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CoolBreeze66

How Do You Define Crafting? Leveling Up!

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It seems the latest changes to the ability to level up using the crafting of hull/rig/rum is a step in the wrong direction.  It used to be way back when, we crafted subcomponents for a ship, that crafting credit for leveling up was given for taking the time to build different necessary pieces for building ships. Of course, that all went away when the subcomponents for ships was eliminated. But no one really cared since most of the folks who crafted ships already had achieved the maximum crafting level.  With the elimination of the ability to level up by crafting rig/hull/rum the only way to level up is for everyone to build a shipyard and level up that way.  

Of course, this is in direct contradiction to the way the game truly forces a player to become part of a clan and work with their teammates to put in the amazing amount of resources required to build a port up to a max level.  In effect, players (especially new players) are penalized for not building a shipyard to level up. I mean what about crafting guns, isn't that part of what it takes to put a good ship to sea? I mean it takes a significant investment in creating a forge, a coal and iron mine to be able to craft guns. How about that? I mean how many people (yes i know a few) who sail warships around without guns? How about permanent mods? Don't you need an Academy or Workshop to do different levels of crafting there? Gun and Mod crafters all help in the development of ships, by contributing pieces to the overall ship completion.  

I request that the developers revisit and rethink the crafting credit system and provide a more meaningful and reasonable fix that will allow those who chose not to build a shipyard, at least in the early days after release, to gain crafting credit for the work they take on to help their clan build a completely outfitted ship.😠

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There definitely should be XP awarded for crafting guns/reps/mods. Since we need our LH to withdraw resources from our buildings, but the only way to be able to get more LH currently is by building a shipyard (large investment) and levelling up crafting. 

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Totally agree, all crafting (Ships, repairs, rum, guns, upgrades) should give XP. Now this is BS, you have to craft ships by yourself to gain XP and labor hours....spoiling some clan members and inviting them to do their own shipyard.

Edited by Forbin
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23 minutes ago, Callaghan92 said:

There definitely should be XP awarded for crafting guns/reps/mods. Since we need our LH to withdraw resources from our buildings, but the only way to be able to get more LH currently is by building a shipyard (large investment) and levelling up crafting. 

Agree.

Repairs, guns, and mods should give experience.

I'll allow ship crafting to be the most efficient way to level up - but all crafters should get experience.

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All activities that use labor hours should yield experience. It's as simple as that.

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I have a clanmate who built a workshop to craft mods and repairs, as well as forests.  He agreed and was like 80 points from craft level 2.  Now he is stuck forever in level 1 limbo unless he builds a shipyard?  COME ON DEVS, this is just spiteful.

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I agree,

It also punishes clan. anyone who is given the task to make consumables or cannons is just hamstringed by this update. People only have limited buildings and this meant that many people will never be able to get past level 1 without sacrificing other resources/commitments.

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37 minutes ago, Rabman said:

All activities that use labor hours should yield experience. It's as simple as that.

100% agree. The only reason I can see to make xp gain tied to only ship crafting is to drive alt sales in this week’s Steam sale. There’s not a game mechanic that seems less friendly at the moment.

I’m sure more than a few new alts will be purchased just for crafting alone. 

 

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13 minutes ago, Atreides said:

I have a clanmate who built a workshop to craft mods and repairs, as well as forests.  He agreed and was like 80 points from craft level 2.  Now he is stuck forever in level 1 limbo unless he builds a shipyard?  COME ON DEVS, this is just spiteful.

I'm not sure I understand.  Do you need any crafting level to craft everything other than ships?

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20 minutes ago, Angus MacDuff said:

I'm not sure I understand.  Do you need any crafting level to craft everything other than ships?

Well Labour Hours are tied directly to crafting level for starters. Labour hours are needed to pull resources and to craft repairs/guns etc

Edited by H982 FKL
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In order to craft guns, perm mods, rig and hull repairs and rum and any other mods you expend labor hours, labor hours equals crafting level cap. There is a huge difference between having 1000 hours of labor hours available at level 1 crafting as opposed to 3000 hours at crafting level 7. Oh sorry I forgot, if you draw resources out of your forrests or mines, whatever, you expend labor hours to do that. So in the end crafting level is extremely important when you are using a garbage can of hours to do the many things a player has to do especially when that player is part of a clan and is contributing to the overall shipbuilding effort. Make sense?

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1 hour ago, Rabman said:

All activities that use labor hours should yield experience. It's as simple as that.

Agreed

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28 minutes ago, Koveras said:

HOLD IT!!! Wait ppl.. I just don't understand all the criticism..... Wasn't the game 'in a great place'? In a 'releasable state'?

The degenerated criticism in regards to frontlines, balance issues and crafting is simply unworthy for a game in a releasable state!

whut? salt baths? bath salts?

Edited by Le Raf Boom

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Crafting is now pointless and too prohibitive for a player like myself who has no interest in joining a large clan. Before the last wipe I had an entire ship-building industry of my own and was totally into building ships - the new direction crafting has taken has basically removed that option for me.

I find my best option now (as a DLC Le Requin and Hercules owner), is to only use these two ships and avoid crafting altogether. This also means I don't have to grind for however many hours to create buildings/forests/mines. I can just grind the slots open on my DLC ships and off pirating I go. My only consolation being that if I sink and destroy as many enemy traders as I can, then I feel I am helping all ship-building pirate clans to perhaps gain a slight edge over opposing nations ship-building capabilities.

Pandora I use only for crafting to sell for a few Reals.

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1 hour ago, ShroudedRecluse said:

i would even be fine with shipbuilding getting 100% of crafting xp 

guns 80% of crafting xp for mats put in

other mods etc getting 65% of crafting xp for mats put in

resource gathering getting 50% of crafting xp for mats harvested

having crafting xp restricted to only shipbuilding is just plain stupid and akin to a punishment for others that are trying to help 

This goes to what I was saying before that they need to increase the amount of XP it takes to achieve a specific level, have it as such that repairs generate one or two xp, cannons generate 10s of xp, with upgrades and ships being worth 100s of xp. Shipyard costs are good as they are, but it kinda sucks that now the only worthwhile way players can increase their crating level (which incorporates everyone in a clan, not just the crafters because of labor hours and resource generation.) 

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Crafting XP should come from everything crafted. Was the 1-1-1 ratio of rum a bit insane yes. But regardless every time you spend any labor hours there should b some crafting experience coming in. It’s nuts to think that if I craft guns or repairs or upgrades I don’t learn to get more hours or anything. I think ships should be the largest chunk xp givers but everything should provide some.

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6 hours ago, H982 FKL said:

Well Labour Hours are tied directly to crafting level for starters. Labour hours are needed to pull resources and to craft repairs/guns etc

I was wondering why I had so few LHs now, completely forgot about this mechanic. I would agree that players are being penalized for not having a shipyard to level their CL and missing out on LH capacity.

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I can understand removing exp from rum etc. as it was providing too much, but instead why not change the recipe? If 1 exp per 1 rum is too much, make the blueprint give 10 rum, or 50 rum. Adjust the output quantity, but keep the exp. Same with cannons, if 1 exp per 1 gun is too much, then again make the blueprint produce 10 cannons, 20 cannons - again, change the quantity, but still give exp.

Even adjust production buildings so you collect in "Batches" which give exp.

If the reason for this change is they didn't want everyone to be able to produce top-tier ships without making ships, then bring in a modified version of the old BP system. This is in some respects why I liked the old BP system. Sure you could get max rank doing other stuff, but if you didn't craft ships you couldn't craft ships.

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Although I do think reps and rum shouldn't give exp due to how fast you can max out crafting with it, i do very much agree with exp given for all other crafting items due to the hours and materials needed to do them.

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Just bring it back to the way it was a year ago. Actually go all the way back to the beginning but with labor contracts. Back then, building a ship really felt special and required some teamwork. I personally enjoyed it more than the crap we have now. Feels like they broke crafting on purpose to encourage us to buy dlc ships

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Agree that repairs and guns should be given craft XP. Simple decision really

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What about a  crafting like for example wow, that players can use basic  recipes such as cannons and  comsumables to get xp up to a certain crafting lvl, ( like lvl 2 for example) and after that point it no longer  gives xp anymore  or gives a reduced amount of xp.... also ranking the items for xp gain based on how hard it is to craft it ( like crafting a bovenwinds will give alot more xp than hull repairs....)

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