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Advanced Member
Joined: 11/14/07
Posts: 307
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A small piece with a dev giving a basic run over on crafting and the Puzzle box.
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We have the sort of 'combine things and make a result' semi-crafting with the Puzzle Box ( ahem. Horadric Cube ).
The Crafting system is skill-tree based, kind of like the Skill system. There are 3 panes, each associated with different groups of elements. There are skill tracks for various groupings of items that can be crafted ( swords& axes, Helm & cape, etc. etc. ) covering armor, weapons, potions/consumables, rings, amulets, and 'heraldries'.
You get 1 point to spend per level, so that gives you 50 crafting points at max level.
There are also a series of 50 crafting 'quests' that require you to complete specific recipes to advance, with rare ingredients. You get 1 point for completing each of these - so a committed crafter can have 100 points to spend.
There are probably 200-300 some-odd base ingredients - some of those are refined from other ingredients. You gain skill in refinement by investing in the tiers for a given Crafting pane. Unlike the Skill system, in Crafting, tiers only unlock per-pane ( but it only takes 10 points to unlock the full set of tiers, as opposed to 30 in Skills ). Ingredients drop from harvestables ( Trees, plants, ore nodes, etc. ) or from specific monster types.
I think we have over 1000 recipes now.
Items can also be broken down into component parts that can be used in some recipes.
Recipes are learned from a trainer, or from recipes that drop. There are no restrictions on how many recipes you can learn, but recipes have a base level requirement in their associated core skill.
For a given recipe, there are multiple parameters that you can alter. For instance, if I'm crafting a shortsword, I can modify Base Damage, Speed, and Heraldry level. Increasing any one of these properties increases the risk that I will fail when creating the item ( not changing any properties is 0 risk, and thus will always work ).
Investing in an associated skill ( for instance, the Honing skill in Swords & Axes ) reduces the risk of getting the desired property, and increases the range of values as well.
Heraldries are the other part of crafting - Heraldries are basically like super-gems. EVERY crafted item has one Heraldry socket. Heraldry sockets have specific levels ( so my Shortsword might have a Heraldry socket level of 5 - )
Only Heraldries at or below that level may be placed in those sockets. Through skill investment you can improve the level of the Heraldry sockets for a given item type.
Heraldries, unlike Gemstones, can have much more potent effects, and always have several. They can also be charge or time based, to offset some of the higher-potency effects. Heraldries can also be replaced at any time in an item, destroying the previous Heraldry, so you're never stuck with one.
There are also floating skills in the Crafting tree, not tied to any specific item type, that provide extra bonuses to created items ( fire damage/resist, random affixes, etc. )
The Consumable recipes ( potions, etc. ) have other sorts of items than can normally be found - tossable grenades, group heal potions that can be thrown to the ground in a group, bandages that continue to heal you slowly over time, etc.
Basically, we're trying to have a relatively interesting system with some fun choices that doesn't involve grinding away and making 1000 pairs of pants to get to the next level.
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Sounds pretty good.
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