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Cathal's Blog

Well, I was sitting around one day and I figured, I may as well start up a blog. Were you expecting something more?

Author: Cathalaode

My Ideal MMO (pt3)

Posted by Cathalaode Tuesday October 16 2007 at 12:41AM
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Well, now that I have the only "perfect mmo whatchamacallit" here (If you also have one then I either forgot or ignored it for emphasis), I figured that I'd post my third piece. If you want to know what it's about, then just tilt your vision a few degrees down. I'm not giving you any hints... except for the title. It's not fully fleshed out either.

 

Natural Player Quests

            Because of the PvP key zone idea, the economy, and the fact that this game revolves entirely around factions, the individual or faction would decide the quests in this. There would be no “traditional” quests, outside of being paid by a faction to perform a certain task. With the way crafting and spells work, a specific crafter might hire you to go out and collect a rare scripture or ingredient. The idea is for the players to run the world, like Face of Mankind in its glory days, except without set factions. It would all fall into pecking order. For example, a merchant is successful in his crafting because he is good at it; he makes more money off of his works, and can then hire better players to get him more valuable ingredients. A medium level crafter would have to hire an average player to get him the ingredients he couldn’t buy from the store (he gains crafting experience from making more difficult items and the mercenary gains experience from his adventure, and money as well). Lastly, a novice crafter would buy all of his ingredients from merchants; he would lose less money and gain experience more quickly.

Flungmuk writes:

Intresting.

So the merchants would sell basic crafting items, like say, raw iron. The novice crafter buys this good and cheep, makes iron weapons and armor to sell to novice players. As he gets better, iron becomes trivial so he needs better ore. He hires players to gather  the next teir of ore. Or even quests such as, to make you this sword I need 15 peices <insert ore name>. The combine only require say 3 peices, but this allows you 5 chances of skill up. Other wise you have to make them no fail combines, and IMO, that makes crafting too easy.

How would you plan crafting experiance? Would you still fail on trivial items? And not gain experiance. Thats a pet peave with EQ crafting, I was a master brewer with over 200 skill, would fail a combine on something that would require a skill of 30, loose all the items and not be able learn from it.

I guess that would be scalled learning. nothing trivials, but the ammount you recive would not be worth it to presue. You have a crafter level of say 20, you can make something that requires recipe earned at level 20, and only need to make say 100 combines to reach level 21. But if you are using a level 2 recipe, it would take 30000 combines and, being that you are making trivial items, the merchants would only buy back at cost, or maybe cost +1%. This would also stop an money making gold farming.

Tue Oct 16 2007 11:20AM Report
Cathalaode writes:

It would think that the best way to do crafting would be a combinations of primary and secondary skills. EG:

Primary: Metallurgy, or Weapon Smith

Secondary: Bronze Working, or Sword Smith.

So doing things like increasing your Weapon Smith would unlock more advanced sub skills such as Lance Smith or the like.

Also, I think that the more skill you have in your combined Primary and Secondary skills would increase your odds of successfully crafting an item. If you were a Master, you wouldn't fail on a mundane item, but if you were making something intricate then there would always be a chance. I think that you should gain crafting experience from failure as well, just not as much as success.

Tue Oct 16 2007 5:11PM Report
vajuras writes:

yep, yep awesome ideas I fully agree thats exactly what i had in mind too.

Mon Oct 22 2007 12:09AM Report

MMORPG.com writes:
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