Interview: Salim Grant, Senior Game Designer, on Crafting
Interview conducted by Nelson K. Thachuk and published on August 23, 2006


What is your current focus going into beta 3?

We are getting the new customization functionality on the server and working on the factional crafting paths and general polishing of the system. I am happy with where we are currently in the stage of the system as most questions have been answered and we are in pure implementation mode.

Can players craft any vehicles other than boats?

Boats are where we plan on keeping it for now. Once that is worked out any other vehicles we have in game could be craftable in some way.

Is it possible to craft items that increase the travel speed of a player, mount or boat?

Yes, you can craft vehicles, items that will increase the speed of your mounts, and temporary run speed buffing items.

What’s your favorite craftable item in the game, and why?

After finalizing the details of crafting then I would have to say boats simply because there is a decent amount of work involved and the reward is just plain cool.

When we previously spoke at E3 you mentioned, pending available time, the possible addition of taxidermy. Has any headway been made on this front?

We are getting closer to being able to look at the special things we want to do this being one of them. We will get a version of it in but depending on time it may initially be very simple.

Could you shed some light on the item enhancing and upgrades?

Well crafting has taken on a life of it’s own in Vanguard. Our current focus is on unlocking the ability for players to pretty much custom build an item through the use of special stat adding items called resonance dust.

As you craft you get an opportunity to add dusts in both refining and finishing stages. So you want to make a sword with strength and +crit % you need to add the strength dust during your refining process and the critical dust during your forming of the final component in finishing. Now with the way Vanguard crafting works we have primary and secondary components. You can customize both primary and secondary components giving you three layers of customization.

This is a quick summary of how things will work and I am sure more will come out as time goes by, but based on that description you can see the potential for many variations of items and mixing of potions (hint, hint).

Has the “herbalist” or “alchemist” class been integrated in to another class or will player created potions and infusion be postponed until after launch?

Heh, see the hint above. The alchemist as I envisioned him originally is still intact and the plan is for him to be available at launch but the alchemist holds a special place in my heart, as I love the oddball.

I have always loved the idea of alchemy and how it has worked in fantasy, but after falling in love with the anime series Full Metal Alchemist my drive to make the alchemist trade stand out has been renewed. Currently I am trying to figure out a way to work transmutation into the game and give it some depth. This may be how we do infusion and item enhancing, but things are not final yet.

Can you provide a description of each crafting class and class’ focus?

  • Blacksmith: Weapon and armor crafter who provides support for ship and house crafting. Can also create utility items like horseshoes.

  • Outfitter: Cloth and leather worker, creates armor and some weapons, but is mainly focused on furniture and utility things like bags and backpacks.

  • Artificer: The strange one, what I thought would be a nightmare has turned out to be one of the most robust trades. This is our stone and wood worker who focuses on making wood and stone weapons. He is the primary house and ship builder as well as a elemental themed crafter who makes focus items and jewelry that enhances magical power and provides protection from the elements.

  • Alchemist: Yes I know I have avoided mentioning this guy in the past as I was not sure he would be a launch trade, but as I said I want him in at launch and will do what I can to get him in by then, if not then he will certainly be in shortly after. The alchemist will be our potion maker and item enhancement creator. He will provide support for ship and house building as well as potentially create utility items for the crafting process.
What do you want to implement that you just don’t have time for?

Well of everything I have revealed about Vanguard crafting the only thing that I know will not happen at launch is our experimentation and inspiration system. But the crafting system as it stands now will provide players with a degree of experimenting and discovery paving the way for these systems to be introduced after launch.

So far everything else I have mentioned looks like it will go live at launch, at least a version of it will. We are still trying to figure out if we will have on site staged housing construction though.


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