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All Posts by axe_hero

All Posts by axe_hero

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7 posts found
Originally posted by EricDanie

Sorry, haven't exactly followed the way you wanted for ideas to be presented. I read the thread title and had to write what came into my head in the way it "appeared" and I'm out of time to format those ideas.

No not at all, I didn't have a format presented just a few things to think about, but I really enjoyed your post as you tackled some things I didn't really think of or mention and all your points seemed like good ideas to me, especially the two tier durability. I hadn't really thought of it that much but in order for there to be great crafting things need to be crafted and what you said will definately keep crafters in high demand. The game developers would really need to make crafting FUN with this system though otherwise people will feel they are being forced into doing something that is boring.

Originally posted by Axehilt

I think simple crafting systems can work, particularly when they're layered onto games which are already solid.

However my ideal crafting system would involve actual decisionmaking, so that player skill plays some role in the creation of stuff.  Basically the same sort of decision-making as what makes fighting monsters popular in MMORPGs: an array of abilities which you use proactive and reactively based on the situation at hand.  Naturally this also warrants some dynamicism in the types of situations you face (MMORPG PVE combat wouldn't be interesting for long if you only fought the same creature type.)

Very interesting, so something like the player has multiple tools and materials that he can use/ combine to create different items if I understand you correctly. Would the player simply choose these tools/materials or would he also have to endure some sort of mini game or quick time event (ya I said it) or some other element of skill besides ingenuity?

Originally posted by Noobkilar

Crafting= Should be 40% skills, 40% recipe item quality, 20% proc luck to create a unique proc. But still quality goods to sell.


Yes but what is skill and how are recipes acquired, you mentioned having a keen eye so I suppose that is part of the skill for the gatherer, must the crafter be the gatherer as well? In actually making that rare axe you mentioned what must the player do?
Are recipes acquired randomly? Or by some clever assemblance of materials (to later be posted on the internet for everyone to know)?

I really like this guy's style of writing. He really understands how to captivate the author's attention on the internet in his blogs. Not too many people sit down looking to read a novel or even a one page article, but Scott Jennings understands this and pulls the reader in with startling statements in claims. Could they have a little bit of false shock value? Sure, but boldness is the thing that blogs are made of, they are complete opinions written down in raw format which makes them so fun to read.

In short, cheers Mr. Jennings and keep up the good work.

So a major question I used to always see on hype threads or messages about upcoming games (although a bit less often admittedly) is/was how is the crafting in this game?

So my main point and something I am very interested in about all of your opinions:

               

                            Define your perfect crafting system.

 

Things to think about (Though not a necessity in the response, just answer the preceding statement) :

Skill vs. Repetition.

For this imagine a continuum whith each on one side. The far Skill side would be a system where a player from the first second of playing the game would be able to make everything, that is if he has the skill necessary. The Repetition side would consist of a system where only the crafter who has spent hours upon hours crafting.

How Skill is implemented.

In say an FPS game, a skilled player has great twitch aim and is also able to strategically navigate the maps. If you want any skill involved in a crafting system how will it be implemented? Will there be some sort of minigame? Will you have to pound on the armor in a certain manner? Etc. Etc. Be sure to remember a that there is an element of fun in the system.

How materials are acquired.

Will you have to buy them from gatherers? If so why would people gather besides the gold (remember fun people). Will you have to embark on epic quests, kill raid bosses, engage in pvp, travel to the far ends of the map and back several times?

The Power of crafted goods.

From having read quite a few threads over the years on this site I would venture to guess most would be in agreement that the most powerful items are player made. If this is true how do you prevent over production of the powerful items? How do you decide who receives them (will everyone have to be a crafter if they want to have the best armor?).

How are crafted items sold?

The three options I have seen for this are Auction Houses, bizarres, and player owned shops. Can the most powerful items even be sold?

 

You don't need to write a novel to answer (although I will read and appreciate it if you do). I'm just very curious as to what people think.

how about WoW? Its a like WoW, and there is plenty to do.

this is actually a pretty good poll imo, I feel like everyone on this site hates WoW and wishes pestilence upon it. I am curious to see what people answer with.

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