Saturday, June 7, 2008

A look at Warhammer Online Crafting, the good and bad

Now more on crafting. According to the webcast of Warhammer Online’s crafting system, they are trying something “new” that actually isn’t that new. It seems that there are four gathering professions (basically to get magic stuff, plants, meat, and misc. loot) and two manufacturing professions (basically talismans and potions). You get to have one of each.

The gathering professions seem to just be taken from other games. For instance, the growing profession screams Final Fantasy XI, and the scavenging and butchery professions are analogous to how skinning operates in WOW. Also, the final gathering skills, magical salvage, is the same as disenchanting things in wow, with the exception that you get to choose what you receive from it.

Gathering is where the “new” stuff really is, though. Instead of recipes, you get to choose four ingredients to put into an item, and different combinations and skill levels generate different power items (Anyone remember the Elder Scrolls games? This is Alchemy!) There’s always a chance for critical failure, but you just loose the container you were using, not the ingredients, which is strange for me, since I’d think it’s more likely to loose ingredients than have the container break beyond repair.

So, I guess here’s my opinion.


  1. Non-recipe based crafting: Good, so long as it is implemented well and that there are many ways to make the same potions (like health potions) and item stats for potion making reflect their rarity.
  2. Gathering skills can be done anywhere. That way you don’t have to run back to newbie areas to get your growing skill up at the beginning.
  3. Skill trainers aren’t even available until Chapter 2, reducing the likelihood of alts being powerhouses for crafting.


  1. You just copied WOW and FFXI for gathering skills. Seriously, I thought this was going to be a new system.
  2. Within days of the first players getting crafting skills, “recipes” will start showing up (as happened with FFXI) removing any need to experiment to find what recipes work well.
  3. Certain recipes will be deemed the best, and their ingredients will be costly, and make up most of the market for reagents. With the real time requirements of growing (a la FFXI) and the fact you get to choose seeds and such, and plants aren’t random spawns like WOW, players can simply choose not to grow plants that aren’t in high demand.

Some good, some bad, but I certainly hope they put more work into the basics of the system. I was really excited at the beginning of the podcast, and nearly depressed by the end.

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