In SWG heb je de factories. Misschien dat je het daar een beetje mee mag vergelijken.
Dan geef je ook min of meer een opdracht om iets te craften maar dan aan een huisje 😀
Op zich ook wel iets realistischer dat je een geavanceerde light saber niet in 3 seconden in elkaar kunt flansen maar dat je daar effe op moet wachten.
Hmhmm is erg leuk bedacht dat de mood van je compagnions van invloed is op de craftresultaten.
En dat het even duurt voordat iets gemaakt is, vind ik ook iets meer realistisch.
Ik vind dat ze echt hebben nagedacht over allerlei zaken, zoals bijv. het craften en niet klakkeloos iets kopieëren en willen versimpelen, tot een nietszeggend onderdeel van het spel.
Nee dit draagt bij aan het eigentijdse unieke karakter van ToR. Heel goed!
En ik vind dat de community algauw te zeiken heeft.. typisch weer het glas half leeg zien ipv.. half vol.
Ik hoop echt van harte dat niet geluisterd naar paar van die zeikerds binnen de groeiende community.
Ik vind het gewoon een uniek opgezet concept wat betreft het craften, en er nog niet alles bekend binnen het craften, ik ben zeer nieuwsgierig en wil graag mn best doen om te zorgen dat mijn compagnions en ik dikke maatjes worden, blijven en zijn! ;D
Craften mag z'n tijd zeker duren. Maar wat ik het mooie aan dit systeem vind is dat het craften dus tijd kost en je zelf nog steeds lekker kan questen...
Pak nu eens Lotro en je bent een SM Cook en je wilt laten we zegge... 250 lothlorien waybread maken... da zijn maar 5 stacks... nou trek er maar +/- een uurtje of...4 voor uit. En je kan niets anders doen dan dom naar je scherm kijken want als je te lang niets doet met je muis ga je afk en log je uit...
Dus ik zie de voordelen van TOR crafting systeem wel. En dan mag het gerust wat langer duren...
Ow en vrolijke, blije, gelukkige mensen werken harder met een beter resultaat. toch?
Jup
Fact: je kan zelf niks craften, alleen je compagnions kunnen craften en kan craftskills toebedelen aan je compagnions.
Je kan zelf wel op zoek naar resources, items of loot
Tof toch! Origineel bedacht.
Maar ze moeten niet te lang wachtenmet de rest kenbaar te maken omtrent het craften.
Ik wil al gaan vooruitkijken/-plannen. Ben erg nieuwsgierig! 😀
Volgende craftskill is bekend! Armstech! Wapens craften.
Armstech
The Old Republic offers a wide variety of crafting skills, and we’ve already revealed three of the six. Today, I’d like to show you a bit about a fourth: Armstech. Armstech is the ability to work with hard metals, alloys, and synthetic materials to craft blasters.
When we designed the Armstech crafting skill, we envisioned what materials make sense in The Old Republic. We spent hours reading online, referencing books and novels, talking with colleagues, and utilizing all the Star Wars™ resources we could find to help define the perfect materials for Armstech. Once we laid out the materials, the rest of the system fell comfortably into place.
Players who choose Armstech as their crafting skill will be able to create a wide range of blaster pistols, blaster rifles, sniper rifles, and assault cannons. To create these powerful weapons, you’ll need to get your hands on the right materials. Scavenging, a gathering skill, supplies the metals, alloys, and other materials you’ll need for Armstech.
Entry-level Armstech schematics require only a gathered resource, allowing crafters to enjoy the game system immediately. As schematic complexity and item quality increases, the crafter will need other ingredients, like vendor-purchased materials and even rare resources. The higher the item quality, the more work you’ll need to put into crafting.
There are three quality levels for crafted blasters:
Quality - Crafting Requirements
Premium - Gathered resources and common items sold on vendors
Prototype - Rare gathered resources and other valuable items
Artifact - Rare resources (gathered or otherwise) and other valuable items – possibly acquired from other players
Premium quality blasters are relatively easy for an Armstech to make. They generally require only scavenged materials and vendor-purchased fluxes. At lower levels, Premium quality blasters require relatively inexpensive materials and take only minutes to construct. They’re on par with (and sometimes slightly better than) items commonly acquired from completing quests and defeating enemies. We expect that casual crafters will pursue crafting blasters of this quality, and that they’ll get excellent use out of them.
Discovering and mastering Prototype and Artifact quality blasters takes considerably longer and requires much more player dedication. In The Old Republic, we want the crafting of such items – especially at the end game levels – to be a significant accomplishment. Our goal is for players to want to seek out renowned crafters who have learned the rarest schematics. Prototype and Artifact quality blasters will be exceptional, and their appearance and effectiveness will speak to their rarity and power.
Companions and Crafting
Companion characters are a key part of The Old Republic, so one of our goals for Crew Skills is to fully incorporate them into the system. Having companions perform crafting tasks and missions encapsulates the approach we desired for crafting, and adds to the story and detail of the game world.
Players can issue crafting orders to up to five companions at a time, and each companion can add up to five crafting tasks to their queue. You can cancel crafting progress from anywhere if you need to, and the resources your companions were using will be returned to you. Your crafting queues will even continue to progress if you have to go offline – when you log back on, you’ll receive any items that were completed while you were gone.
Your companions all have different skills and personalities, and their strengths carry over into the Crew Skills system. Some companions are better suited to particular Crew Skills than others. We revealed recently that Vette is an excellent Treasure Hunter; that means she’ll have a bonus when performing Treasure Hunting missions. Companion traits in Crew Skills are designed to be story-appropriate and meaningful, but the bonuses aren’t designed to be so extreme that you’ll feel you only have one companion choice for a given task.
Companions are much more than just a block of stats to be ordered around, of course. In true role-playing fashion, what your companions think about you will affect how motivated they are to work for you. Companions with high affection will have their ability to perform crafting tasks greatly improved. For example, a companion with high affection can craft items faster – this becomes really significant when crafting tasks can take hours or even up to a day to complete!
Though companions are vital to The Old Republic and the Crew Skills system, we do know that some players want to be the primary crafter for all their crafted items, or for particularly special pieces of equipment. It’s worth noting that players will definitely need to be directly involved in the process when learning rare schematics, and that Lightsabers aren’t acquired or assembled via the Crew Skills system. We’ll have more details on this later.
Players progressing through The Old Republic will always desire better quality items, and crafters certainly want to provide those items to make a profit. We’ve worked hard to ensure that crafted items have an important place in The Old Republic’s economy, and that crafters will be well-rewarded for the effort they put into the Crew Skills system. In future updates, we’ll go further into detail about how we plan to address crafted items in the economy!
Hier ben ik 🙂
Jullie moeten meer posten ;D
Hier ben ik 🙂
Jullie moeten meer posten ;D
lol je bent me er ook eentje heh.. >:(
Eikel O0
Hier een plaatje van Crewskills:
Each companion or crew member will have out-of-combat proficiency that they can excel in. These skills will focus on gathering, crafting, or mission skills. However, each character will only be able to focus on the three Crew Skills that you choose for your team (out of fourteen or so choices). There are a few more caveats that I would like to mention: for example, if you want to focus on gathering, you can select a total of three out of the four gathering choices available. However, if you wish for your crew member to focus on crafting, you will only be able to choose one of the six areas for your crew to pursue. You will have to choose two non-crafting skills or professions to fill out the remaining two slots. If you want your character to be entirely mission skill based, you can choose three out of the four possible skills. Again, crafting is the only Crew Skill or profession that you will only be allowed to excel in one area at a time. Continue reading to see the full breakdown of the major categories for Crew Skills...