Craft or not to craft

Video games have evolved in the past few decades thanks to technological advancements, but there’s a new trend on the horizon that could soon change everything: getting back into crafting with video games.

Crafting is not just a hobby, but it can be an art form as well. Crafting stations are a great way to get started in crafting or to make things easier on yourself. Read more in detail here: crafting station.

Gamingtodaynews1b - Craft or not to craft

Greetings, fellow MMORPG players! I’d want to ask you a question that piques your attention and intrigues you.

Is it truly required to craft, and if so, how may it be improved? Is it even possible to improve it from the existing forms? What about action role-playing games (ARPGs), role-playing games (CRPGs), and role-playing games (JRPGs)? In them, crafting is basic to say the least. Enemies, bosses, and NPC purchases are the most common sources of gear in these games. They almost always feature some kind of item modification or upgrade.

Crafting styles that are now trendy and those that have been around for a long time:

  • The World of Warcraft Method:
    • Prepare the ingredients and push the button for a 100 percent success rate in terms of wait time. Up to a point, AFK real-time mass manufacturing is achievable (before AFK mode sets in with no interaction).
  • The EQ Approach:
    • Have the ingredients on hand, enter the appropriate things into the UI (in any sequence), and push the button – Failure is possible depending on skill level. Failure resulted in the loss of ingredients. It’s necessary to be close to the station and have the crafting kit.
  • The UO Approach:
    • Prepare the materials and hit the button — depending on your ability level, failure is conceivable. Failure resulted in the loss of ingredients. It is necessary to be in close proximity to a certain kind of station.
  • The New World Approach:
    • Prepare the materials, choose the number of units to make, and then push the button and wait a few moments. In certain circumstances, you may assign extra components to change the item’s qualities. Extras are possible depending on ability level. There is no way to fail (at least that I am aware of).
  • (Macro Minigame) The FFXIV Method:
    • Play a ring-a-round the rose with a button until your fingers are absolutely numb – Failure is conceivable, but not likely with a well programmed macro. Based on minigame outcomes, has a probability of becoming 100% High Quality. HQ products provide superior beginning places for crafts, but they are sometimes so simple that they are useless. For simple subparts, use the AFK real-time mass create mode.
      • Note that the most recent expansion just removed HQ goods from the collecting list. Gathered things are currently the only ones available. Only crafting subparts and such provide HQ goods.
  • The SWG Approach:
    • Materials having a wide range of characteristics. Choose an item to make. Success is determined by one’s skill level. The qualities of the materials determine the final product. Depending on your skill level, you’ll need more or less time to complete your project.
  • The Minecraft Method (I know, it’s not an MMORPG, but it’s a good parallel for crafting):
    • Grid-based item layout/order for best crafting results (order is important). Some products from the furnace, for example, need a wait period. The outcome of the item is determined by the materials utilized. Like in SWG, item outcomes are fixed in stone depending on material and cannot be changed.
  • The BDO Method (AFK ala mode) is as follows:
    • Insert the necessary materials and wait for the processing to complete in real time. In certain circumstances, speed may be increased dependent on equipment. Some crafts need the usage of workers and buildings that have received the necessary crafting improvement. As a result, some are depending on the worker’s skill level, speed, and other factors. All of this is done in real time, and it won’t work if you’re offline. Depending on skill level, more things may be produced for cooking, processing, and other purposes.
    • There’s also an item improvement with a high failure rate (very predatory).
  • The EVE Method (Collect and Blueprint):
    • Find blueprints, gather supplies, and assign mass production to a facility. This is a real-time production. Production, on the other hand, continues to run even after the computer is turned off.
  • (???) The Ryzom Method:
    • I’m not sure what approach they used, but I know it was quite open. Please, anybody with Ryzom experience, please respond with this information.
  • The Method of Lineage II:
    • Upgrade or improve your armor. The dwarfs can make it using certain components. To generate, I’m still clicking a button. Failure is a possibility.
      • It’s more like an ARPG or a JRPG.
  • The ARPG/JRPG Approach:
    • Changes or improvements to an item. Have the necessary things on hand, as well as cash in certain circumstances, then push a button. Depending on the game, there may be a possibility of success dependent on item tier or a 100% success rate. In most ARPGs, properties are randomized, although in rare circumstances, they may be altered.

Is there a technique I’m missing? Please feel free to add your two cents.

The underlying issue is whether these procedures are indeed the best we have. Is it truly necessary to have them? What, if any, value does it add, and why?

What is your favourite approach, or do you have a suggestion on how to improve one?

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