Sup fellow nerds and people that have too much free time..
I was thinking about my ideal game today which i have written out and created models and whatnot just for fun with no actual attempt in making it.. just mussin around and all and i came across the problem with loot... and classes, probably the most important items involved in the creation of an MMO..
My idea was that instead of choosing a class such as a "mage" or an "assassin" you would designate two crafting specialties to your character (changeable but not recomended) upon character creation.. so one would choose things like Plate crafter and axesmith. With these two choices loot attained from mobs would be used to make Plate armor and axes, and leveling these crafts would allow the creation of better gear meaning.. you kill a level 1 mob, get level 1 mats, make level 1 armor, simple as that.. but take away all of the actual loots.. so instead of getting a "sillyknife of the confused +3" you would craft an "axe" which would be able to be revamped with mats attained from mobs, get my drift? no class specific loot which makes gaming so pointless, you get mats which are usable by each profession..
Now you might say "well that seems stupid, takes away some of the difficulty of the game, that's no fun - everyone wants to be challanged" TOUCHE good foe, but wrong! with each level it's not like you'll only need to slay one mob to attain enough materials to create your armor, it'll take around half a level of killing mobs to get these mats for your armor, but you can enhance your armor pre-creation by using special catalysts attained by rare mobs such as "wah!?!?" raid bosses!, raiding wont be used as a once a month dispand your guild because you didnt get loot game anymore, oh no no! everyone gets there fair share and it wont be a "freakin hell another warrior drop" no, every material will have some use for each proffession.. a bar of steel wont only be used to make axes and blades, but as a stern addition to a staff or a ring! get where i'm comeing from?
Now you might say "what if i make great armor at level 20 enhances with all the best gears and decide not to make gear for a few levels" no worries good soul, you can buy plans to create your own levels armor, it wont be a gain skill in the profession as you use it but more or less you makes things as your materials enable you to, a bit more realistic imo "it's a game we dont want realistic" too true, i play games to get away from real life too but why not slap this in there, with each kill dropping mats used to make armors, weapons, rings, pie!? and all other necesities for pvp and pve, they'll also be used to enhance your combat skills, not like most games where the more you dodge an attack you level up your dodge, but more or less with each level up of a skill ( with a cap of somewhere between 10 and 20) you gain a new skill pertaining to set profession.. a leathercrafter with a bladesmithing mix would gain blade attacks going from a basic slash to a legendary blade attack, along with leather skills allowing them to stealth or even increase armor "FANTASTIC PEPSI" yes.. yes it is
"what about people that like raiding due to the chance they might not get gear" well materials from raiding wont be used to create exception gear attainable by only the most fearsome knights in all the land!!!! but more or less used to enhance gear craftable by the lowliest street peddler.. "well if everyone is crafting gear and getting mats to enhance their own gear where does money come into play, we like communication between players and a player based economy" well what about bandages and enchants usable only by platecrafters? what if a cloth user wouldnt mind a steel spike on their back to deterr attacks from them? that's where other players come in!
I dont know if this system would work.. dont know if it's ever been used before.. i know lineage has SOMETHING Like this, but not used the same way as i would want it be be, i guess this would be an ideal game mechanic for me.. ttyl pplz, bout to go game it up <3