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How Tradeskills work in FE...

Mo0kMo0k Member Posts: 37
From the official site's forums, posted by the community manager, Acropolis:



How do Tradeskills work in Fallen Earth?



That's a big question. Let's break it down some:



The List of Tradeskills:

First off, there are 11 core tradeskills in the game:



Armorcraft: Making all manner of clothes and armor.

Ballistics: Making rifles, pistols, crossbows, zip guns, bullets, and similar equipment used for killing at range.

Cooking: Creating food that can help increase player performance primarily through the recovery of hit points and stamina faster (characters who don't have some food in their gut and a quenched thirst are going to be able to act fine, but will find their time spent recovering from injuries or exhaustion much longer).

Genetics: Creating tools that increase the effectiveness of mutations.

Geology: Recovering minerals from the earth.

Medicine: Making first aid kits, anti-venoms, radiation treatments, etc.

Nature: Making poisons, collecting materials from plants and animals, refining tradeskill components, etc.

Scavenging: Allows for harvesting materials from the piles of junk that dot the Grand Canyon.

Science: Making acids, sniper scopes, batteries, cars, refining tradeskill components, etc.

Teaching: Creating books so you can teach others.

Weaponry: Making clubs, knives, baseball bats, and other killing implements that are used up close and personal.



A player can learn as many tradeskills as they want, but due to the time component required to raise them (see below) it will be hard to master more than a handful. All players start with basic levels in all tradeskills, so all players can learn a handful of recipes from each tradeskill and decide what they want to concentrate on.



Getting Components:



Basically players will collect components from scavenging, harvesting minerals, plants, or animals, breaking down existing items, or from creature drops. Scavenging and harvesting plants and minerals will be done by interacting with nodes that spawn in appropriate areas throughout the world. These can vary from special mutant cacti that produce healing salves to getting bits of rubber from piles of old tires. Creatures can be skinned to get items such as leather, meat, bone, toxins (giant spiders!), or acid (giant ants!).



Most creatures in the game will drop components as loot as opposed to finished items, encouraging players to make items instead of simply camping spawns until you get equipment you can use, though creatures will drop finished goods as well. A character who equips himself completely from drops is not going to have equipment as good as the character who gets his through tradeskills, either by making them himself or buying them from others. Some rare tradeskill items will require rare components that can only be acquired from certain rare spawns, but getting the finished item still requires the participation of a crafter. So really to get the best gear in the game a crafter is probably going to be involved at some point.



We have an extensive list of components, everything from Tainted Meat to Scrap Copper to Strong Antibiotics to Ragged Kevlar. Components exist in different quality levels, such as Scrap Copper versus Salvaged Copper. Characters will be able to improve the quality of components (or create components from other components) through the use of Science and Nature.



Also, players will be able to break down existing items to get some of their component parts.



Getting Recipes:



Characters do not learn individual recipes in Fallen Earth; instead they learn groups of recipes called a Knowledges (Knowledges are also used to teach things like combat abilities or mutation powers). Each Tradeskill Knowledge has one or more related recipes that the player learns when they acquire the knowledge. For example if you learn Axe, a Weaponry Knowledge, you'll learn to make a number of axes with different abilities. If you learn T-Shirt, an Armorcraft Knowledge, you'll learn a number of different T-Shirt recipes, each of a different color so you can customize your appearance. Each recipe requires a different list of components.



Knowledges can be gained from four different sources:



Missions: Some missions will provide Knowledges as a reward. These are normally special Knowledges that can only be gained through that mission. These are spread throughout the game with at least one in every town (we are going to have literally hundreds of towns over the course of the game), so if you want to learn every last crafting recipes for a given skill, it will take a lot of travel.

Trainers: Trainers in towns will sell books that teach common, readily available knowledges. Not all Knowledges will be available at all trainers (good luck finding a well-supplied Science trainer in a CHOTA town).

Treasure Books: These can be found on some mobs, such as crazy technology-worshiping cultists, or in containers that players discover.

Teaching: Players with the Teaching tradeskill can teach Knowledges they already know to other players by creating their own Knowledge books. Not all Knowledges will be able to be taught in this fashion, but most will.



Using Tradeskills



Okay, you've got components and a recipe, so now you can make an item. Basically you can select to make any recipe you know and have components for, and you will immediately begin making that item. Most items can be made while you are doing other things such as fighting or exploring, but some particularly large objects may require you to stand still or not have anything in your hands. Each item takes real time to make, varying from anywhere from a few minutes for a basic items like food or medkits, to a few hours for weapons or armor, to several weeks for cars. This time passes if you are logged in or not. You can queue up a number of items to complete while you are logged off. For each item you make, your tradeskill increases by a variable amount depending on the complexity of the item. Also, you gain experience for crafting items, allowing characters to level up completely by crafting if they wish (though this will take a long time and you have to go out into the world to find many of the recipes) but you only gain experience for crafting done while online.



A character can decrease the time it takes to make an item by staying in a crafting facility, such as a workshop or a kitchen, appropriate to the tradeskill they are using. Really complex items may require the character to remain in the facility for the entire time the item is under construction.



Improving Tradeskills



Tradeskills improve each time you make an item that is still a challenge to you, in other words somewhat near your level. The gain varies on the time and resources spent on the item.



Like all skills, tradeskills are governed by attributes that limit how high you can raise them. Tradeskills are limited by Perception and Intelligence, meaning if you want to be a master crafter you have to max out your Perception and Intelligence. Characters can get far in tradeskills without doing so, but will never be the best.

Comments

  • torioustorious Member Posts: 66
    i remembered that they said crafting would take place offline as well as online (so you could start working on something, log off, and log back in the next day and it would be done - i think)

    but it seems to be like EVE where to learn the next level it takes more and more time - so with as much time as is needed you will only have enough patience to master a couple of tradeskills - though you can learn all of them (like FFXI where you can work all crafts, but only up to level 60, here it's to master on all - if you play long enough - in WoW you only get 2 tradeskills (with a few others like frist aid and fishing))



    so the good news is there's no buyer's remorse - if you pick up a tradeskill and don't like it after a while, no prob just start a new one and you don't lose your exp in the first one



    and what's more is due to time constraints there is a possibility that not everyone will master out the same tradeskill as you (there could be 500 armorsmiths and weaponcrafters but you're the only master-nature-crafter)



    players can craft books to teach other players skills if there isn't a trainer nearby - this builds on community (remember when SWG still had trainers and players could teach other players things?)

    but does that include schematics and recipes that were found from treasure books? so like i go out and find a book that allows me to make a better rifle, can i then teach all the weaponsmiths in my guild how to make that rifle? or is it just basic skillsets that get taught?







    offtopicsidenote:

    while building up your character you can specialise in certain weapon types - so lets say i train up melee and pistols, but you only have a certain number of points for these (unlike the trade skills where it seems you can master each one) so can i reallocate my points to then be able to use rifles instead of pistols? or once i put the points towards pistols i'm stuck with them - even if it was like SWG where if i forget/untrain certain skills i get the points back but then need to learn up to that point again if i ever come back

    if i have 10 in melee and 10 in pistols, can i take 5 from both to be able to train up to 10 in rifles? then remove 3 from rifles to be able to train to 8 in pistols?
  • sirsammysirsammy Member Posts: 7

    thanks mook for the hard work we like it ...

  • kb056kb056 Member CommonPosts: 423

    Necro'ing because I can.

    For any and all SWG Vet crafters, this is the best crafting system I have seen so far. Simply put, the Best Items are crafted and it takes time to be able to make the Best.. As stated, only the really dedicated will be willing to spend the time to become an elite crafter.

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