Why would rare monsters carry around crafting recipes? I think, in fitting with the theme of the unknown and mystery in the game, crafting should not be select x item from the list of recipes, but rather, you can harvest materials from the environment, and then smith them into a variety of possible items in terms of creating weapons, armor, clothes, etc. However it should not tell you what you need to create x item, it should rather be "Ok, here's what I've got, I could probably make a b or c." At best it might suggest a vague type of material to hunt down to improve the item, for example, "Player 1 bound together a wooden sword using planks and twine. You could probably improve it with a stronger bond and sharper edges..." Then you will look something to bind it better then twine, for example a nail, and you'll look for something on which to sharpen your edges. It's not outright saying what you need, where you get it, and how much, because you don't really know that, and an RPG should play out from the perspective of the character.it would be cool to find rare recipes from rare monsters maybe?
The problem with that is that there will be too much varities of things to craft and 90% of it maybe crap just like in mortal online the idea was cool but it really didnt worked out that much. Actually i like the idea making Games as complex as it can get but here i think it would just frustrate players who dont wanna spend hours just to craft a rusty copper sword :/Why would rare monsters carry around crafting recipes? I think, in fitting with the theme of the unknown and mystery in the game, crafting should not be select x item from the list of recipes, but rather, you can harvest materials from the environment, and then smith them into a variety of possible items in terms of creating weapons, armor, clothes, etc. However it should not tell you what you need to create x item, it should rather be "Ok, here's what I've got, I could probably make a b or c." At best it might suggest a vague type of material to hunt down to improve the item, for example, "Player 1 bound together a wooden sword using planks and twine. You could probably improve it with a stronger bond and sharper edges..." Then you will look something to bind it better then twine, for example a nail, and you'll look for something on which to sharpen your edges. It's not outright saying what you need, where you get it, and how much, because you don't really know that, and an RPG should play out from the perspective of the character.
Madoc, I think I'm having the same problem I'm sure you've had many times now, where you think of awesome features and get excited about how broad and amazing you want your game to be, only to be grounded by the reality of limited resources such as time, man hours, and funds. I agree though, you have to avoid frivolities until after you've finished crafting the core gameplay experience, you simply can't afford to waste time implementing a complex crafting simulator into an already deep and ambitious new RPG. Does this ever happen to you, and if so, what features have you had to sacrifice or put on the backburner until after you've finished the meat of the game?Humblerbee, I admire your ability to capture our vision.
Currently we don't have real plans for player crafting beyond perhaps some consumable items. Indeed to include player crafting it would have to be realistic and this may require significant effort and perhaps even a large deviation from the current direction of the game. On the other hand having professional craftsmen within the world produce objects based on player design is something we have explored in much detail.
As a side not we will allow some modification of items both in terms of appearance and function. We'll give more information on this in our upcoming (hopefully soon!) Kickstarter update on equipment.
Madoc
A deep, complex, and realistic crafting system would be something a minority of the player base enjoys, while the majority probably skimps through it lightly then just decides to have the blacksmith make their stuff instead. That's why it's a frivolous, if fun and cool addition, because it isn't integral to the gameplay experience, and there are easier ways of distributing equipment. Maybe one day as an expansion after release...The problem with that is that there will be too much varities of things to craft and 90% of it maybe crap just like in mortal online the idea was cool but it really didnt worked out that much. Actually i like the idea making Games as complex as it can get but here i think it would just frustrate players who dont wanna spend hours just to craft a rusty copper sword :/
And with the rare recipes it maybe could be an undead weapon smith which you can kill or maybe find his treasure chest for that recipe. I mean it should be really rare. What i would like is that you can learn stuff from different smiths and then you need to find all the things to craft that or let it craft.
Stop it right there! MO has one of the best crafting systems to date, and anyone who says elsewise is an imbecile, or worse, a casual! No, but really, MO does have an excellent crafting system. 90% of the stuff being crap, while not "gamey", is a good thing in my opinion. The crafting system and the economy/logistics around it was wonderful.The problem with that is that there will be too much varities of things to craft and 90% of it maybe crap just like in mortal online the idea was cool but it really didnt worked out that much.
I believe they said the drop rate is 100%. Meaning what the character has on them is what they drop. An NPC might own other items but you'd have to search their house or other location to find their belongings.crafting can only go so far....
An unforgiving loot system could be really good, too. This is where drop rates come in.
This.100% drop rate sounds so incredibly greater than anything I've played before. Drop rates as a whole is quite a stupid, atmosphere-shattering feature really..
I think that it should be a lengthy, intricate, involved process of trial and error. Instead of a simple set of recipes, there should be many branchs off of a basic plank with a nail in it. For instance:so you wait till someone figures out the 10 best recipes and the 10.000.000 other ones are crap .. yay!
I don't see why that would be a problem, I highly doubt a player is going to try combining three wooden sticks and a piece of string and expect to have a sword of the gods or whatever, nor are they going to be putting together steel sword pieces thinking they will get something else.so you wait till someone figures out the 10 best recipes and the 10.000.000 other ones are crap .. yay!
I just think that they should have a meaningful crafting system that plays a major role in the game. I would like to be able to shape a steel ingot into a blade, shape another into a rod, cut leather to make leather strips, add a stick, put it together, sharpen it, perfect it, and voila! A standard quality steel sword. I don't want it to be an easy way to get ultimate weapons.I don't see why that would be a problem, I highly doubt a player is going to try combining three wooden sticks and a piece of string and expect to have a sword of the gods or whatever, nor are they going to be putting together steel sword pieces thinking they will get something else.