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The Crowfall Crafting Infograph & Theorycraft Resource

When Crowfall set out to make what many consider a spiritual successor to Shadowbane, one thing that had been very early on advertised was its Crafting system. Shadowbane had little better than merchants you could hire, which would spin up random gear on their own; in effect it didn’t have crafting at all. Yet this was odd for a game that was entirely driven by players losing gear and the economic circle that drove. Crowfall sought to bring itself up to the levels and likes of an EVE Online. We now know, at least partially, how close they plan on getting.

I’d like to introduce an infographic we plan on keeping up-to-date as new trade skills come online, that shows just how much work can be needed to make the basic gear components for a new player.

(While at first glance the trees may seem complicated, keep in mind that many of the branches are optional. This is an incredibly important distinction to make early on, because otherwise players might feel intimidated by just how much depth is actually buried in this crafting system.)

We do plan on analyzing the economic models in Crowfall for “sweet spots” for you, this article will be a more by-the-numbers resource post to begin jumping off into more in-depth theorycrafting. So without further delay, I present the Duelist Equipment Crafting Tree.

As you can tell just by glancing at this incomplete collection of trees (we are missing the Vessel tree, arguably the most complicated tree of all), that there is a high level of complication here. Nested trees combined with optional trees, create a complicated but rather straightforward approach to equipping your Duelist.

For the sake of simplifying what’s in front of us, I opted to stick to a single type of armor: leather. The options for your character, however, could be leather, scale or plate armor choices. So before you even step into this infographic, I’m assuming a few things.

Let’s set that aspect aside here and do a quick break down of whats needed for a Duelist in leather gear.

Crafting Requirements: All Optionals Included

Leather Chest: 49 Ore, 97 Hide, 4 Stone, 6 Meat
Leather Boots: 45 Ore, 87 Hide, 4 Stone, 6 Meat
Leather Gloves: 45 Ore, 87 Hide, 4 Stone, 6 Meat
Leather Helmet: 45 Ore, 87 Hide, 4 Stone, 6 Meat
Pistol: 51 Ore, 3 Hide, 6 Stone
Rapier: 41 Ore, 3 Hide, 5 Stone

Total: 276 Ore, 364 Hide, 27 Stone, 24 Meat

Crafting Requirements: Minimum Requirements Only

Leather Chest: 8 Ore, 25 Hide
Leather Boots: 4 Ore, 15 Hide
Leather Gloves: 4 Ore, 15 Hide
Leather Helmet: 4 Ore, 15 Hide
Pistol: 45 Ore, 3 Hide
Rapier: 36 Ore, 3 Hide

Total: 101 Ore, 76 Hide, 0 Stone, 0 Meat

Net Difference: 175 Ore, 288 Hide, 27 Stone, 24 Meat

After we mapped out the various requirements for making a full set of gear, we wanted to get an idea of the time required to put a full set together. Obviously travel times and combat might interfere with our estimates, so we took the safe route of over-estimating. Our times measure the time it might take for a max-trained gatherer (we used potions in the pre-alpha to achieve this state) to gather these materials.

Time to Harvest (using same material tools; iron pick to mine iron)

  • a single ore node: 16 seconds
  • a single tree: 18 seconds
  • a single stone node: 16.5 seconds
  • skinning an animal carcass: it’s complicated.

Based on some quick recording, it looked to be roughly 16-17 seconds per node, some lag and other factors really prevented more specific numbers. It’s at this point, unfortunately, the gods of random numbers impede our progress. It’s virtually impossible with our limited sample size to come up with an average yield from each node. The numbers varied from our small pool of entries from 4 pieces of ore to 16.

With trees this number dipped even lower, averaging 3 to 12. It seems wholly dependent on skill, which is a good thing. It does make generating any sort of inference into the timing of how long it’d take to gather the bare minimum of resources for our complete Duelist set difficult, though. If a recipe requires predominantly ore, this metric will under perform. On wood and stone, it should over-perform.

  • Finding a deposit: ~60 Seconds (each deposit holds multiple nodes so this gets pushed down a bit)
  • Harvesting a node: ~16 Seconds.

Assuming 30 seconds per resource node (which now includes an average made up travel time to get between deposits and summoning of tools times), divided by the average pull of 8 resources. We come up with the metric of an average time to gather a single resource or what we will call EGR.

Estimated Gathering Rate (EGR): 30 Sec Gathering Time per Node / Average Resources Gathered per Node of 8 = 3.75 EGR.

The real problem with this metric is Leather. This is a troublesome resource for a few reasons;

  • You have to find monsters which currently wander all over the place ~90 Seconds?.
  • You have to then kill the monster. ~60 seconds?
  • You still have to actually gather from the corpse ~17 sec

Because of this, Leatherworking deserves its own EGR of 16.7 seconds / per hide.

Leather EGR: 167 seconds / 10 hides per monster = 16.7 EGR

tldr; How Long Does It Take?

Time to collect a fully optional set of quality leather gear (non-basic) with max gathering skills:
(303 General Resources * 3.75 EGR) + (364 Leather Hide * 16.7 EGR) = (1136.25 + 6078.8) / 60 = ~120 minutes.

Time to collect a minimal set of quality leather gear (non-basic) with max gathering skills:
(101 General Resources * 3.75 EGR) + (76 Leather Hide * 16.7 EGR) = (378.75 + 1269.2) = ~27 Minutes.

The differences in time are staggering. For 120 minutes worth of resources, you could easily equip THREE players with basic sets of gear. That’s a substantial difference. The sad part, is as of 12/5/16, the actual differences in the stats is not yet implemented in the game. If they are, however, the amount of stats gained is insignificant when compared to the quantity of resources needed.

Conclusion; Crafting is serious business. If you thought EVE was a spreadsheet worthy game, hold onto your seats, boys and girls.

Special thanks to the follow community members: Tinnis (we used his guild’s spreadsheet as a partial reference), LeBler, Tacktix, Kraege and the rest of the Obsidian crew.

 

Editor’s Note:

  • When the Vessel crafting system is fully in the game, we will be updating this post with new numbers for the total-duelist crafting picture, including disciplines (if implemented).
  • Using “Optional” components in gear is clearly not fully implemented. No conclusions can be made as of yet determining the value of using optionals versus not using them.
  • Most of our math is based on what we are seeing in the pre-alpha test, and is not likely representative of the time in the final game. It is likely these numbers will change drastically during the remainder of development through launch. We will be updating this post to show those changes.

Scree

<p>Started playing MMORPGs back on AOL in Neverwinter Nights Online around 1996 and has been a passionate advocate for the genre ever since. </p> <p>Currently an admitted Crowfall obsessed-fan; leading a Crowfall-exclusive stealth-first guild Obsidian, managing a web-magazine Stealthed (@stealthedBlog). He is also the project manager of the Malekai Project; a community-driven open-sourced API for sharing Crowfall related content.</p>

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