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If you’re like me, you’ve been hearing a lot of rumors on blogs and forums about hardcore crafting servers in WAR. So what’s up with this, and what is the story behind the hardcore crafting servers?
Fortunately I have a source on the inside. I promised not to reveal his name, but he sends me inside information about WAR in return for a never-ending stream of blood pudding and jellied eels which I have smuggled into the country.
The idea for hardcore crafting servers come from PvP servers. See, on a PvP server (in WoW or “Open Servers” in WAR), you can be wandering around, doing something you enjoy, and suddenly be forced into PvP, which you probably like but weren’t planning on doing at that time. You can be questing and be forced to PvP. You can be gathering and be forced to PvP. You can even be in a town or at a vendor, or waiting for an instance, and suddenly be forced to PvP. And this is wildly popular with the players.
So why not go a step further and apply this popular idea to other mechanics in the game? Hence, Hardcore Crafting Servers were born.
The new mechanic of the Hardcore Crafting Servers is the introduction of “Living Recipes”. These recipes will be immensely powerful creatures with abilities that can easily kill any player in the game. The only way to defeat a Living Recipe is to create an item of that recipe. So if you were attacked by a “Potion of Healing” recipe, the only way to survive would be to quickly craft a Potion of Healing.
The manifestations of the Living Recipes will mirror the ways PvP occurs on PvP servers — in other words they will senselessly interrupt other parts of the game. So a player that was about to capture a RvR objective might suddenly find himself beset by nine or ten recipes, which would then proceed to attack, kill, and camp him. Or a player that was about to loot a Public Quest treasure box might find himself killed and then repeatedly spat upon by the specifications for a plus-healing trinket, etc.
Life on a Hardcore Crafting Server
It’s important to understand that, like gankers on a PvP server, the recipes will not necessarily be tuned to your level or tradeskills. There will be bands of max-level recipes roaming low-level areas. You might defeat a recipe only to be immediately ganked by two more that show up. This makes sense if you think about it — after all, the game is not called “Fairhammer”.
Eventually players on Hardcore Crafting Servers might want relief from these Recipe Onslaughts. Taking a page from WoW, Mythic will introduce special, boring grinding areas where recipes rarely go. So this way players have a choice between being corpse-camped by, say, “Lilly Seeds of Fortitude”, or slaying Rat-Men of varying hues for hours on end.
Directed PvP with objectives and rewards can be immensely enjoyable, and can enthrall players for hours on end. The principal invention of PvP servers is the minimization of this fun PvP, so that greater emphasis can be placed on ganking. “Open Crafting” servers will function in the same way. Players will not have as much time to spend crafting useful items, or in advancing their crafting skills. They will be so absorbed by unsuccessfully avoiding Recipe Squads and the resulting corpse runs that they’ll have time for little else.
You might ask yourself : why would players play on a Hardcore Crafting Servers? Well, there will really be two kinds of players Mythic expects to see.
The first are crafting fans who will roll on these servers in the mistaken belief that this will make crafting more fun. These players will learn too late that Hardcore Crafting Servers make everything (including crafting) less fun, but by that time they’ll have friends and guilds and it will be too late to switch servers.
The second group are the people that are already referring to themselves as “Craftcore”. They will spend most of their time on the forums belittling people who are not on crafting servers, the so-called “craft bears”. Mythic will enforce this view by prohibiting transfers to crafting servers, but not vice-versa.
The end result
I think players will be really happy to see the effort put into the crafting servers, and will agree their inclusion was more than worth the loss of all those lame classes and cities.