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Crafting

968 bytes added, 00:47, 17 September 2010
End Game
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items as viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.
 
 
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]
 
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties.
 
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [high end] items.