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Post by stundar on Aug 12, 2019 3:59:11 GMT -5
Just my opinion on the matter of crafting.
In most games its dull, it has no depth , it has no actual mechanics. You need to grind until your almost brain dead to get something.
I would love to see for example a blacksmith having to take a few steps (Skyrim but a much more advanced system) in order to complete a weapon or armor. Where the blacksmith can make unique products where his good bare his signature in style. A system where if you spend time on it you will unlock unique qualities and options from other Blacksmiths so not all(many) blacksmiths are able to make unique curtain pieces.
And yeah just hope that with any crafting ability this game can produce fresh ideas to make it interesting and stand out of the rest. And fully well knowing development is not easy and these are difficult puzzles to create in development. But yeah just something I was thinking about.
Love to read ideas from others on this matter.
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Post by cunningfox on Aug 12, 2019 16:49:14 GMT -5
I liked how in Shroud of the Avatar all crafted equipment said who crafted it An actual crafters mark which each crafter designs for themselves would be cool, but would it even be visible really on the weapon unless you zoomed right in on it, and then would that really be worth the time programming into the game for something 95% of people will likely never notice or see.
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Post by randomessa on Aug 13, 2019 20:40:58 GMT -5
While I'm not familiar with the depth of Skyrim's crafting systems, my favorite crafting mechanics have been in games like Everquest 2 and FFXIV, both of which turn crafting into their own challenging experience requiring input and interaction rather than just "set to craft 350 and go." Or even something such as Vanguard had back in the day.
LOTRO's crafting isn't quite as mechanic-heavy, but I also enjoy that system as you have the ability to unlock special single-use recipes that result in high-tier products, and involve the use of special rare elements that enable a crafter to achieve critical successes, producing "purple"-tier goods.
I don't know if "gamification" or making crafting a minigame on the level of the above games is quite the answer, but I always remember those systems fondly because it made you feel like the crafting wasn't a grind and it remained as engaging and stimulating as the combat.
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Post by drakarius on Aug 15, 2020 9:30:10 GMT -5
IMO, It depends on how much you like to do crafting and how much detail is brought into the game.. Is the game going for mindless clicking just to max out a skill that does not really do anything for the player? Or does the skill do something for you?
a) Gather raw mats and process them (**gain exp in this skill) 1) take a group of processed item to create something (**gain exp in this skill)
2) repeat from step (a) (**gain some exp in this skill)
**how many items are going to give exp and how much does the skill improve the chance of getting what you need for the next step? (without it being a grind fest)
If gaining a skill really does something *like allows you to do it better or faster someone might grind on it for a bit. If the skill allows you to expand what your character can do someone will grind on it a bit more. If the skill allows you to create unique and powerful items that others will want and trade/buy to get someone will grind the skills even more.. If the best items in game are player created buy crafting them more people will grind to get their skills up..
If you cant tell by now I am somewhat of a fan of crafting in a game. If you are going to have crafting in a game it needs to be more than just a time sink. The items need to have a reason to be made and they should be better than what you can find.. (Otherwise why bother) I want to see someone selling things they made that will help me. (not "Selling 5 swords from xyz quest" 5gp )
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