Crafting is getting insane

Onyxia2016

Well-known member
It is time to seriously think of doing a crafting revamp. This game has way to many crafting systems that all work differently and are a complicated mess.
https://ddowiki.com/page/Crafting

We have dozen or so alters, NPC's and the stone of change interface is just awful.
I suggest they boil all these down to a single system.
Base Item (if needed) + Ingredients = Crafted Item.

Roll it up under the Cannith Crafting interface for simplicity.
If that name is no good then create a new name "Super Fantastic Fun Time Crafting" or whatever and put is all under that interface.

As it is now, it looks like a dozen or so different attempts at create a crafting system, that all failed and were abandoned and left in the game.

I am curious what other have to say on this subject. If I am alone in my thinking fine, disregard.
 
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Dragavon

Well-known member
I do not think you have a point. Or, you do, but my opinion is it is fine as is.

Each area has its own system, that is fine.

Then you have Cannith Crafting that is useful everywhere. Also fine. If you do not like a crafting system you can usually ignore it and use something else.

It is a lot to take in for new players yes, but new players does not need to do everything on their first day.

Saying a system is abandoned is just nonsense. Each area specific system is finished and it is what it is. Not abandoned.
But it is an insane amount of different ingredients to manage, that is true.
 

Rathy

Well-known member
I am curious what other have to say on this subject.

I view all the different crafting systems from a role-playing perspective.

That is, it is all very magical and most magical systems are very complicated, obscure, and require specialized knowledge to use. So the many different DDO crafting systems makes sense to my characters!

But from a strictly gaming mechanics perspective: yes, a simpler streamlined system would be lovely!
 

Eltronin

Kobolds don't matter
All crafting is basically the same. Take ingredients, combine, make item. Some you need to make a new ingredient, others you need to make the item/weapon however, it is all basically the same.
 

Onyxia2016

Well-known member
I do not think you have a point. Or, you do, but my opinion is it is fine as is.

Each area has its own system, that is fine.

Then you have Cannith Crafting that is useful everywhere. Also fine. If you do not like a crafting system you can usually ignore it and use something else.

It is a lot to take in for new players yes, but new players does not need to do everything on their first day.

Saying a system is abandoned is just nonsense. Each area specific system is finished and it is what it is. Not abandoned.
But it is an insane amount of different ingredients to manage, that is true.

Perhaps a did not word it correctly.
I did not say the older systems were abandoned. I said it looks as if they were abandoned. Different interfaces, again gives the appearance that the devs were trying different ideas but never settled on one and just left the old attempts in the game. These systems/interfaces do work however.

I view all the different crafting systems from a role-playing perspective.

That is, it is all very magical and most magical systems are very complicated, obscure, and require specialized knowledge to use. So the many different DDO crafting systems makes sense to my characters!

But from a strictly gaming mechanics perspective: yes, a simpler streamlined system would be lovely!

I agree, from a role-playing perspective the ingredients and even the alters locations should remain. I was speaking to the interface and underlying system itself. An example if the Stone of Change, would it not be better to have an interface like many of the other system?
Select what you want to craft/change and then see what ingredients it requires.
 

Archest

Well-known member
Sharn is extremely taxing as to getting the ingredients together for a single item far too broken down .
Vale(Green Steel) which very limited choices for farming ingredients taxing as to getting the ingredients together for a single item as well.
which while its wonderful for a Cannith Crafter who only thinks the ingredients for green steel comes from vale makes it monotonous as well.
It takes enough Time to get full ingredients for Cannith crafting then to have to build up 10 or these to make 1 of these which you need ten of to make 1 of three shard ingredients.....< ya ok you wasted your time programing this cause its BS and not using it lol.
 

Arkat

Founder & Super Hero
I am curious what other have to say on this subject. If I am alone in my thinking fine, disregard.
Each of these "systems," crafting or otherwise, are merely bullet points that transient Devs add to their resumés so they can get a job someplace "better."

Golden opportunities to expand current crafting systems (Schism Shard crafting anyone?) are ignored in favor of adding new ones.

It's highly irritating and one of the reasons why I really don't play regularly anymore. I don't really like the game that much these days, honestly. I've only stayed for the people.
 
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Eme

Well-known member
I think sets have gotten out of hand, more than crafting, and the devs need an intervention to calm it down a bit. It was fun for a while with small sets, but now they have gone over the edge like a blind drunk convinced one more drink will get rid of the headache.
Would much prefer smaller sets, but bigger and better loot, with less tetris headache, so lucky looting that one great bit of gear you could use right away was still a rush. We really shouldn't be wasting months trying to plan gear layout and still not getting anywhere.
 

Dragavon

Well-known member
I think sets have gotten out of hand, more than crafting, and the devs need an intervention to calm it down a bit. It was fun for a while with small sets, but now they have gone over the edge like a blind drunk convinced one more drink will get rid of the headache.
Would much prefer smaller sets, but bigger and better loot, with less tetris headache, so lucky looting that one great bit of gear you could use right away was still a rush. We really shouldn't be wasting months trying to plan gear layout and still not getting anywhere.
So much this.
 

saekee

long live ROGUE
each system is introduced as a means to run the new set of quests and raids. Sometimes they reuse them, like they did with Sharn.

Vecna, upon introduction, has a crafting system, so to speak.

I think Cannith crafting should get some more tweaks like how we could craft something where it could not normally go if the skill level was high enough. Also we should be able to craft augment slots onto stuff. I mean, someone put them on there, right? Lore-wise, we should be able to do so too.
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
This is a very complex issue with a lot of moving parts. "Do a crafting update", is too broad and too unspecific a request. The developers cannot meet player demands for new stuff. They cannot appease players demanding big fixes. With those demands in place, asking for some generalized crafting overhaul that would consume thousands of hours of developer time for an unspecified improvement in player experience without providing anything new is untenable.

In my opinion, you are better off asking for very specific changes, one at a time, with a long term goal to make crafting better. Ask for things a developer can work on in small chunks. I recommend starting with something very targeted that will make life very obviously better for players.

I disagree on set bonuses. Keep them coming. At this very moment, I cannot properly equip many of my characters because the defensive set bonuses I want do not exist on equipment appropriate for my characters. Very flexible systems like Isle of Dread and Slave Lords are preferred.

I am okay with almost all of the crafting systems. The only one beyond my comprehension is Green Steel. Since I do not raid, that does not matter.

Edit: To be clear, I am not discounting this idea. I am just saying that if you want something to actually happen, you need to give Tonquin and the other developers a much more focused, much more more specific suggestion. This thread is already degenerating into the usual 'Airing of Grievances' and will not go anywhere.
 
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festasha

Well-known member
I find sharn a pita creating some ingredients and then having to remake ingredients cause the upgraded ingredients used those other ingredients. Just remove the higher-tiered ingredients and use more of the lower-tiered ingredients.
It doesn't need to be more work than it has to be and crafting shouldn't have to be an ordeal making notes of what you need beforehand.

I needed help creating my first piece of legendary greensteel, as there is no LGS planner available. Thanks @vryxnr I couldn't have done it without you. I still have no idea how you plan to make items with this system. LGS devices outside of the raid would be nice to have too as I would at the least have time to look through the recipes and try to understand what it is I need to make.

I would like to see all crafting devices located in their dedicated hub or an area within the Hall of Heroes.
 

seph1roth5

Well-known member
Sharn is definitely my least favorite crafting, although stuff from house C (raid) is annoying too. It's unintuitive, you have to craft pieces which are THEN pieces, and you can't look at what you need on other steps.

If they want to keep the different systems, fine, but just have one essence per, like they did with the vault keys and whatnot. Give me a sharn iron defender claw and NOTHING ELSE, and change how much you need for crafting different things. And a saga could give 100 or something.

Changing the old convoluted cannith crafting with elemental essences to just "cannith essence" was great!
 

DDO Gaming

Well-known member
Whilst I have limited knowledge of crafting beyond cannith and dabbling a bit with twelve...aren;t crafting systems linked to adventure packs?
 

dur

aka Cybersquirt
I think sets have gotten out of hand, more than crafting, and the devs need an intervention to calm it down a bit. It was fun for a while with small sets, but now they have gone over the edge like a blind drunk convinced one more drink will get rid of the headache.
Would much prefer smaller sets, but bigger and better loot, with less tetris headache, so lucky looting that one great bit of gear you could use right away was still a rush. We really shouldn't be wasting months trying to plan gear layout and still not getting anywhere.
I would agree that there are crafting options that are not exactly intuitive and they are scattered,, but:
crafting got insane many years ago, why complain now?

each system is introduced as a means to run the new set of quests and raids. Sometimes they reuse them, like they did with Sharn.

Vecna, upon introduction, has a crafting system, so to speak.

I think Cannith crafting should get some more tweaks like how we could craft something where it could not normally go if the skill level was high enough. Also we should be able to craft augment slots onto stuff. I mean, someone put them on there, right? Lore-wise, we should be able to do so too.
F Vecna. And Dino Bones, while we're at it.

Alright, yeah, if you own everything, there's prolly too many.
I find sharn a pita creating some ingredients and then having to remake ingredients cause the upgraded ingredients used those other ingredients. Just remove the higher-tiered ingredients and use more of the lower-tiered ingredients.
It doesn't need to be more work than it has to be and crafting shouldn't have to be an ordeal making notes of what you need beforehand.

I needed help creating my first piece of legendary greensteel, as there is no LGS planner available. Thanks @vryxnr I couldn't have done it without you. I still have no idea how you plan to make items with this system. LGS devices outside of the raid would be nice to have too as I would at the least have time to look through the recipes and try to understand what it is I need to make.

I would like to see all crafting devices located in their dedicated hub or an area within the Hall of Heroes.

Sharn is definitely my least favorite crafting, although stuff from house C (raid) is annoying too. It's unintuitive, you have to craft pieces which are THEN pieces, and you can't look at what you need on other steps.

If they want to keep the different systems, fine, but just have one essence per, like they did with the vault keys and whatnot. Give me a sharn iron defender claw and NOTHING ELSE, and change how much you need for crafting different things. And a saga could give 100 or something.

Changing the old convoluted cannith crafting with elemental essences to just "cannith essence" was great!
Forgot sbout Sharn. UGH!!
 

Dandonk

This is not the title you're looking for
Sharn is definitely my least favorite crafting, although stuff from house C (raid) is annoying too. It's unintuitive, you have to craft pieces which are THEN pieces, and you can't look at what you need on other steps.

If they want to keep the different systems, fine, but just have one essence per, like they did with the vault keys and whatnot. Give me a sharn iron defender claw and NOTHING ELSE, and change how much you need for crafting different things. And a saga could give 100 or something.

Changing the old convoluted cannith crafting with elemental essences to just "cannith essence" was great!
A new crafting "system" for each area is not a biggie for me. They'll want each area to have ingredients specific to that area, so you'll have to buy the new shiny thing to get, well, new shiny things.

But the above is a big annoyance to me. Multiple different ingredients for no real purpose, and then intermediate crafting steps where you can't see in the machine where you're heading... ugh...

I was here for the original GS. I've crafted maybe ten cloaks/goggles/helms, and around the same of weapons. Yes, I can do it. It's still annoying and a chore. It's not fun. It's just.... ugh.
 

Archest

Well-known member
dont care there's crafting included with the expansions and adventure packs just dont want a forever grind of meld down and then need to have melted ingredients melted down again to make the final ingredient. so i just dont use it. i dont think im the only one who thinks its not fun or even worth the +2 chrisma which is non stacking with a giant hold augment,
 

Kasanje

YouTube Creator
I enjoy using the Cannith crafting system, but I wish my crafting level was reflected in all of my characters.

Having to funnel all of my essences to one character or log out when I need to craft something has gotten tedious over the years. The crafting storage tab in the bank has made this easier.

I recall from a "Friday at Four" stream that some of the older game functions cannot be changed because of how they are coded and related to other linked functions. I believe the stone of change was included in this category.

Updating or fixing some things would cause issues with other functions.
 
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