Saga of Lucimia wants to make crafting more than just a side-gig

    
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Saga of Lucimia wants to make crafting more than just a side-gig

In the latest dev blog from Saga of Lucimia, Stormhaven Studios Creative Director Tim Anderson delves into the nuts and bolts of crafting, its place in MMORPGs, and how the team plans to approach its implementation in its upcoming sandbox title. Anderson bemoans the fact that in recent times crafting has been largely relegated to a side-activity that’s largely secondary to combat and adventuring. Saga of Lucimia hopes to undo that trend, however, by making crafting not only useful but in some cases absolutely crucial, not just for creating new equipment and items but also for adventuring, exploring, and dungeon-crawling.

Although the devs aren’t quite ready to unveil the specific mechanics of Saga of Lucimia’s crafting system, Anderson describes it as a cross between the crafting systems of Vanguard: Saga of Heroes and Star Wars Galaxies (may they rest in peace). Crafters will, of course, be relied upon to create new weapons, armor, and consumables, but the devs don’t want their roles to be quite so limited, and in fact, their goal is to make it so that adventuring parties will want to include a crafter or two in their group compositions: “There’s a reason we have 8-person parties in our game,” Anderson writes. “There are whole sections of dungeons and parts of the world . . . that will require you to have multiple types of crafting to explore beyond. In our mind, the ideal makeup is a main tank, a main healer, utility + crowd control, couple of DPS, and then a couple of crafters to round out the team.”

It’s an ambitious goal, and we’ll have to wait a bit to get more details on how exactly this will play out within the game, but if you want to get some insight into the team’s design philosophy when it comes to crafting, then Anderson’s post is definitely worth a read. You can find it for yourself over at the game’s official site.

Source: Official Site. Thanks, Camren!

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Mr.McSleaz

I Never cared about this game…………….Until Now :)

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Tim Anderson

Well, hot damn :)

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Eboni

I would definitely like to try it out. One of these things I liked to do is Dungeoneering in Runescape. It is a normal dungeon crawl, but you bank all of your gear before hand. Then, you harvest from stuff inside the dungeon and make your own gear and other supplies. I’ve only done it solo, but I bet going as a group would be fun too.

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Tim Anderson

Going as a group is always fun :)

We’re playing LOTRO with our SoL community atm on the Legendary server, Anor. Sure, you can solo the vast majority of LOTRO these days, but we play as a group. We were in-game for more than four hours last night with multiple groups running around, chatting in Discord, etc.

So much more fun than being by yourself!

On the Dungeoneering aspect of Runescape; the banking of all your gear is interesting. One aspect of our game is very limited inventory space; instead you’ll be relying on your pack mule + saddlebags + wagons to get your gear back from dungeons to towns.

You’ll have to be strategic about what you take in, as you’ll have limited space for what you can bring out. Of course, crafters will be able to help you have more space available :)

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Ironwu

Wildstar attempted something like this when it required specific ‘Path’ practitioners to access certain areas which were required for achievement completions. It was ok, but could lead to some frustration if that specific Path practitioner was not available.

Crafting needs to walk that fine line between being really useful and being meaningless. ESO, for instance, does this quite well for its Gear and Weapons crafting (NOT Jewelry, which sucks bit time).

I would say that if you are going to NEED craft persons present on a combat mission, then it will almost certainly require that crafting be a secondary profession that is in addition to adventuring professions. I just cannot see dragging a dedicated craft person along to open one door and be useless for the rest of the adventure. I suspect that if that is the case, there would be a lot of toon swapping in and out using the mentioned capability to bring replacement characters into the group while in the field.

Should be interesting to see what turns up from the developers.

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Robert Mann

Crafting not being left to a phoned in second thought is welcome. Whether this is enough for that or not will be something to see.

I still think one of the biggest things of importance to me is more depth. Don’t just give me crafting of a few things via button clicks. Give me reasons to care and pay attention to at least some of the tasks, and the ability to have different styles, setups, or skills than other crafters. Because I’d much rather be able to do one thing as one of a few experts, than to do everything alongside every other person who can do everything…

That’s just me. I know a lot of people are ‘self-sufficient’ types, but at the same time I am aiming specifically at group/community/interact with each other type games with this. I don’t mind if the traditional themepark continues with it’s status quo crafting at this time. I have no interest in a game that is merely a combat simulator with gear grind anymore.

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Tim Anderson

This is one of the reasons we looked to Star Wars Galaxies as one of our primary sources of inspiration. We’re keen on having crafters not only be able to make unique items, but also “one of a kind” items, and potentially things that are only one per server given the rareness of the mats + the combination of elements that require a crafter to get there in the first place.

We absolutely LOATHE carbon-copy mechanics; we’re working hard to ensure that each player, crafter OR adventurer, is unique in their own way via skill selection and execution.

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Kayweg

What you describe in the first part of your post sounds very much like EQ2’s crafting system, where you have to actively intervene to avoid a flawed product.
Many disliked it. Personally i still feel it was one of the best crafting systems ever devised.
I don’t know how many 32-slot inventory bags i made (and how many 31-slotters i had to ditch), but they sold like warm bread.
So yes, a crafting system that requires of the player to actually interact, produces items for which there will be a demand, and combines with a market system that isn’t immediately flooded with botters/exploiters would be perfect.
Lofty goal to aim for these days.
It would probably have to be a crafting system that “isn’t for everyone”, would that be a bit of a risky route to take perhaps ?

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Tim Anderson

Much of what we are doing “isn’t for everyone” :) We prefer to take risks as opposed to create a carbon-copy of every other MMO on the market.

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Robert Mann

That’s not the end all to me. I think quality of work is part of things, but I want far deeper systems than the copied “Gather, click, wait” that so often exists.

That certainly isn’t for everyone, but I have a well worn refrain here at this point. It goes like this: “Different games for different people.” MMOs trying to get everyone is a failed idea that merely ensures the watered down results appeal to fewer players in the end.

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Tim Anderson

Multiple “types” of crafting, not multiple times =P

Other than that, thanks for posting! Since you left out a link back to the source material, we’ll go ahead and drop that here: https://sagaoflucimia.com/mondays-in-mmorpgs-crafting

Bree Royce
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Bree Royce

The source is right at the bottom of the article. Where it says “source” in the big grey box.

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Tim Anderson

Missed that :) I caught the “You can find it for yourself over at the game’s official site.” but missed the link! Not enough coffee yet!