Ten
Ton Hammer: What if a player decides that maybe they don’t
want to jump into crafting right away, but then decides to go back to
it at a higher level; is the system easy to dive into later on?
Bill
Roper: It definitely is.
There are two ways that you’re gaining skill points in
crafting. One of the ways - if you want to use sort of a generic MMO
term – is by finding resource nodes. In other words there are
things you can find out in the world to investigate, but you gain the
vast majority of skill points by deconstructing items.
The way our crafting system is designed, there is Research and
Development. Research is actually taking things apart and looking at
what they’re made of. With most fantasy MMO crafting
you’re making a mountain of short swords before you can go up
to the next level to make cutlasses or whatever. We wanted to make it
so that the vast majority of your points come from tearing things apart
to see how it works, so that you’re learning from the way it
was constructed.
We do a double duty with that, where if you have an item upgrade that
can be taken apart, when you deconstruct those to do development you
not only gain points from that in terms of learning how it was made but
it will also give you the component parts that you can then use to make
other items. You do get a little bit of skill from making things, but
the system is definitely not designed to focus on that as the way
you’ll be gaining levels.
So as a high level player, any items that are dropping for me are going
to be a lot faster for me to skill up on, or I can always go to the
marketplace and buy a bunch of cheap items from other players to
deconstruct. Or it would also be really easy for me to fly, Superspeed
or Superjump around the lower level zones and get resources.
Having done a lot of crafting in other MMOs, I find it’s not
– I don’t know if “grindy” is
the right term – but I don’t
have
to do a ton of travel. Using WoW as an example, if I decide to take
mining I’ve got to go and start looking for copper in the
newbie zones even if I’m level 50. That was the only thing
that frustrated me actually about making a Death Knight. I wanted to
start crafting but I realized I’d either have to buy all the
stuff or I’d have to go and find all of it. So for something
like herbalism you have to go find wild flowers and pick them to gain
levels, and you really can’t do anything else to achieve
that. It was like, “I’m starting at level 65, I
can’t believe I have to do this” you know?
Ten
Ton Hammer: Oh I know. I think I’d just hit level
62 on my
Death Knight when I got the bright idea to pick up mining and
blacksmithing and then realized what a grind it would be to get both of
them up to my current level.
Bill
Roper: The cool thing with
our system is the fact that you’re basically just
deconstructing stuff that’s really simple to go out and get.
So I think it’s a really nice system; it’s
definitely very different. You can make specific items, or you can even
make algorithmically generated items where you’re basically
deciding on certain parameters and telling the system that you want it
to care about three specific things and it can make you a random item.
Then there are also blueprints for exact items that you can get.
So it’s a nice system, it’s pretty deep and I think
it can be easily picked up. You can definitely dive into crafting
fairly easily at a higher level if you decide not to start with it
until later on in your character career and it won’t be super
frustrating.
Ten
Ton Hammer: One final thing that I wanted to touch on that was
addressed briefly as Champions transitioned into open beta is the push
towards getting more polished support for gamepads in for launch.
Bill
Roper: What we have in now,
the way I’ve kind of looked at it is that we have combat
controller support in. We’re not quite yet
“officially” supporting the controller because
there’s a lot of stuff that it doesn’t do yet such
as certain menus that it won’t go through since
we’ve recently gone back through a lot of the menu structures
and things like that. But one of our programmers went in and wanted to
get all the combat controls in and working.
So you can’t play 100% with
just
the controller. Every now and then it will be easier to go to your
mouse and keyboard; you
can
navigate some of the current menus but it’s not really
supported well quite yet. But the combat is really pretty fun with the
controller, so we’ll be putting up a thread on how combat
works with one.
As an example of something that isn’t quite supported yet,
you can choose what mission reward you want to get, but that
doesn’t give you the mouse-over text since that’s
currently triggered off of a mouse action in the system. The controller
doesn’t send the same message, so you can still go in and
choose an item, but you won’t really know what they are
unless you actually mouse over it. But for just cruising around the
world and fighting it definitely works for all the combat.
Ten
Ton Hammer: Thanks for taking the time to talk, and good luck with the
upcoming launch!
Bill
Roper: Thanks, we are stoked!
Things have been going great, we’ve been getting great
feedback from people and we’re really looking forward to
getting in with our early start people on the 28th and then everyone on
the 1st. It’s been an awesome ride to get to where we are
now, and we’re looking forward to continuing our interactions
with our players and just continuing to make the game better and better.
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