After the recent Everquest Next dev highlight video that specifically focused a bit on the resources and harvesting system I’ve been searching for more information about what to expect in regards to Everquest Next Crafting and am surprised that there still isn’t really anything out there. What we got from the developer video was a little bit more clarification on previously discussed mechanics but it still isn’t enough to fully understand what exactly they are planning.
They unveiled a tiered resource system, all up now that is 5 categories each with 10 types and then 5 tiers to these – sounds ok so far. Having a complex web of resources to use definitely makes gathering and crafting more interesting and it will help along with the feel of a large world filled with wonders to explore and plunder. But, they also clarified that the tiers of resources will more or less correspond with the depth of where they were found… hmmm. Can I just say fail now and be done with it.
I can already envision the exact same runs of Orr looking for Orichalcum Ore in GW2 except this time it will be looking for tier x of copper in the lowest level in a large open world. I love how they have a range of materials that will each be useable in a variety of ways but talking about tiers makes this appear to be the same as just about every other mmo crafting system out there. It seems like the same funnelled and forced progression of creating new tiers while obsoleting the old one and creating a defined end point or zone.
Now I have nothing against tiered crafting progression, it works in the usual themepark model; Firefall even has its own version of tiered loot that I rather like. It is the obsolescence of vast amounts of areas, events, dungeons, and items that makes this system so terrible for a more open ended experience. Now for a mmo claiming to challenge the lofty heights of sandbox mmo’s like Star Wars Galaxies having such dramatic change in crafting away from a more open-ended system is rather puzzling.
I already discussed the mechanics of crafting that were revealed during the initial announcement and subsequent news spam wave and what I heard sounded good. A range of materials, each being useful in its own way but now it looks like this tiered system changes everything. I just don’t see how it can go any other way but into an economy that places emphasis on end game items and material and a restricted amount of content that is worthwhile for progression.