/v3/stretch-goals/ Stretch Goals]</REF>.
Wandering around and picking up stuff scattered throughout [[Islands|the world]] is considered a key example of Popcorn Crafting. The planned design is that players can [[Gathering|gather]] or harvest from any field or plot that falls into one of the following:
 
* Unowned
 
* Owned by the player ([[Combat|Fighters]] can have their own fields, but they will be limited in size)
 
* Owned by an [[Realm|enemy Realm]]
 
* Owned by another player or entity which has granted the gathering player permission
 
   
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[[file:Magic04.jpg|thumb|Soul Taking: enemy soul as crafting material]]
=== Popcorn Crafting — [[Mining]] ===
 
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[[Realm]]s at a current disadvantage may have their materials regenerate faster than normal. Souls can be taken from enemies slain and used later in the making or shaping stages<REF NAME="Mark-A-Thon Part 9">[https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465866 Kick Starter Update - Mark-A-Thon Part 9</REF>.
[[File:CaptureL.PNG|thumb|upright=1.65|alt=Example alt text|Luchorpán earrings and trinkets]]
 
   
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The [[Archetypes#Crafter_Archetype|crafter class]] will be able to see the materials in the world, and will be more efficient in their collection than non-crafter classes. To protect themselves while taking materials from the world, the [[Archetypes#Crafter_Archetype|crafter class]] will be able to set up defenses and traps<REF NAME="AMA Traps">[https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p01z3 Reddit AMA]</REF><REF NAME="Piercing the Veil 3">[http://camelotunchained.com/v3/piercing-the-veil-3/ Piercing the Veil 3]</REF>.
* Unlike fields, many [[Mining|mines]] are owned by the Realm, which then allows all members of the Realm to [[mining|mine]] there
 
* [[Realm]]-owned mines also come with a limit on what can be taken out per day
 
* Access to mines works in a similar manner to fields
 
* [[Combat|Combatants]] mine slower than crafters, due to crafters’ skills and access to higher-level equipment
 
* Combatants can mine most minerals, but lack higher-level equipment for some minerals
 
   
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===Purifying===
== Crafting for Crafters: Design Goals for Full-time Crafting ==
 
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Purifying is the step of changing a raw material into a material suitable for [[crafting]]. This step will be more interactive than the taking step with a mini-game; this mini-game will not be simply "connect three". From this process, players will not only receive the pure material, but also impurities and by-products, which can be used in other crafting projects or for class abilities.
[[File:ArmorLayers.jpg|thumb|upright=1.65|alt=Example alt text|Armor will have layers, giving players the option to partially camouflage their gear]]
 
   
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After purifying, the raw materials will go into the [[Vox Magus]] and the player chooses other reagents to add. Before starting the purifying process, the player will have several bars to adjust to their needs or desires for the end product:
* [[Archetypes#Crafter Archetype|"Pure" crafters]] use the [[Vox Magus]], a [[magic]] focused crafting station with lots of customization and power options that the crafters use to make their items
 
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* Mode
* Treat the “pure” crafter as a mage: A crafter has stats, crafting points, and downtime
 
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* Risk Factor
* Crafters are split into three sub-classes, though each can access all three. They are: Takers (they take from the land), Shapers (they shape the raw materials) and Makers (they make the finished item)
 
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* Quality Level
* Ensure that the system does not require macro-ing to succeed
 
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* Quality Target
* Crafters should not have to create 10,000 [[Archetypes#Archer Archetype|arrows]] to see their skill tick up one tiny bit
 
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* Impurities Level
* Use downtime + crafting time to remove the need to make 10K arrows
 
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* Impurities Target
* Reward the player for crafting without the penalty of inducing carpal tunnel syndrome
 
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* Purify Time
* Crafters should have stat [[Progression System|progression]] similar to [[combat|combatants]]
 
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* Vox Power
* Crafting an item is not automatic; each item takes time and drains resources
 
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* Power Cost
* Prevent rapid-fire crafting of items by [[guilds]], and helps slow down the supply of any crafted item
 
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Once the player starts the process, they can make adjustments during the process. The player can adjust the reagents, the power, and can have other crafters come in and contribute.
* Allow the crafter to control almost every aspect of the final item
 
* Integrate the [[Blueprints|blueprint]] system from [[building]] with crafting
 
* If crafters can be treated more like the architect than the laborer, crafting will be less drudgery and more fun
 
* Allow the [[Realm]] to buy items from players
 
* Sets a floor for the item, and guarantee that low-level crafters can still make money
 
* Encourage [[Realm|Realm pride]], as crafters’ contributions are apparent and rewarded
 
* Still under consideration by [[City State Entertainment|CSE]]/[[Mark Jacobs]]: Should there be special “crafting stats,” or should we just reuse current stats?
 
   
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===Shaping===
== Souls in Crafting ==
 
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Shaping takes the purified materials and starts shaping them for final use within an item. You will be able to blend materials into alloys. These [[Alloy]]s will have characteristics of both materials. Steel can be made from iron and other reagents, but steel in turn can also be used in other mixtures to create a new alloy.
   
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The effect of [[Alloy]]s will be dependent on the materials used. However, [[Armor]] may be more or less resistant to fracturing, temperature, or even physical stimuli. Items may gain a slight luminescence if the right materials are used.
* Crafters can use bits of their own (or captured) souls in crafting an item
 
* Like combatants’ soul shards that are captured in [[RvR|battle]], soul shards are limited in duration and number
 
* Crafters can only use a certain number of shards at any one time
 
* This limits the amount of powerful items one crafter can create
 
* Souls can grant additional power to items, and can also make those items more resistant to wear, breaking, etc.
 
* Captured souls can act as a beacon to the soul’s owner in [[RvR]]
 
* Souls can be used to power [[magic|spells]] that are engraved in very select items
 
* Offering [[Stretch Goals#Reached Goals|a bounty]] for "owner" of your own soul's shard (thus trying to return it) might be introduced <ref>https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465866</ref>
 
* The cliché “Fireball Wand” would be considered a very powerful item, rare and expensive
 
   
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Shaping is not a recipe system, it is combining two or more materials to make a material for the making step. Materials plus alteration steps will make the final product; not two bars of iron, one hunk of carbon gets you a steel bar. This is intended to give control over the final form of items to the [[Archetypes#Crafter_Archetype|crafter]].
== The Depths ==
 
   
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===Making===
[[The Depths]] will include great forges <ref>https://www.youtube.com/watch?v=DcoSkLeMdTs</ref> and plenty of valuable resources guarded by [[PvE in Camelot Unchained|monsters]] <ref name=":1">https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/453681</ref>, finding secret [[crafting]] techniques and setting traps <ref>http://camelotunchained.com/v2/stretch-goals/</ref>, [[RvR]], [[Building|building, destruction]], [[Mining|mines]] <ref name=":1" /> etc.
 
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[[File:Ears.PNG|thumb|The E.A.R.S. engraving system will, besides looks and resistances, add some visual procs]]
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This is the actual step of creating of an item, from [[Weapon]]s to [[Armor]] and Siege Equipment<REF NAME="Mark-A-Thon Part 9" /> for use with the crafter or other characters. For this step, the [[Vox Magus]] can work both in a supervised mode and an unsupervised mode; both modes may work online and offline. While making an item, blueprints can be created to make recreation of well-designed or unique<REF NAME="AMA Fail" /> items easier. The blueprint will allow for some level of automation.
   
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If you have captured enemy souls you will be able to imbue the soul into the items created. Using the [[E.A.R.S.]], the player will be able to customize and add special features to your items. When a resistance is activated, the armor and runes will light up<REF="EARS">The [http://camelotunchained.com/v3/stretch-goals/engraving-and-reaction-system-e-a-r-s/ Engraving And Reaction System]</REF>. In this step, the player can add a special mark to identify that this is their creation<REF NAME="AMA Marks">[https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9ozv24 Reddit AMA]</REF>.
== The E.A.R.S. (Engraving and Reaction System) ==
 
The E.A.R.S.(Engraving and Reaction System) <ref name=":2">http://camelotunchained.com/v2/stretch-goals/engraving-and-reaction-system-e-a-r-s/</ref> is '''100% crafting focused '''[[Stretch Goals|stretch goal]] which''"...Allows for Crafters to have greater control of what they can engrave into items, especially armor and weapons" ''<ref name=":2" /> and also ''" For our [[Combat|combatants]] this system will really''light up'', so that when an item is struck by an attack that the item’s protection has been enhanced against, the runes on the item will visibly activate." ''<ref name=":2" />
 
   
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Catastrophic failures will be low, as will critical successes<REF NAME="AMA Fail">[https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p1h0e Reddit AMA]</REF>.
== Developer Quotes ==
 
[[file:ScreenShot armor01.jpg|thumb|upright=2|Swords and armor "live" (Alpha tests)]]
 
[[file:A6ab0372-2376-4800-8c91-5cf3cd5a83f0.jpg|thumb|upright=2|Mage armor, including wearable enchanted scrolls]]
 
[[Andrew Meggs]] ''(from the Foundational Principle #13, "[[Foundational Principles#Foundational Principle #13|Chaos Goes Boing!]]")'': We want players to be able to craft items that we didn’t exactly and precisely plan out in advance, that aren’t exactly what someone else would make.
 
   
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===Repairing===
[[Mark Jacobs]]: Crafting is going to be very time consumptive if you want [[Archetypes#Crafter Archetype|to be great at it]]. I'm not too worried about crafter bots. <ref>https://www.kickstarter.com/projects/13861848/camelot-unchained/comments?cursor=2801942#comment-2801941</ref>
 
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[[File:Md update flair brokensword 011.jpg|thumb||Items will decay and break, thus giving crafters even more significance]]
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With repairing, the player can take broken items and repair them or re-forge them into newer items.
   
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===Breaking===
'''Question:''' ''Can [[Archetypes#Crafter Archetype|crafter]]s differentiate their armor/weapons from other crafters either through design or branding?''
 
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Scavenging and salvaging items, either broken, old, or just not needed, will allow players to get materials that
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were used in its creation. For unbroken items, the player will be able to get a blueprint of the item and the
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materials. To some extent, non-crafter classes will have a certain amount of access to this ability.
   
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With a higher breaking skill, the [[Archetypes#Crafter_Archetype|crafter class]] will be better able to recover materials, including from catastrophic failure<REF NAME="AMA Fail" />.
[[Mark Jacobs]]: Absolutely. Crafter's marks are confirmed for the game and we are working on a system to add more than just [[Stat System|stats]] to different items ''(Mark here probably had the [[Crafting#The E.A.R.S. (Engraving and Reaction System)|E.A.R.S.]] in mind)''.<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9ozv24</ref>
 
   
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==Stores, Merchant Guilds, and [[Caravan]]s==
<strong>Aylwynn</strong>''' asked:''' ''Will Camelot Unchained feature hooded cloaks?''
 
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Players who craft can act as merchants and set up a store to buy and sell goods. These stores will be a kind of secondary housing for the character who owns one. A [[Vox Magus]] will be able to be set up in the store. Stores may be available only to the [[Archetypes#Crafter_Archetype|crafter class]], however the license will be available from the [[Realm]]. Licenses will not be purchasable, these rights need to be earned from the [[Realm]]. Stores will be in special zones made for them to create markets, these will be in safe cities to start but may spread through the world as time goes forward. Players will be able to add signs and decorations outside, and the inside will be highly customizable, as well.
   
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[[Caravan]]s will be hired to run goods from one place to another, and are designed to move heavy goods. [[Archetypes#Crafter_Archetype|Crafters]] will no longer be able to rely on their carrying capacity to get goods from one place to another. These [[Caravan]]s will use giant creatures as the beasts of burden, and will be loaded up with goods and directed to go somewhere in the control of the [[Realm]]. These caravans can be told to follow a route, or can be directed by a player. Because these [[Caravan]]s will be going through areas that potentially have other [[Realm]] members looking to raid them, you can purchase insurance to protect your investment, or hire players to guard them along the way.
'''Renée Machyousky: '''Yes. You are going to sleep like a babe now, aren’t you Aylwynn?! <ref name=":3">http://camelotunchained.com/v2/piercing-the-veil-6/</ref>
 
 
[[Mark Jacobs]]: Not all items made by crafters will be alike and there is going to be the chance of a critical success or critical failure as well.<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p1h0e</ref>
 
 
[[Mark Jacobs|Mark Jacobs:]] [[Stat System|Stat]] gain from weapons will play a role but not as significant as in other games. I want to give crafters something else to create on the item besides the usual +s.<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9ozxf8</ref>
 
<br/>
 
 
'''Question: '''''Will crafters have any [[Combat|fighting]] skill?''
 
 
'''Answer: '''''Mark also mentioned previously that they would be able to put up defenses to protect themselves while [[mining]]. That could mean traps, shields, turrets, etc. He probably isn't sure exactly, but having someway to protect themselves so they aren't completely fresh meat is in his mind.''
 
 
[[Mark Jacobs|Mark Jacobs:]] Correct.<ref name=":0">https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p01z3</ref>
 
 
[[Mark Jacobs|Mark Jacobs:]] I didn't say that crafters can't do anything, if they choose, in [[combat]] but simply that they suck at normal combat. That's the whole point of making a [[Archetypes#Crafter Archetype|crafter]] [[class]]. They can stay in town if they want; they can go to the [[RvR|frontlines]] (and should) but if you expect them to go toe-to-to with a tank, that isn't going to happen.<ref>https://www.reddit.com/r/CamelotUnchained/comments/1915ob/foundational_principle_7_crafting_should_be_fun/c8k0t1l</ref>
 
 
'''Question''': ''Will I be able to make my weapon glow? Particle effects <3.''
 
 
'''Renée Machyousky''': Signs point to yes.<ref name=":4" />
 
 
'''Question: '''''You are going for player driven [[economy]], player driven [[Islands|world]] and story- sounds a little like EVE to me.. should we expect EVE like need for alts?''
 
 
[[Mark Jacobs|Mark Jacobs:]] If you mean alts for crafters, yes. If you mean alts for like buffbots, no. [[Crafting]] will be a slower process than most other MMORPGs and you will have to want to be a high [[Progression System|level]] crafter in order to succeed.<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p0aw3</ref>
 
 
'''Question:''' ''If [[Progression System|leveling]] is [[Progression System#What is "Horizontal" Progression?|horizontal]], will gear be also? Will there be requirements through leveling placed on gear to avoid "twinking" if it's not horizontal?''
 
 
[[Mark Jacobs|Mark Jacobs:]] Unless I was willing to go with a ton of BoP/BoE items (which I'm not), I think that there will be some twinking. OTOH, because items will be created more slowly than in traditional MMORPGs and we will have item decay and eventual breakage, it will be less of a problem (I hope).<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p060t</ref>
 
[[file:XOkD693.jpg|thumb|upright=2|Dragon trinkets]]
 
'''Question: '''''With items not being lost on [[death]] and materials being salvageable from crafts, the sum total of material wealth will increase over time. How do you plan to prevent [[Economy|market]] bloat?''
 
 
[[Mark Jacobs|Mark Jacobs:]] Item decay is one way, another way is the fact that players will be spending money to repair/have things repaired after the mean, nasty other [[realms]] burn it down to the ground. :)
 
 
One of the things to keep in mind is that by eliminating [[PvE]], raids, etc. players will be generated less wealth & slower than they do in a game like WoW for example because the results of [[RvR]] will be a lot less predictable.<ref>https://www.reddit.com/r/IAmA/comments/1dcic2/i_am_mark_jacobs_cofounder_of_city_state/c9p0gg8</ref>
 
 
'''Renée Machyousky''': Since there won’t be gear drops in our game <ref>http://camelotunchained.com/v2/ks-update-evening-update-april-9-2013/</ref>, all the gear must come from our '''crafters'''. They will have the ability to make really powerful, diverse and unique items. Those looking for a WoW (or even [[Dark Age of Camelot|DAoC]]) style system where item bonuses are the key to success (and for the popularity of certain items) will find that this won’t be the case. Gear from our '''crafters''' will be useful, though not ''crucial,'' in helping the wearer. [[Mark Jacobs|Mark]] has spoken about avoiding some of the typical MMO tropes when it comes to gear. He points out that gear is generally used by designers as a carrot to keep players playing (and paying). We won’t rely on such things in [[Camelot Unchained|''Camelot Unchained'']].<ref>http://camelotunchained.com/v2/piercing-the-veil-3/</ref>
 
 
[[Mark Jacobs|Mark Jacobs:]] Will crafting be minigame based? Most likely. Also, our crafting is going to take longer time to create a single item - the more powerful the item, the longer it's gonna take. I don't want out crafters spending hours just grinding and grinding, say, arrows. The mechanic will, we hope, be fun and it won't require twelve hours of grinding every day.<ref>https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465816</ref>
 
 
<strong>Question</strong>: ''Will any items in the game be bind on pick-up or bind on equip?''
 
 
'''Renée Machyousky''': Bind on pick-up does not make good sense for our game given that all but the starter gear will be crafted, rather than dropped. Materials for [[crafting]] will not likely be BoP ''(bind on pick-up)'' as they will be a resource that can be [[Trade|traded/sold]]. Bind on equip may be used for some items, yet it is not meant to be a major part of the game’s item system.<ref name=":4">http://camelotunchained.com/v2/piercing-the-veil-7/</ref>
 
 
=== Crafting and Community ===
 
 
<strong>Question</strong>:''' '''''Ranches/farms for producing [[Realm]] support items (food as a necessary component to [[Building|build]] structures?? Need to feed the builders…), leathers, [[Logging|wood]]??? Can I make my own property with a blacksmith shop on it…. Ahhh the possibilities… How much can I expect to do as a [[Archetypes#Crafter Archetype|crafter]], I am fine not being a direct part of the [[Combat|battles]] if I can contribute to the overall [[RvR|war]].''
 
 
'''Renée Machyousky''':Yessity, yes, yes and let me just say…yes. We absolutely want our [[Crafting|Crafters]] making their own special places to craft and being able to generate ''basic'' items from their land. As a [[Crafting|Crafter]] you will be contributing ''majorly'' to the battle. In, fact battle would hardly be possible without you.<ref name=":3" />
 
 
[[Mark Jacobs]] ''(taken from the Foundational Principle #9, "[[Foundational Principles#Foundational Principle #9|Forced socialization was good, then bad. Is it time for a comeback?]]")'': In terms of the [[crafting]] system, we want to build this interdependency not through creating a chain of required players (gatherers -> refiners -> builders) because that could lead to its own problems if one link in the chain is damaged/broken, but rather to set up crafting goals and tasks that both encourage and reward group cooperation.
 
 
At the same time, that system cannot prevent players from completing some of those actions if the requisite number of players are either not available or are simply unwilling to help their fellow crafters when requested. We will also create interdependency between the [[Archetypes#Crafter Archetype|crafters]] and the [[Combat|non-crafters]] through the use of objectives that will require the help of non-crafters to secure, such as the special crafting stations in various structures scattered throughout [[Islands|the world]], rare and precious metal deposits, etc.
 
 
Along with the whole “no gear drop from [[PvE]] NPCs” principle, the same [[RvR]]-players who can go out into the wild and secure these objectives will also need the crafters to fulfill their gear and item needs as well as their help in [[Building|building and fortifying structures]]. This interdependency is certainly a fine example of how forced socialization and grouping can work in a modern MMORPG in a manner that doesn’t seem strained and/or forced but flows a bit more naturally from both the IP’s perspective and the [[Camelot Unchained|game’s]] design and [[Foundational Principles|principles]].
 
 
== Gallery ==
 
   
 
===Vines===
 
===Vines===
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|}
 
|}
   
===Images===
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==Gallery==
 
 
<gallery>Craft.PNG|In CU, crafting is magic
 
<gallery>Craft.PNG|In CU, crafting is magic
Sp basicArmor Pieces.jpg|Armor pieces
 
 
Humans03.jpg|Arthurian Knight gear
 
Humans03.jpg|Arthurian Knight gear
133c3698-0d8b-4907-8e25-35a2688932a2.jpg|Arthurian Knight armor
 
Human_model1.jpg|Arthurian Knight gear
 
11a589ce-9112-4e70-83e5-c422d2a887f0.jpg|Arthurian/Stormrider armor concept & 3D
 
Gkver.PNG|Arthurian shield
 
Capture76.PNG|Arthurian Knight armor
 
Arthurian Armor.jpg|Arthurian armor
 
Dmbvvbbv.PNG|Tuathan shield
 
Md_tdd_material_explore01.jpg|Tuathan shields
 
Tuathan Armor.jpg|Tuathan armor
 
 
Dac 05.jpg|Viking gear
 
Dac 05.jpg|Viking gear
Vik 04.jpg|Viking axe
 
File:Ytyttyty.PNG|Viking shield
 
 
Swords.jpg|Swords
 
Swords.jpg|Swords
VikingWalkers.PNG|Viking Walker/Stalker gear
 
Stalker.PNG|Hamadryad Walker/Stalker armor
 
Walkers and Stalkers.jpg|Walkers/Stalkers armor
 
 
Ha.PNG|Tuathan armor
 
Ha.PNG|Tuathan armor
 
Capture80.PNG|Tuathan armor
 
Capture80.PNG|Tuathan armor
Md tdd archer m 600-228x300.jpg|Tuathan gear
 
Md tdd med cloaks full 600-204x300.jpg|Tuathan camouflage gear
 
Capture7.PNG|Banshee armor
 
 
Vav,v.PNG|Plans
 
Vav,v.PNG|Plans
Helbound06.jpg|Helbound weapons
 
Helbound02.jpg|Helbound weapons
 
Capture90.PNG|Helbound gear
 
 
Helbound01.jpg|Helbound gear
 
20132909074821.jpg|Helbound weapons
 
Sp helB v3 speaker011.jpg|Helbound armor
 
Sp armor v1 VikingColor03.jpg|Viking armor
 
Haha.PNG|Viking armor
 
Capture.PNG|Gargoyle armor
 
Gargoyles1.jpg|Gargoyle Bards playing music
 
Gargoyles.jpg|Gargoyle armor
 
Gargoyles2.jpg|Gargoyle Bards playing music
 
Magic09.jpg|Magical trinkets in action
 
DarkEmblems01111.jpg|Trinkets & talismans
 
Md_emblems05111.jpg|Trinkets & talismans
 
File:Md emblems05111.jpg|Trinkets and talismans
 
 
Md_emblems10111.jpg|Trinkets & talismans
 
Md_emblems10111.jpg|Trinkets & talismans
75c244dc-3b4c-4706-bdb0-48f317ce7859.jpg|Viking armor
 
Md mageArmor 07.jpg|Viking mage armor
 
Arthurian3.jpg|Arthurian mage armor
 
Mages1.jpg|Mage armor
 
Mages2.jpg|Mage armor
 
Images.jpg|Spear & arrowheads
 
Md spear 01.jpg|Valkyrian spear
 
CU Concept 02.jpg|Dvergr armor concept
 
 
A2ac3c71-cb4b-4abb-9eb3-593f9659c4ff.jpg|Barrels, crates...
 
A2ac3c71-cb4b-4abb-9eb3-593f9659c4ff.jpg|Barrels, crates...
 
</gallery>
 
</gallery>
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:{{#vlink:DcoSkLeMdTs;NPQh2Bm3NbE;nXIN9Otsihg;XgN8kq4xRkU;_-y2qASLOgQ;3VDByxYXA1w|Crafting Q&A Part 2|playlist start=5|}}
 
:{{#vlink:DcoSkLeMdTs;NPQh2Bm3NbE;nXIN9Otsihg;XgN8kq4xRkU;_-y2qASLOgQ;3VDByxYXA1w|Crafting Q&A Part 2|playlist start=5|}}
 
:{{#vlink:DcoSkLeMdTs;NPQh2Bm3NbE;nXIN9Otsihg;XgN8kq4xRkU;_-y2qASLOgQ;3VDByxYXA1w|Crafting Q&A Part 3|playlist start=6|}}
 
:{{#vlink:DcoSkLeMdTs;NPQh2Bm3NbE;nXIN9Otsihg;XgN8kq4xRkU;_-y2qASLOgQ;3VDByxYXA1w|Crafting Q&A Part 3|playlist start=6|}}
  +
  +
==Revision History==
  +
* Release date of Crafting Document Part Deux - Updated from the [http://camelotunchained.com/v2/bsc-design-docs/crafting/ old document] to the [http://camelotunchained.com/v3/wp-content/uploads/2016/01/Crafting-Presentation-Part-Deux-Final.pdf new document]
   
 
==References==
 
==References==

Latest revision as of 19:41, 15 March 2017

Crafting
Crafting

The Crafting system, and the crafter class in particular, is a vital part of the economy of Camelot Unchained. Crafting will be central to the economy[1]. Crafting is a means by which to take raw materials, purify and shape them into useful objects. With these materials, crafters can make weapons, armor, and trinkets. Players can also salvage materials from old or broken items or make repairs to them, though some of this can be done by any class, and constitutes the lighter form of crafting, known as "popcorn crafting."

Everyone will be able to craft to some level, however the crafter class will be able to do this to a far greater degree than other classes. The crafter class was made with the Foundational Principles in mind; this includes having a meaningful play experience for the player, as well as having crafting play a key role in the game.

The classic crafter stations have been replaced with a single station called the Vox Magus. This station is a magical station and reinforces that crafting is achieved through magic. The Vox Magus allows for use of apprentices, and a performance to happen with multiple people during the crafting process.

Though technically a part of crafting, Building is vastly different from crafting and has its own page.

Other important articles:

Guiding Principles & Core Philosophy[ | ]

StrtchGl engraving (2)

A duck doing some etching

The following is a direct quote from the Crafting Document Part Deux[1]:

The Guiding Principles
We must support both "popcorn" crafting (simple crafting/repairing) as well as a full-time crafter class
We MUST create a vibrant economy that ensures that the crafter class plays a key role in the game's economy
With no Auction House, we must design the class so they have time to do the social stuff as well as actual crafting and build support systems to help
Crafting is magic! Abandon the "nod, nod, wink, wink" and embrace magic being at the core of all crafting
Use a singular interface for all crafting but customize it for each Realm. Use of this interface cuts development time and resources overall but allows us to "go to town" on the main interface
System must be designed with a long-term view. Crafters must be able to make a profit throughout their lifetime but we also must make sure to prevent/slow down "Mudflation" through use of mechanics such as item decay, repair costs, fees, slower item creation, etc.
Core Philosophy
Quality over quantity
Slow crafting = rewarding crafting
You are what your minerals say you are
Recipes are great for cooking but not for our system
Buying/selling shouldn't be a PITA
Rarity should be embraced
Nothing lasts forever

Mechanics[ | ]

Vox Magus[ | ]

Craft-organ-fancy

The Crafting Station

The Crafter does his work through the Vox Magus. This replaces a traditional crafting station such as an anvil, furnace, camp fire, or alchemy table; all crafting is done through this device. This device is going to be upgradeable and customizable to the specific needs and wants of the individual player, or the needs of the guild.

The Vox Magus has a limiting mechanic called Vox Power. As power gets used the Vox Magus becomes less efficient. The Vox Power recharges over time, but it will be possible to use a reservoir of power. Vox Power can be upgraded though the purchase of crystals.

Upgrading the Vox Magus[ | ]

The Vox Magus can be upgraded from day one, up until the end of the game. These upgrades will include the level of power that the Vox Magus can hold, the power regeneration when allowed to recharge and how the Vox Magus looks.

For the crafter class, upgrading is considered similar to the equipment upgrades and of a combat class, and will have its own form of progression.

Processes[ | ]

The process of crafting is an in-depth and extensive[2] 6-step process. Taking, purifying, shaping, making, repairing, and finally breaking. Each step is meant to be a meaningful, fun and interactive aspect of crafting. Becoming a top tier crafter will take a significant time investment[3][2].

Taking[ | ]

Taking is the extraction of raw materials from the world. This will include planting fields, later to be harvested, tending to a flock and raising trees. Basically, the 'taking' step is taking materials from the world and placing it in the players' inventories, which may involve a great deal of effort, although there will be some level of automation in this task. The raw materials will be a mixture of real and fantastical, and raw materials will have a wide range of properties[4], this makes numerous combinations possible.

Nothing will come for free, and there will be some kind of cost involved. Risk is one of the greatest costs; in an area with the greatest risk will lie the greatest rewards to obtain. In The Depths, there will be greater materials and secrets that await to be discovered by your Realm[5].

Magic04

Soul Taking: enemy soul as crafting material

Realms at a current disadvantage may have their materials regenerate faster than normal. Souls can be taken from enemies slain and used later in the making or shaping stages[6].

The crafter class will be able to see the materials in the world, and will be more efficient in their collection than non-crafter classes. To protect themselves while taking materials from the world, the crafter class will be able to set up defenses and traps[7][8].

Purifying[ | ]

Purifying is the step of changing a raw material into a material suitable for crafting. This step will be more interactive than the taking step with a mini-game; this mini-game will not be simply "connect three". From this process, players will not only receive the pure material, but also impurities and by-products, which can be used in other crafting projects or for class abilities.

After purifying, the raw materials will go into the Vox Magus and the player chooses other reagents to add. Before starting the purifying process, the player will have several bars to adjust to their needs or desires for the end product:

  • Mode
  • Risk Factor
  • Quality Level
  • Quality Target
  • Impurities Level
  • Impurities Target
  • Purify Time
  • Vox Power
  • Power Cost

Once the player starts the process, they can make adjustments during the process. The player can adjust the reagents, the power, and can have other crafters come in and contribute.

Shaping[ | ]

Shaping takes the purified materials and starts shaping them for final use within an item. You will be able to blend materials into alloys. These Alloys will have characteristics of both materials. Steel can be made from iron and other reagents, but steel in turn can also be used in other mixtures to create a new alloy.

The effect of Alloys will be dependent on the materials used. However, Armor may be more or less resistant to fracturing, temperature, or even physical stimuli. Items may gain a slight luminescence if the right materials are used.

Shaping is not a recipe system, it is combining two or more materials to make a material for the making step. Materials plus alteration steps will make the final product; not two bars of iron, one hunk of carbon gets you a steel bar. This is intended to give control over the final form of items to the crafter.

Making[ | ]

Ears

The E.A.R.S. engraving system will, besides looks and resistances, add some visual procs

This is the actual step of creating of an item, from Weapons to Armor and Siege Equipment[6] for use with the crafter or other characters. For this step, the Vox Magus can work both in a supervised mode and an unsupervised mode; both modes may work online and offline. While making an item, blueprints can be created to make recreation of well-designed or unique[9] items easier. The blueprint will allow for some level of automation.

If you have captured enemy souls you will be able to imbue the soul into the items created. Using the E.A.R.S., the player will be able to customize and add special features to your items. When a resistance is activated, the armor and runes will light up<REF="EARS">The Engraving And Reaction System</REF>. In this step, the player can add a special mark to identify that this is their creation[10].

Catastrophic failures will be low, as will critical successes[9].

Repairing[ | ]

Md update flair brokensword 011

Items will decay and break, thus giving crafters even more significance

With repairing, the player can take broken items and repair them or re-forge them into newer items.

Breaking[ | ]

Scavenging and salvaging items, either broken, old, or just not needed, will allow players to get materials that were used in its creation. For unbroken items, the player will be able to get a blueprint of the item and the materials. To some extent, non-crafter classes will have a certain amount of access to this ability.

With a higher breaking skill, the crafter class will be better able to recover materials, including from catastrophic failure[9].

Stores, Merchant Guilds, and Caravans[ | ]

Players who craft can act as merchants and set up a store to buy and sell goods. These stores will be a kind of secondary housing for the character who owns one. A Vox Magus will be able to be set up in the store. Stores may be available only to the crafter class, however the license will be available from the Realm. Licenses will not be purchasable, these rights need to be earned from the Realm. Stores will be in special zones made for them to create markets, these will be in safe cities to start but may spread through the world as time goes forward. Players will be able to add signs and decorations outside, and the inside will be highly customizable, as well.

Caravans will be hired to run goods from one place to another, and are designed to move heavy goods. Crafters will no longer be able to rely on their carrying capacity to get goods from one place to another. These Caravans will use giant creatures as the beasts of burden, and will be loaded up with goods and directed to go somewhere in the control of the Realm. These caravans can be told to follow a route, or can be directed by a player. Because these Caravans will be going through areas that potentially have other Realm members looking to raid them, you can purchase insurance to protect your investment, or hire players to guard them along the way.

Vines[ | ]

An early look on Arthurian Knight armor (Alpha tests)

Gallery[ | ]

Videos and Sources[ | ]

http://camelotunchained.com/v2/bsc-design-docs/crafting/

The Opposition Podcast with Mark Jacobs (skip to 20:00 for crafting)
Kickstarter Crafting Presentation
BSC Crafting Presentation
Crafting Q
Crafting Q
Crafting Q

Revision History[ | ]

References[ | ]