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View Full Version : What crafting profession would you most like to see added after release?


Dragonar
06-09-2008, 11:39 AM
With only Apothecary and Talisman Making being the two selectable crafting professions, what would you like to see added in a future expansion or patch?

Archerion
06-09-2008, 11:43 AM
Theres already a thread like this i think, not sure though.

- Furnishing
- Blacksmithing(Armor & weapon enchanting)
- Siege weapon making
- Cooking

Edit: Oh and ofcourse, hairdressing(for use on dwarf beards)

Dragonar
06-09-2008, 11:52 AM
Yep but I didn't see a thread with a poll added :D

Faiike
06-09-2008, 12:29 PM
Placing "Engineering" as a possible profession is kind of impossible.
"Hey guys, I'm a Dwarf Engineer! My professions are Scavenging and Engineering!"
Repetition is full of fail.

However, you can't butcher and not cook. So, I vote for cooking. And not in the WoW sense where anyone can get it, but as in it's a specific profession that stops the availability for the other ones.

Now, food ain't that special, but "buff food" is plausible to an extent, and maybe feeding a Squig would change it's color or whatnot. Could get pretty interesting at least.

EDIT: Also, yeah. No. Enchanting and Jewelcrafting are both the same niche that Talisman Making is. You place a Talisman on your armor, you receive a buff. I'm also assuming you haven't done your research, because if you did, you would know that WAR will not include a durability system, so "repairing" won't exist. This poll seriously needs to be reworked at best.

Archerion
06-09-2008, 12:35 PM
I still demand hairdressing for use on enemy dwarf beards.

Ununseptium
06-09-2008, 12:38 PM
none THE CRAFTING SYSTEM IS PERFECT ok so there is no need for other professions it would just ruin the game ARRRRRRRRRRRHHHHHH!!!!!!!!! and you didnt even add a choice to say "I dont want another profession" GOD dont you see how they made it this is not WoW ok this is a real game

Faiike
06-09-2008, 12:40 PM
none THE CRAFTING SYSTEM IS PERFICT ok so there is no need for other professions it would just ruin the game ARRRRRRRRRRRHHHHHH!!!!!!!!! and you didnt even add a choice to say "I dont want another profession" GOD dont you see how they made it this is not WoW ok this is a real game

Why do I suddenly fear for the "mature player base" that WAR is supposedly bringing in? ):

Archerion
06-09-2008, 12:41 PM
Huge writing, little punctuation, spelling mistakes, use of caps, overuse of exclamation marks... indeed i agree.

Aggronaut
06-09-2008, 12:44 PM
Still, the man has the right idea. Nobody wants sissy close making, and they alredy have jewelcrafting/enchanting. I voted on cooking, now theres something they could do well, add some really cool animations to it maybe, if not oh well, the UI crafting system they made is sweet.

Faiike
06-09-2008, 12:56 PM
Still, the man has the right idea. Nobody wants sissy close making, and they alredy have jewelcrafting/enchanting. I voted on cooking, now theres something they could do well, add some really cool animations to it maybe, if not oh well, the UI crafting system they made is sweet.

Thinking back on it, Blacksmithing would work very well; there are plenty of Chosen, Black Guards, KotBS, WP, SM, and especially anyone with a four foot beard, who would love to see this implemented. However, to make Blacksmithing work, they'd need to add another gathering profession... well, not need, but it would be difficult without. However, it could be done like Final Fantasy Crystal Chronicles (Not an MMO, but still) where different monsters drop different ores, and a king, for instance, would drop the rarest there is. But, why would a king carry around a supply of Ore? *shrug*

Leatherworking would work as is with Butchering allowing skinning and whatnot out of the gate, but define who wears leather? (:

Ununseptium
06-09-2008, 12:57 PM
Why do I suddenly fear for the "mature player base" that WAR is supposedly bringing in? ):

lol this is not a mater of maturity you can not make something up bring it into a arguement and say you are it and Im not do you see how thats a little retarded but back this is not a mater of maturity but of intelligence they are to very seperate things what you all are talking about is stupid the crafting system is the best ive ever seen no more cluttering useless professions and NO MORE CLOTHES MAKING they made what is needed and the way it is needed to be and thats it for all of you who want more professions how can you not see the greatness of the ones already there you all want quantity when its all about quality

Archerion
06-09-2008, 12:58 PM
Use scavenging to pick up the armor,
Melt using high heat,
Forge,
???
PROFIT

Ununseptium
06-09-2008, 01:00 PM
Thinking back on it, Blacksmithing would work very well; there are plenty of Chosen, Black Guards, KotBS, WP, SM, and especially anyone with a four foot beard, who would love to see this implemented. However, to make Blacksmithing work, they'd need to add another gathering profession... well, not need, but it would be difficult without. However, it could be done like Final Fantasy Crystal Chronicles (Not an MMO, but still) where different monsters drop different ores, and a king, for instance, would drop the rarest there is. But, why would a king carry around a supply of Ore? *shrug*

Leatherworking would work as is with Butchering allowing skinning and whatnot out of the gate, but define who wears leather? (:

making clothes is sooo stupid NO clothes making have you not seen the crafting video he explains perfEctly why NO CLOTHES MAKING

Ununseptium
06-09-2008, 01:01 PM
Use scavenging to pick up the armor,
Melt using high heat,
Forge,
???
PROFIT

yes yes profit in a none money based game in the middle of a war the crafting is not about profit its about what you can do to help the war not the wallet

Faiike
06-09-2008, 01:08 PM
making clothes is sooo stupid NO clothes making have you not seen the crafting video he explains perfEctly why NO CLOTHES MAKING

I'm assuming you are an elementary school drop out, or you could at least show some respect to the language you're attempting to type with.

Anyways, yes I have seen the video. They said they do not want people making a bunch of worthless items that will not sell or be of any use just to get higher level items that are at least slightly useful.
http://mythicmktg.fileburst.com/war/us/herald/flash/pp_2008-05_crafting.html

I'm assuming your argument is that in order to craft strong armor, you have to create a surplus of worthless armor. Well, if your guild has a keep, don't your NPC guards need armor so as to not get rocked? That's just an example of how it could be considered useful. The better your blacksmith, the stronger your keep. Also, blacksmiths don't just create armor. If you've ever heard of blacksmithing out side of an MMO basis, you'd know that blacksmiths can create horse shoes, which your horse pretty much needs to travel on roads. So, that's one option. (Note, this isn't realistic due to things such as Riding Wolves and Raptors, who wouldn't need horse shoes.) But, it's an option. I'd see it as a weapon and utility craft, but not necessarily a perfect one for the game. It's PLAUSIBLE.

I said Leatherworking because it is possible. The skill to gain skins already exists. Yes, skins are part of the video. But what I said following that is "It doesn't make sense because no class wears "leather" armor." There is no material based armor, only weight, much like in table top DnD.

Archerion
06-09-2008, 01:11 PM
yes yes profit in a none money based game in the middle of a war the crafting is not about profit its about what you can do to help the war not the wallet
Its something internal of sorts... Its a joke among me and my..."friends"

Ununseptium
06-09-2008, 01:20 PM
I'm assuming you are an elementary school drop out, or you could at least show some respect to the language you're attempting to type with.

Anyways, yes I have seen the video. They said they do not want people making a bunch of worthless items that will not sell or be of any use just to get higher level items that are at least slightly useful.
http://mythicmktg.fileburst.com/war/us/herald/flash/pp_2008-05_crafting.html

I'm assuming your argument is that in order to craft strong armor, you have to create a surplus of worthless armor. Well, if your guild has a keep, don't your NPC guards need armor so as to not get rocked? That's just an example of how it could be considered useful. The better your blacksmith, the stronger your keep. Also, blacksmiths don't just create armor. If you've ever heard of blacksmithing out side of an MMO basis, you'd know that blacksmiths can create horse shoes, which your horse pretty much needs to travel on roads. So, that's one option. (Note, this isn't realistic due to things such as Riding Wolves and Raptors, who wouldn't need horse shoes.) But, it's an option. I'd see it as a weapon and utility craft, but not necessarily a perfect one for the game. It's PLAUSIBLE.

I said Leatherworking because it is possible. The skill to gain skins already exists. Yes, skins are part of the video. But what I said following that is "It doesn't make sense because no class wears "leather" armor." There is no material based armor, only weight, much like in table top DnD.

to start I HATE THE ENGLISH LANGUAGE and your so very chained down my good fleshy sack of water Ther ea re know restraints on world this and yes I did drop out of elementary school and am proud of it I will not be held by the ignorantce of the generations before me I bet you put a great emphasis on schooling and that my friend is the control they have birthed you into

ok to the "make armour for keep NPCs" thing thats what you get from you guilds lvl

and why make horse shoes if you can just buy them...

Dyst
06-09-2008, 01:21 PM
Something to do with larger structures such as siege weapons, housing and similar things. Keep outfitting things maybe.

Faiike
06-09-2008, 01:29 PM
Something to do with larger structures such as siege weapons, housing and similar things. Keep outfitting things maybe.

Siege weapon building, once again for your guild's keep's defenses or whatnot? That sounds solid, and also sounds like something they may be considering implementing.

to start I HATE THE ENGLISH LANGUAGE and your so very chained down my good fleshy sack of water Ther ea re know restraints on world this and yes I did drop out of elementary school and am proud of it I will not be held by the ignorantce of the generations before me I bet you put a great emphasis on schooling and that my friend is the control they have birthed you into

ok to the "make armour for keep NPCs" thing thats what you get from you guilds lvl

and why make horse shoes if you can just buy them...

Alright chap. I'll let you know, I can give two damns (Three if I'm in the mood, mind you) for school. But if it takes me twelve seconds to respond to Dyst, who I can clearly read what he is trying to say, but have to take about ten minutes deciphering what you are attempting to relay, that might be a problem.
Language doesn't exist for your benefit, but for those around you.

The armor was a suggestion. I'm personally more fond of weapon smithing, but that's not the point. Consider how your guild levels. It's based on how much your guild mates help the RvR effort, correct? Well, what if part of helping the effort involved donations? /gasp!

If no one makes horse shoes, who can sell them? Your logic denies itself.

Nakari7
06-09-2008, 01:43 PM
I voted for cooking, especially considering the overall desire for the crafting system that the developers seem to be going after. I think cooking could have some really neat possibilities with something that is more of a long term type increase, but not one that throws you into an "I win" situation. For example, someone with high quality crafted food and drink could regenerate mana and health at a slightly higher rate or something. An effect that is helpful, and desireable, but not scale tipping. Anyways, just my two cents. :)

Nakari

Torcher999
06-09-2008, 03:27 PM
I'd like to see scribing or any other crafting system involving imprinting spells or abilities into scrolls, runes or any magical objects.

Imprinting, aside from leaving the spell for a later use it would improve the spell/ability effects.

Or maybe you could even imprint a spell on armor or weapon to occasionally proc when certain requirements are met (for example a heal, that would go off once you've been wounded).

Faiike
06-09-2008, 03:29 PM
I'd like to see scribing or any other crafting system involving imprinting spells or abilities into scrolls, runes or any magical objects.

Imprinting, aside from leaving the spell for a later use it would improve the spell/ability effects.

Wouldn't this kind of make whatever class you are a "X Class + Rune Priest" or "Y Class + Zealot"?

I mean, Talisman Making is all the inscriptions you'd need for a long duration buffs, but placing a magical object on your gear in order to be used later by some trigger is half of those two classes. :\

Stiltzkin
06-09-2008, 06:48 PM
I understand the semantics of why we can't call it engineering but I'm all for the concept. That's what I wish we could see. Screw potions and upgrades to my armor, I want nifty do-dads. I also want to upgrade siege weapons.

I also support a scribing type of profession but instead of having spells in the scroll the scrolls augment YOUR spells. Like a scroll of half AP cost. Click the scroll then cast the spell. Of course you would want lower percentages then half but that's my example.

Faiike
06-09-2008, 07:20 PM
I understand the semantics of why we can't call it engineering but I'm all for the concept. That's what I wish we could see. Screw potions and upgrades to my armor, I want nifty do-dads. I also want to upgrade siege weapons.

I also support a scribing type of profession but instead of having spells in the scroll the scrolls augment YOUR spells. Like a scroll of half AP cost. Click the scroll then cast the spell. Of course you would want lower percentages then half but that's my example.



Ah, that'd make sense. So, you use this "Scroll of Haste" which decreases your casting speed by 10% for 30 minutes? Or you use one scroll per spell?

I'm pro upgrading siege weapons, I'm pro spurs and all those doodads, but guns, explosives, scopes, etc, are the realm of the Engineer. Maybe a mechanic or blacksmith would apply, because you know a blacksmith could probably upgrade their catapult to launch ya further xP (Again, I'm not very fond of armorsmithing... I like all the other goodies that come with the job. Sharpening stones, for instance.)

killuall
06-10-2008, 07:21 AM
I defenitely want to see blacksmithing, here's how it could/would work

Gathering:
-metal scraps melted down from scavenging
-ore dropped from elementals or trolls (yes they exist in the warhammer universe)
-chunks of armor and spiky bits from your opponents in PvE

Crafting:
-Making stronger seige weapons by attaching armor plate and streagthened Bolt Heads
-Reinforcing doors on your keeps, and making armor/weapons for said keep's NPCs
-Improving upon one's own armor, or in an orcy sense add effigies to your armor

Also i think the crafting system of trial + error fits amazingly to the orcy style of things (yes know its 1/6 of the races but other people learn throught trial + error as well)
Every orc who makes things simply bashes bits and peices of things together until he makes something that works or looks cool, now a seasoned orc crafter simply knows what combinations work, and what ones dont, whch is exctly how the crafting system works...

plus on my BO i realy just want to smash things together and make something :D

Faiike
06-10-2008, 10:02 AM
Also i think the crafting system of trial + error fits amazingly to the orcy style of things (yes know its 1/6 of the races but other people learn throught trial + error as well)
Every orc who makes things simply bashes bits and peices of things together until he makes something that works

... In before Dwarves attack this comment.
"Blacksmithing is NOT just pounding things together until they work! It is an art I say, an art! /chugAle"

Kuari
06-10-2008, 02:48 PM
I think the should add weapon smithing and armor smithing, however, the system for them should be a bit more complex. First you choose the ingredients, then you choose the class you're making the armor for. Now from there it determines if the ingredient and class combination matches up. For the most part the ingredients would only differ between the different armor types... cloth, leather, etc. The ingredients would also determine the power of the item.

From there, you get to customize the look of the armor completely. Color, style, etc, and you can even have others watch this process for if you're making something for them. The same for weapons, different weapon types, different looks, etc.

Now naturally this would take a lot of time for Mythic to implement, but seems like the best way to do things. Make the craftings the best way to get fully customized armor and weapons rather then it being super powered stuff, though naturally there'd be some good stuff in it. This is also assuming you can't customize the looks of the armor you get beyond a few minor factors already.

Torcher999
06-10-2008, 03:26 PM
Wouldn't this kind of make whatever class you are a "X Class + Rune Priest" or "Y Class + Zealot"?

I mean, Talisman Making is all the inscriptions you'd need for a long duration buffs, but placing a magical object on your gear in order to be used later by some trigger is half of those two classes. :\

I'm not telling you it has to be so big it'll make everyone into a self-healing dynamo.

Although I think different triggered effects are more attractive and add more strategy. You can trigger on hit, on low hp, off a certain spell, on crit, on pet death... etc.

Anyways I can't think of many crafting professions without making any solid objects (such as weapons and armor), so this is the best idea I got atm :p

Faiike
06-10-2008, 03:31 PM
Although I think different triggered effects are more attractive and add more strategy. You can trigger on hit, on low hp, off a certain spell, on crit, on pet death... etc.

Talisman, for all we know, could grant this effect. (;
... As could potions really.

IronReckoning
06-10-2008, 04:25 PM
Woodworking. As I am going to have a Shadow Warrior alt and I would love to be able to make my own bow and arrows. One thing I have always hated, is that most MMOs did not have wood working, or if they did it was mixed in with Black Smithing. I think this one of the most over looked professions. It would be great to see it in this game.

I say leave Black Smithing for the guys up front. Tanks/MDPS and even the support classes that melee. Leave the bow and arrow making to the fletcher's. It would also make the RDPS happy cause they don't have to run to a vendor every time they run out of ammo. (Can't remember if there is ammunition in WAR)

JimmyTwoTimes
06-10-2008, 10:03 PM
I voted other but mean nothing that was in WoW.

Archive
06-11-2008, 07:35 AM
I voted engineering, not so big on the gadgets, but I think seige weapon crafting would fit well in the game, not step on any toes etc. Maybe rename it Seigecraft or something to avoid the Dwarf Engineer engineer. Or call it woodworking and have it cover both siege weapons and door repair. I like the crafting system and don't really want to see weapon/armor crafting, and I don't want to have two crafts that essentially make the same things (i.e. apocathary and cooking).

DunRaven
06-12-2008, 04:11 AM
Hmmm...

Tinkering - Siege weapons & Keep upgrades, modifications & reinforcements.. perhaps throw in some suitable 'gadget' type equipment consumables as well ;)

Scroll-weaving - Allows for Area Effects/Other person 'spell' effects and special powers through use of One-Time consumable scrolls (or Artifacts as an alternative way of working at it to make it less paper-based)

Keldorn
06-12-2008, 05:12 AM
Some of these crafting skills are kinda redundant.
Talisman making is, as far as I understood it, the jewelcrafting of WAR. Some - the more powerful - gear will have room for talismans - that´s pretty much identical to slots for jewels. It may not be completely the same, but it works along the same lines.

Talisman making permanently improves gear.
Apothecary grants players temporary buffs.

So, any other crafting skill to improve gear ( blacksmithing, tailoring etc.) or to provide temporary buffs for players ( cooking ) is not necessary. That doesn´t mean you couldn´t implement it, but it means you could just as well achieve the same thing via talisman making or apothecary.

Engineering could work - to create stuff like bullets or arrows, siege weapons, grenades or mines. I would more or less fit the lore, though an elven engineer is hard to imagine. And it would conflict with the "engineer" career - so it might rather be something similiar under a different name, like "tinkering" which has also been suggested by some.

Stiltzkin
06-12-2008, 08:18 AM
Ah, that'd make sense. So, you use this "Scroll of Haste" which decreases your casting speed by 10% for 30 minutes? Or you use one scroll per spell?

I'm pro upgrading siege weapons, I'm pro spurs and all those doodads, but guns, explosives, scopes, etc, are the realm of the Engineer. Maybe a mechanic or blacksmith would apply, because you know a blacksmith could probably upgrade their catapult to launch ya further xP (Again, I'm not very fond of armorsmithing... I like all the other goodies that come with the job. Sharpening stones, for instance.)

In my idea it would only effect the next spell cast after using the scroll. If you made it last for 30 minutes it would just be apothecary with paper instead of vials.

When I say doo-dads I'm thinking, nets, rocket boots, one-use per hour cannons, etc. I haven't had any experience with a crafting skill quite like wow's engineering. It was the only one I actually liked. It wasn't overpowered but it could be in small moments. Sure you had an extra snare other people didn't have, but it took up a trinket slot. Sure you had boots that could make you go REALLY fast, but it took your boot slot and had few stats. I don't expect to see it but if it was in it would be my profession. I don't think it fits the crafting system they're making.

Faiike
06-12-2008, 10:13 AM
Alright, so metamagic. That I could understand, but it'd be very caster specific, so to counter that they'd need a very physical specific one... my logic behind that is that otherwise all casters would feel pressured into taking something along those lines. (:

As for WoW's engineering, nothing like Feign Death Jumper Cables when you're in TK trying to down VR for the first time, and Al'ar trash is respawning. (: Gets ya that extra attempt in. Also... Invisibility mean much? It's practical uses are limited due to shot duration, long equip cooldown, and hour actual cooldown... but, good times with that thing. So many goodies outta that.

tsarblandi
06-25-2008, 05:54 AM
I dont mean to ruin your thread but tbh some of these ideas will not work.

Enchanting and jewelcrafting wouldnt work as it is too similar to talisman making.

Blacksmithing, tailoring and leatherworking will alos not work as something that WAR is trying to do is stop people from just making beter gear, and to try and get people to earn them. Also making armor to fit your stats is also close to talisman making as it is altering your stats. Also you will not be able to repair weapons as WAR have done away with weapon durability...WOOT!

I doubt cooking would work as food would most likely take new place of apothecary, adding hp, which may make it easier but ruins the point of making your own potions.

Engineering and woodcrafting however i see quite likely as they both work to improve your realms defences, seige weapons etc..., i also like the idea of engineering in order to make and upgrade siege weapons, which will bring in much more individuality into the career system.

However most of these skills would require grinding, another thing WAR want to do without. I also feel that you have been playing WoW too long and i wish to remind people that it isnt wow, it is not copying wow, it is simply creating a new game and people should stop comparing it to wow....coz it is obviously better xD

Siber
06-25-2008, 08:40 AM
I'd want to see something that is unique. Cultivating and scavenging are fairly unique, so I figure something along those lines. I agree that the armor and weapon profs would be bleh. No I can't think of another profession, but I don't want to see engineering, blacksmithing, tailoring, etc.

Meatyman
06-25-2008, 10:42 AM
Hss anyone who voted engineering, smithing and tailoring listened to anything that Jacobs said?

They dont want a grinding based gear system, which is exactly why they are NOT having any of the above crafting professions. Thats because if the gear is pretty good, no lifers will be at an advantage, and if its crap then theres no point in it.

Cooking is the only realistic one imo.

stiltskin
06-25-2008, 11:05 AM
I'd like to see a profession that has nothing to do with gearing up at all , but still fun and experimental , and is like a hobby to play within the game .
Something like breeding squigs, then racing them . Not for money or gear, but to win medals or a cup. Think along the lines of breeding Chocobos in Final fantasy 7 . Trying to find rare squigs to cross breed with others, looking for rare foodstuffs to give them , and produce new squigs . Once you have your mount , you have to be the jockey .
Then having a race stadium in the capital city .
Each realm would have its own favoured type of race beasts , goblins : squigs , dark elves something from their lore , and so on . Even have races between realms ( not opposing factions of course )
Even the rest of the game and influence upon their zone within the tiers would suit this , since the city develops as the nation grows , a racecourse could be one of the phases that appears at the realms zenith , around the time the king encounter is tempting to an opposing faction.
I know it may not appear at first glance that it may have anything to do with a war effort , but it would act as another incentive to bragging rights, maybe not dwarf to greenskin, but friendly rivalry between allies.
Kind of left field , but I think more useful and definately more hobby orientated than making loads of linen robes to sell to the nearest vendor .

CrUsHeR
06-25-2008, 03:15 PM
enchanting -> will be most likely be added since "salvaging" already is in as gathering profession

blacksmithing -> probably in, using mats from salvaging and scavenging

cooking -> hopefully not!

engineering -> exclusive to dwarven engineer career

leatherworking -> probably in, using mats from butchering and salvaging

wood carving -> probably not in, would require a grinding profession like woodchopping

jewelcrafting -> see talismans

tailoring -> probably in, using mats from salvaging and scavenging




other: armor dying, trophy making COULD be in but afaik this will be done by NPCs.

Perditor
06-26-2008, 05:23 AM
I'd like to see a profession that has nothing to do with gearing up at all , but still fun and experimental , and is like a hobby to play within the game .
Something like breeding squigs, then racing them . Not for money or gear, but to win medals or a cup. Think along the lines of breeding Chocobos in Final fantasy 7 . Trying to find rare squigs to cross breed with others, looking for rare foodstuffs to give them , and produce new squigs . Once you have your mount , you have to be the jockey .
Then having a race stadium in the capital city .
Each realm would have its own favored type of race beasts , goblins : squigs , dark elves something from their lore , and so on . Even have races between realms ( not opposing factions of course )
Even the rest of the game and influence upon their zone within the tiers would suit this , since the city develops as the nation grows , a racecourse could be one of the phases that appears at the realms zenith , around the time the king encounter is tempting to an opposing faction.
I know it may not appear at first glance that it may have anything to do with a war effort , but it would act as another incentive to bragging rights, maybe not dwarf to greenskin, but friendly rivalry between allies.
Kind of left field , but I think more useful and definately more hobby orientated than making loads of linen robes to sell to the nearest vendor .


Actually...something like that sounds pretty good to me lol.



though to other people, just b/c they say an "engineering/tinkering" prof dosnt mean it has to level like WoWs, it can level just like the other warhammer ones. And people have already given several diff ideas for things you could maybe kinda sorta possibly do with the other professions (blacksmithing=npc guards/metal reinforced doors on keeps/ext).

Anyhow, none of these things will make it in at release, though perhaps later on some stuff like it will appear, u know just, liesure profs.

Yes yes, its all about WAR, but hey, even the hardiest fighter needs to sit back and do soemthing else after 2 months of bashing random things in the face with alarge piece of metal.

Auron_ff10
06-26-2008, 07:11 AM
I've voted engineering although it should have a different name and should only be based on improving siege equipment. I'll say other than that cooking is the only viable option on the poll...

Enchanting and Jewelcrafting: Already in, it's in the form of Talisman Making.

Blacksmithing, Leatherworking, Wood Carving, Tailoring: Mythic are not having any armour or weapon crafting and there is no item durability to repair.

Phayde
06-26-2008, 04:52 PM
Jewel craftin should be removed from this poll imo. Talisman making appears to be jewelcrafting essentially.

Snozberry
06-26-2008, 05:18 PM
I say cooking. I like the idea of only having one profession and one gathering skill. Cooking would go great with butchering but we'd still need one more for scavenging as its main ingredient to balance everything out. That way you could use your main gathering skill for a profession and also sell it to other professions for profit. I think that would make a great mechanic.
Also I didn't like how everyone can have unlimited gathering professions (AoC) or being able to cook, fish, etc (WoW). The fact that everyone can do these things in other games makes them less special and appealing to me. anyone agree?

Origomar
06-26-2008, 08:52 PM
Definately cooking or engineering for me. Sorry craftsman but i dont think they will be adding other ways to get gear/weapons cept through rvr. i dont remember exacly where i heard this though.

Aequitas999
06-26-2008, 08:53 PM
Runesmithing

maybe some armor/weapon enchant

Simonious
06-27-2008, 12:10 AM
Wood carving.
Why?
BECAUSE IT'S MOTHER ****ING WOOD CARVING.

On a more serious note. Wood carving, so I can make my own bow. That just has awesome written all over it.

Guardian
06-29-2008, 12:36 PM
I choose "other" basicly because I'm pretty happy with how it is now, I don't really want any more professions... Maybe some profession where you can make scrolls could be cool though...

Mel
06-29-2008, 04:26 PM
I vote for underwater basket weaving.

silverbullet
06-29-2008, 05:01 PM
As much as I like cooking I dont really think it should be incorporated into WAR. My reasoning being that Apothecary will already allow you to create consumable buff items, and it will already take reagents from scavenging/butchering.

Having a second way to craft consumables seems redundant, but maybe they could make cooking do something else that potions, lotions, and powders couldn't. For example, they could allow Apothecary to be all about buffs, and cooking to be about restoring health/ morale/ etc.

sinsation
06-29-2008, 08:46 PM
im not sure but i dont think theres going to be durability on items so repairing is out of the question.. which should be nice =)

Flying Dutchman
06-30-2008, 11:45 AM
How about masonry as a profession

They could have them be able to reinforce walls/doors on keeps so they can withstand siege equipment better.

and you could be able to erect walls for defending flags and such in CTF games

or you could broaden it to siegecraft and let it encompass the siege weapons also, and maybe throw in the ability to build smaller wooden barricades and things. You could also let it upgrade things like the burning oil you use to defend keeps with.

There are a lot of possibilities for it, I think the main problem would be keeping it balanced with the other profs in terms of impact on a fight.

Dafool
07-01-2008, 08:20 PM
I just dont see how their could be a engineering Proffesion, when it is already a Career.

I think the most valuable Profession's would be the one's that create Weapons and Armor, so you dont have to go out and buy your own or quest for them.

Kaydos
07-01-2008, 11:58 PM
Sorry for the wall, haha.
I voted other and thought of many plausible crafting/gathering professions...


Fruit Picker/Berry Picker - Gathering

While there is a large skirmish battle occuing nearby these guys go around picking oranges, apples and various berries to make delicious jams to obviously help the army.

Potter - Crafting

These guys make pots and other works of arts mainly sculptures later to be smashed when your city gets plundered because instead of fighting you were making a ming vase.

Cabinet Maker - Crafting

These guys make cabinets and treasure chests of various shapes and sizes. This is greatly overlooked in other MMOs due to the large amount of chests being looted in contrast to the amount being made. This is to help balance that ratio but not greatly impact gameplay.

Writer - Crafting

These guys write journalistic masteries with their skilled use in the written word. These books can then be read by player characters on the battlefield giving the player a buff of -20% awareness but improving intelligence.

Milker - Gatherer

These guys milk hows in order to get milk (duh). The cooldown to this gathering skill is 24 hours and can only be used in farm regions. Very suitable for chaos players.

Perfumer - Crafting

Able to create a variety of perfumes in order to give your character a very unique smell further distinguishing it from other characters apart from race, career, equipment and trophies.



... As you can see I am obviously kidding, what I am trying to say is that the current crafting/gathering skills are all reasonable and make sense in WAR. Like in other MMOs being able to create your own weapons and armour results in either the PvE/PvP ones being better or easier to obtain or the ones being crafted easier, thus making the other option pointless.

Another note is how come people are limited to the concept of only calling someone who creates stuff an engineer? Does nobody seem to have a good enough vocabulary to come up with alternate names? ie builder, inventor, designer etc?

My only viable suggests would be...

Engineer/Inventor - Create various random stuff with mostly novelty effects, stuff that can be added to siege weapons such as improved damage or range, and stuff to help sharpen weapons (like wow's blacksmith)

Enchanter/Conjuration/Invoker - Add various buff to weapons and equipments that are not permanent (they are sort of like alchemy but for equipment rather than the player)


From what I can see the developers of WAR want people to use their professions to constantly assist them each day, for example you constantly need potions whereas in contrast to WoW's (and other RPGs) equipment making stuff you only need to make stuff to level up or to make a specific item... once. Im not sure how trophies fit into this but I just have to believe in the developer's vision.

Faiike
07-02-2008, 10:06 AM
My only viable suggests would be...

Engineer/Inventor - Create various random stuff with mostly novelty effects, stuff that can be added to siege weapons such as improved damage or range, and stuff to help sharpen weapons (like wow's blacksmith)

Enchanter/Conjuration/Invoker - Add various buff to weapons and equipments that are not permanent (they are sort of like alchemy but for equipment rather than the player)


From what I can see the developers of WAR want people to use their professions to constantly assist them each day, for example you constantly need potions whereas in contrast to WoW's (and other RPGs) equipment making stuff you only need to make stuff to level up or to make a specific item... once. Im not sure how trophies fit into this but I just have to believe in the developer's vision.

First doesn't work... novelty? They want professions to help the war effort. If there's anything novelty, I am simply going to assume that it's in the game, but you don't have to CRAFT it, per se. Like, snotling minipets.. teehee.
To the second, I believe that is the "Lotions" part of Apothecary, maybe. Think Oils, but a soft lotion that you rub onto your sword, and it helps you smooth out those old haggard leathery hands as well!

As I already just said, if it's in, it's to help the RvR effort. Talismans help in that you buff up your own side permanently (Side effect; dingly-doos on your armor!)
Potions help in that they temporarily buff your side (Side effect; unknown.)
Anything else, would have to be similar. I see "siegecraft" as a possible option, in order to strengthen walls, upgrade the user's ability to use siege weapons, and maybe eventually unlock a completely new siege weapon. The problem? I don't know how experimentation would work in this, since it's a rather straightforward craft.

Wiedervereinigung
07-02-2008, 10:07 AM
My other vote was cast in favor of Brewing/Distilling/Vinification or some other alcohol creation skill. No delicious cakes and cookies, and no sugary fruit beverages; just plain, old fashioned alcohol. As a fan of the Warhammer setting (I play WFTT and WFRP), nothing would seem more appropriate.