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First let me say I like the direction your team has went with crafting and soul bound items. Does it allow the player to wear any weapon not soulbound regardless of their training in it. An example is can they weild a sword when before they only trained in and used axes however they just can't fight as well with the sword compared to a axe in their hands. How do you get mundane equipment buy from shops, pick it up, craft it yourself, collect, or buy the materials to get it made, or all of these or only some of these options. Do Npc shops remain useful when compared to loot you pick up what I mean is are Npc shops just vendors to sell loot or do they sell useful, effective, and helpful equipment i.e. a npc shop sword is good enough to compare to a sword collected from a quest but the quest sword is usually only slightly better not wildly better. I also want to know what other players hate about current crafting systems and how they feel they should be fixed in their opinions. |
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4/16/09 2:57:34 PM#2
Info on crafting can be found here: http://www.citadelofsorcery.com/questions/questlist.php?Q=8 "But in CoS you can create any object you wish, as long as you obtain the correct Mundane object first, improve it through specific adventures and/or obtain any pieces you wish worked into the item." My take on this is that presumably you could then turn water into wine(or other drink) given the Mundane object of water and the correct adventure(s). I could see doing this for producing a batch of pots, but it may be a lot of work to create consumnables one at a time. My dislikes in crafting are repetitive process, crappy economic models and scaling of equipment produced to equipment attained through slaughter/quests. CoS removes the repetitive process by making an adventure out of improving a mundane item. No more repetitive harvesting and mini-games to make the large quantities of crap needed to advance crafting skill. Without the need to produce large quantities of crap, the economy isn't flooded with said crap. Since CoS has made "questing" an individual story, the links between specific quests and associated uber gear vanishes. I'd guess that the best gear in the game will be the stuff you take the time to get to a status of soulbound. A follow up question for Jatar relating to the question of NPC vendor shops being an infinite dumping grounds to sell loot. Has the team considered a dynamic economic model that takes into account supply/demand of both gear(including cost of base material) as well as monetary supply? This leads to the question, "What is the purpose of banks in game?" In current games, a bank acts in the simple capacity of being a player's mule. That's really kinda lame, just like packing around thousands of minted coins. If you have a bank it should perform banking functions, charge for safe storage, pay interest on deposits, and make loans. A point of interest is that convertible paper notes have been used since the 600s. Therefore it would be quite conceivable to turn in quantities of metal coins to a bank which would then give the player a convertible note for the amount (or for the amount + interest convertible at a later date). |
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I agree that the quest system will remove the problem of immediate inflation of items (meaning lots of powerful or useful weapons not used) the system of taking one attribute from soul bound equipment while destroying the item also reduces this problem further but i hope they pay special attention on makeing a effective economy because that can draw in lots of players and lasts as a metagame till the end of the mmo if done correctly. Additionally I hope they stay away from skill based crafting and just let us hire a blacksmith or armorer to make our equipment for us but made to our preferances. Another thing that really annoys me is when you have to harvest massive amounts of resources just to get one basic weapon without any real reason for it except as a time sink I don't mind having to get the super rare mirthil from the depths of the earth but when i just have to go outside the town and pickaxe a few nodes a hundred times to get the rare mirthil it just isn't the same. |
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4/18/09 1:39:07 AM#4
Well, there are a lot of questions in your posts, I'll see what I can do to answer some of them.
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4/18/09 1:26:27 PM#5
I love the idea you guys bring of questing for an item that you've discovered through interaction within the game. Great job at being innovative. Keep up the great work. :)
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4/20/09 9:34:56 AM#6
This is a HUGE plus for me. In addition to being unique and fun it also indirectly gets rid of the problem of bot companies farming game currencies. Finally a game that has an effective core content to limit that kind of behavior instead of constant battles and anti-bot measures that hinder the players' experience. |
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1/18/10 1:29:27 PM#7
Is this really true? Can we quest for items we want to obtain? This is pretty neat, but won't all players then go after the same things? If there is a really cool helm, for example, won't everyone go quest to get that helm? |
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