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The Pub at MMORPG.COM  » Crafting Implementation

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  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 10:05:54 AM#1

So in TTS I am working on a unique crafting system. I have some things down but others I have no decided on. So I have 2 questions for you guys:

Would you be down for a graphical crafting system?

Instead of gathering the mats and then hitting craft and waiting for a bar to fill, what if you actually did a simulated version of making the item? For instance if you were making a sword, you would actually hammer the item. You would start with the basic shape and click a spot and the hammer would hit it and deform it. And then you would work it into the proper shape. 

I thought about dealing with heating and cooling and folding and so forth but that may be too complicated for people to want to deal with.

In any case if you would have a stamina bar and each hit would cost some. You would have some room for error so if you hit the item and it made a bad deformation you could fix it and keep going. Each type of item would have its own simulation because obviously you can make a bow with fires and an anvil.

I suppose it is somewhat similar to the EQ2 system? Except you don't just click options at specified times.

The other question is this:

Can we do away with categories. Instead of hitting craft iron longsword you would pick iron from the material list and pick the amount of metal to use and then you would beat it into shape. So if you want a broadsword you would pick say, 5 bars, compared to 1 or 2 for a short sword and then forge the item into the proper shape.

Similarly I might set it so you don't even pick a base type per say. If you wanted a lance you would make a blade and hook it on a shaft.

I dunno, that does somewhat conflict with my crafting skills. Maybe you hit lance and then you can select the length of the shaft and the blade and so forth.

And you might have to select longsword as the item type but you still forge it on your own and you can add more or less metal or make the ratio between the length and the width slightly different to customize stats. And then you shape the edge for damage and bleeding bonus and so forth.

Or maybe you make the item and then the game determines its type and gives you the exp for those categories and the bonus to quality. So as opposed to selecting longsword and then crafting, you craft an item and the game says, based on the physical qualities, that is a longsword, or that is a spear or w/e.

I dunno, what do you guys think?

  Torik

Elite Member

Joined: 1/02/09
Posts: 2110

3/02/12 11:14:04 AM#2

A Tale in the Desert uses a similar system for its blacksmithing items.  If you want to make a saw or a hatchet, you put a piece of metal on an anvil and then use a variety of tools to shape the metal.  Teh closer you come to the ideal shape, the higher rated and effective the item will be.  It actually simulates the physics of shaping metal and it is very hard to master. 

The ATitD system really could use a tutorial to teach you about teh mechaincs of it as it is very hard to visually figure out what exactly each action does to the item. 

  Castillle

Forum Bunny

Joined: 10/24/10
Posts: 2623

3/02/12 11:20:17 AM#3

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

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  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 11:55:47 AM#4
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 11:58:26 AM#5
Originally posted by Torik

A Tale in the Desert uses a similar system for its blacksmithing items.  If you want to make a saw or a hatchet, you put a piece of metal on an anvil and then use a variety of tools to shape the metal.  Teh closer you come to the ideal shape, the higher rated and effective the item will be.  It actually simulates the physics of shaping metal and it is very hard to master. 

The ATitD system really could use a tutorial to teach you about teh mechaincs of it as it is very hard to visually figure out what exactly each action does to the item. 

I left ATITD due to financial and time constraints, as in I don't have 13$ a month to pay on a game and also it took like 8 hours a day cause I was obsessed. We were just about to get mines when I stopped. I will have a look at the ATITD system. I will only use vague guidelines for shapes. I want people to be able to customize. Like a longer blade to get reach advantage or a thinner one or having various edges to create a higher bleed debuff and so forth.

ATITD often has a lot of my favorite crafting mechanics. I love to raise sheepsies.

  killion81

Elite Member

Joined: 8/31/06
Posts: 579

3/02/12 12:02:24 PM#6
Originally posted by Cuathon
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

 

Different does not necessarily mean better.

  stragen001

Hard Core Member

Joined: 1/09/09
Posts: 1529

Mr Flibble is VERY cross

3/02/12 12:05:43 PM#7
Originally posted by Torik

A Tale in the Desert uses a similar system for its blacksmithing items.  If you want to make a saw or a hatchet, you put a piece of metal on an anvil and then use a variety of tools to shape the metal.  Teh closer you come to the ideal shape, the higher rated and effective the item will be.  It actually simulates the physics of shaping metal and it is very hard to master. 

The ATitD system really could use a tutorial to teach you about teh mechaincs of it as it is very hard to visually figure out what exactly each action does to the item. 

Not played a tale in the desert but this sounds pretty good.

You could maybe have an outline of the thing you are trying to make on the anvil and the closer you get to that ideal shape, the better the item (this may be exactly as it is in A tale in the desert, like i said i havent played it).

This way you would still need blueprints, but the blueprint puts the outline on the anvil so you can then make your item to match.

Considering the amount of time this would take, you would want to get several of a low level item for doing this otherwise it would be annoyingly time consuming to start. 

Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 12:05:55 PM#8
Originally posted by killion81
Originally posted by Cuathon
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

 

Different does not necessarily mean better.

True but generally players who actually enjoy crafting, and no not the idea of crafting, do not like the gather mats, click craft, wait for bar to fill method. And if you wanted crafting to take time, that method would be even worse.

If you do not like crafting you are going to hate TTS. Crafting, gathering, exploring, building, are about 60% of the time you need to spend. Also magic. So its only like 40% straight combat.

  Castillle

Forum Bunny

Joined: 10/24/10
Posts: 2623

3/02/12 12:58:11 PM#9

Umm..I was saying you make the blueprint.  Instead of hammering, you extend pieces, put pieces, etc like how you would work ish in photoshop or something similar.

Exactly like the hammering thing except with a more 'in your face' method of experimentation with crafting without using up materials.  so you can draw up a blueprint of a long sword then when you actually want to craft it, you select which material goes where and it will use x amount of materials depending on how big the pieces are in the blueprint. 

So in your long sword thing, you design how the blade looks, how the hilt looks, and any other random things and make that blueprint.  Then when you actually craft it, you choose what material you want for each piece and that would end up with a pre determined number of materials depending on how big the stuff are.  So when you can maybe take that sword blue print and put wood or metal or even cloth  for the blade then metal for the hilt then idk...feathers for the handguard? o.o

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  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 1:35:18 PM#10
Originally posted by Castillle

Umm..I was saying you make the blueprint.  Instead of hammering, you extend pieces, put pieces, etc like how you would work ish in photoshop or something similar.

Exactly like the hammering thing except with a more 'in your face' method of experimentation with crafting without using up materials.  so you can draw up a blueprint of a long sword then when you actually want to craft it, you select which material goes where and it will use x amount of materials depending on how big the pieces are in the blueprint. 

So in your long sword thing, you design how the blade looks, how the hilt looks, and any other random things and make that blueprint.  Then when you actually craft it, you choose what material you want for each piece and that would end up with a pre determined number of materials depending on how big the stuff are.  So when you can maybe take that sword blue print and put wood or metal or even cloth  for the blade then metal for the hilt then idk...feathers for the handguard? o.o

Ah okay. I had considered a system like that, but it doesn't help with determining the properties of the item. Just the look. You can do all sorts of decorations on any item in TTS, I was thinking of having a built in decoration interface with standark autodesk features and such. But this is primarily about the stats on the item.

  Torik

Elite Member

Joined: 1/02/09
Posts: 2110

3/02/12 1:45:01 PM#11
Originally posted by stragen001
Originally posted by Torik

A Tale in the Desert uses a similar system for its blacksmithing items.  If you want to make a saw or a hatchet, you put a piece of metal on an anvil and then use a variety of tools to shape the metal.  Teh closer you come to the ideal shape, the higher rated and effective the item will be.  It actually simulates the physics of shaping metal and it is very hard to master. 

The ATitD system really could use a tutorial to teach you about teh mechaincs of it as it is very hard to visually figure out what exactly each action does to the item. 

Not played a tale in the desert but this sounds pretty good.

You could maybe have an outline of the thing you are trying to make on the anvil and the closer you get to that ideal shape, the better the item (this may be exactly as it is in A tale in the desert, like i said i havent played it).

This way you would still need blueprints, but the blueprint puts the outline on the anvil so you can then make your item to match.

Considering the amount of time this would take, you would want to get several of a low level item for doing this otherwise it would be annoyingly time consuming to start. 

ATitD allows you to press a hotkey that replaces the piece you are working on with the perfect shape you are trying to achieve.  Pressing it again reverts you to your woking piece.   You can toggle this on and off fast to get a better comparison on how close you are to the goal.

This is very time consuming and for items that wear out like saw blades most people only go for 6-7k/10k score.  People who can make 9k+ hachets are very rare and burnout fast.

  DixonHill

Apprentice Member

Joined: 5/31/05
Posts: 150

3/02/12 3:09:37 PM#12

I like the graphical crafting idea. I thought about something like that myself, some time ago, just how to tranfer the actual act of crafting something into a Online game. To really make it skill based. I googled (was not easy, what search words would one use? ;D) and found A Tale in the desert. The only problem i see, is, that is has to be fun.

So, i like the idea, but can honestly not say, if i would actually enjoy it. I think that also depends on how such feature would be executed in detail. 

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 3:33:22 PM#13
Originally posted by DixonHill

I like the graphical crafting idea. I thought about something like that myself, some time ago, just how to tranfer the actual act of crafting something into a Online game. To really make it skill based. I googled (was not easy, what search words would one use? ;D) and found A Tale in the desert. The only problem i see, is, that is has to be fun.

So, i like the idea, but can honestly not say, if i would actually enjoy it. I think that also depends on how such feature would be executed in detail. 

I think that this is a huge issue. A lot of people like the idea of something, say speaking a foreign language or being good at sports but they don't enjoy the required work to get that skill. A lot of issues that virtual worlds have revolve around them requiring realistic stuff but no one likes that activity.

This is the second job conundrum.

We also have the possibility problem. You cannot have certain things happen, say EvE pvp, without long dull travel and spreadsheet economics and you certainly can't have "fun" aka dogfight spaceship combat in any game that is remotely related to reality because fighters in space don't work.

  Torik

Elite Member

Joined: 1/02/09
Posts: 2110

3/02/12 4:14:20 PM#14
Originally posted by Cuathon
Originally posted by DixonHill

I like the graphical crafting idea. I thought about something like that myself, some time ago, just how to tranfer the actual act of crafting something into a Online game. To really make it skill based. I googled (was not easy, what search words would one use? ;D) and found A Tale in the desert. The only problem i see, is, that is has to be fun.

So, i like the idea, but can honestly not say, if i would actually enjoy it. I think that also depends on how such feature would be executed in detail. 

I think that this is a huge issue. A lot of people like the idea of something, say speaking a foreign language or being good at sports but they don't enjoy the required work to get that skill. A lot of issues that virtual worlds have revolve around them requiring realistic stuff but no one likes that activity.

This is the second job conundrum.

We also have the possibility problem. You cannot have certain things happen, say EvE pvp, without long dull travel and spreadsheet economics and you certainly can't have "fun" aka dogfight spaceship combat in any game that is remotely related to reality because fighters in space don't work.

Very true.  I loved the idea of blacksmithing in ATitD in theory but it was very aggravating in practice.  I was constantly struggling to position my camera just the right way and a lot of time I would be 'pixel hunting' so I could hit the right spot.

It really is a problem of trying to simulate an activity that humans do 'by feel'.  In RL a lot of this stuff is reliant on physical feedback which is one thing you cannot simulate in a MMORPG.

It reminds me of a situation I had at work.  There was this calibration machine where workers would adjust two valves on a regulator so it would maintain the correct pressure.  It was a simple process for a human to learn but it was hell to program the computer do the same thing.  When you were turning the control screws by hand you could judge your progress by the resistance and combine it with the visual and audio feedback from the machine. 

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 4:27:08 PM#15
Originally posted by Torik
Originally posted by Cuathon
Originally posted by DixonHill

I like the graphical crafting idea. I thought about something like that myself, some time ago, just how to tranfer the actual act of crafting something into a Online game. To really make it skill based. I googled (was not easy, what search words would one use? ;D) and found A Tale in the desert. The only problem i see, is, that is has to be fun.

So, i like the idea, but can honestly not say, if i would actually enjoy it. I think that also depends on how such feature would be executed in detail. 

I think that this is a huge issue. A lot of people like the idea of something, say speaking a foreign language or being good at sports but they don't enjoy the required work to get that skill. A lot of issues that virtual worlds have revolve around them requiring realistic stuff but no one likes that activity.

This is the second job conundrum.

We also have the possibility problem. You cannot have certain things happen, say EvE pvp, without long dull travel and spreadsheet economics and you certainly can't have "fun" aka dogfight spaceship combat in any game that is remotely related to reality because fighters in space don't work.

Very true.  I loved the idea of blacksmithing in ATitD in theory but it was very aggravating in practice.  I was constantly struggling to position my camera just the right way and a lot of time I would be 'pixel hunting' so I could hit the right spot.

It really is a problem of trying to simulate an activity that humans do 'by feel'.  In RL a lot of this stuff is reliant on physical feedback which is one thing you cannot simulate in a MMORPG.

It reminds me of a situation I had at work.  There was this calibration machine where workers would adjust two valves on a regulator so it would maintain the correct pressure.  It was a simple process for a human to learn but it was hell to program the computer do the same thing.  When you were turning the control screws by hand you could judge your progress by the resistance and combine it with the visual and audio feedback from the machine. 


I think that part of the problem is that people expect to be able to get a perfect score in games without as much effort as real life. And further forging skills in real life provided something necessary, livelyhood, as opposed to in games where it doesnt. Thus the second job conundrum.

I think that maybe ATITD did it wrong if you had to "pixel hunt". I was thinking of being more realistic but still a game. I want some limited reflex stuff but mainly just thinking it out. Also you aren't really trying to fit a specific shape perfectly so hopefully less pixel hunting.

I dunno I still gotta iron out some details.

  StonesDK

Elite Member

Joined: 8/06/11
Posts: 1626

3/02/12 4:34:25 PM#16
Originally posted by Cuathon
Originally posted by killion81
Originally posted by Cuathon
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

 

Different does not necessarily mean better.

True but generally players who actually enjoy crafting, and no not the idea of crafting, do not like the gather mats, click craft, wait for bar to fill method. And if you wanted crafting to take time, that method would be even worse.

If you do not like crafting you are going to hate TTS. Crafting, gathering, exploring, building, are about 60% of the time you need to spend. Also magic. So its only like 40% straight combat.

Many enjoyed crafting in Vanguard. It's one of the games highlights out of the mess everything else was. The only downside was the tedious grind, but the system was great. The idea of being more involved in the whole process. Counteract reactions and use a little strategy makes it a more fun meta game

The time spent doing certain actions is not the issue but how involved and fun it is

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 4:49:36 PM#17
Originally posted by Starpower
Originally posted by Cuathon
Originally posted by killion81
Originally posted by Cuathon
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

 

Different does not necessarily mean better.

True but generally players who actually enjoy crafting, and no not the idea of crafting, do not like the gather mats, click craft, wait for bar to fill method. And if you wanted crafting to take time, that method would be even worse.

If you do not like crafting you are going to hate TTS. Crafting, gathering, exploring, building, are about 60% of the time you need to spend. Also magic. So its only like 40% straight combat.

Many enjoyed crafting in Vanguard. It's one of the games highlights out of the mess everything else was. The only downside was the tedious grind, but the system was great. The idea of being more involved in the whole process. Counteract reactions and use a little strategy makes it a more fun meta game

The time spent doing certain actions is not the issue but how involved and fun it is


Well if you don't spend time somehow the market gets flooded. So obviously you have to spend time. But of course if its not fun no one will do it. Kinda stating the obvious.

  aslan132

Hard Core Member

Joined: 10/01/07
Posts: 166

3/02/12 4:49:43 PM#18

EQ2 crafting is fine, but still a bar you watch, just with reactions. Vanguard expands on this some, by the options you choose having an effect on the final result.

If you really want to try graphical crafting (which i would love, crafting is one of my favorite things to do in MMOs), i suggest looking at FreeRealms. Before you laugh, just go look at it. 

The blacksmithing (not the gathering, which is just match 3 games), and the cooking are perfect examples of what crafting in MMOs could be. Heating the metal, pouring out just the right amount without spilling too much, and hammering for the shape. Its exactly what you are talking about, but most people dont know that it already exists. And you dont have to be perfect, so its not frustrating, like ATITD can be at times. No pixel hunting. You want it to be interactive, but not annoyingly so.

  StonesDK

Elite Member

Joined: 8/06/11
Posts: 1626

3/02/12 4:57:06 PM#19
Originally posted by Cuathon
Originally posted by Starpower
Originally posted by Cuathon
Originally posted by killion81
Originally posted by Cuathon
Originally posted by Castillle

Im not into the whole hammer thing tbh...It sounds good but it just feels like in practice it wont be as good yknoe what Im saying? 

The beating thing is good but I think maybe something like a blueprint system would be better?  Its basically goign to be the same thing youre making but instead of crafting each, you make a blueprint (maybe draw the general idea of what you want?) and based on the drawing it would use a certain amount of materials and you get to choose during craft time which materials to use for each part? 

I mostly say that because when it comes to armor, arrows, and everything else, the hammering, chipping, cutting, etc would end up to be too much of an unweildy thing especially when it comes to making stuff.

This is also an easier way of say...Advertising for the crafter.  He could make a blueprint and maybe show it to other people to see the general outcome and they come back with the mats and stuff. 

Doing away with categories is kinda a bad idea because that would lead to a LOT more work for you.

As always youre such a great source of ideas xD  You should totally make a chip in thing!

 

The thing is, if you use a blueprint then there is no time investment, you just click and done and also its not really crafting. I mean, how is that much different from the standard gather mats click c raft system? That is what I wanted to move away from.

As always the game has an optional hit craft but lose value system. So if you just want to gather mats and click a button you can but if you actually craft it its going to be a superior item.

 

Different does not necessarily mean better.

True but generally players who actually enjoy crafting, and no not the idea of crafting, do not like the gather mats, click craft, wait for bar to fill method. And if you wanted crafting to take time, that method would be even worse.

If you do not like crafting you are going to hate TTS. Crafting, gathering, exploring, building, are about 60% of the time you need to spend. Also magic. So its only like 40% straight combat.

Many enjoyed crafting in Vanguard. It's one of the games highlights out of the mess everything else was. The only downside was the tedious grind, but the system was great. The idea of being more involved in the whole process. Counteract reactions and use a little strategy makes it a more fun meta game

The time spent doing certain actions is not the issue but how involved and fun it is


Well if you don't spend time somehow the market gets flooded. So obviously you have to spend time. But of course if its not fun no one will do it. Kinda stating the obvious.

I think I should stop posting when I get too tired. I halfarsed read what I was replying to.

Now that I've properly read it let me try again. You can have a more involved crafting process and still appeal to people who normally wouldn't like crafting. You can do it by making it a more fun and involved process. Developers have tried making crafting both fun or completely easymode automated to make it appeal to more people and still completely miss the mark. I think Vanguard hit that sweetspot. Even though "fun" is stating the obvious you would be surprised how many games miss that mark. Precisely why a lot of people either don't care about crafting or dislike it outright.

I've heard many say Vanguard has been the only game where they really liked crafting compared to other games. Now I'm not saying "copy that" but understanding why games such as SWG and Vanguard and to some extent EQ2 had great crafting may be a key to appeal to a broader audience.

Or maybe I'm just rambling

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

 
3/02/12 4:57:31 PM#20
Originally posted by aslan132

EQ2 crafting is fine, but still a bar you watch, just with reactions. Vanguard expands on this some, by the options you choose having an effect on the final result.

If you really want to try graphical crafting (which i would love, crafting is one of my favorite things to do in MMOs), i suggest looking at FreeRealms. Before you laugh, just go look at it. 

The blacksmithing (not the gathering, which is just match 3 games), and the cooking are perfect examples of what crafting in MMOs could be. Heating the metal, pouring out just the right amount without spilling too much, and hammering for the shape. Its exactly what you are talking about, but most people dont know that it already exists. And you dont have to be perfect, so its not frustrating, like ATITD can be at times. No pixel hunting. You want it to be interactive, but not annoyingly so.

Okay I checked out freerealms crafting. Its a little too cartoony and easy for my tastes. And the matching is dumb. Also too simplistic. Mine will be a bit more involved and complex.

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