Crafting

dktne

Member
And beyond just a crafting system, but actually having an assortment of valuable, rare things to craft with that provide interesting and evolutionary modifiers and effects.

Are there plans for a crafting system?
 

dktne

Member
Only if a monster dropping that recipe is sensible. I meant, items of special value that would only drop rarely or would have to be sought out and found, they could be hidden.
 

Humblerbee

Insider
it would be cool to find rare recipes from rare monsters maybe?
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.

Another thing- the player won't naturally be an expert blacksmith, or tailor, it should be a skill you progress in. You should have the option to find blacksmiths or tailors in town and pay them to craft your goods rather then doing it yourself. Additionally, these characters will know what materials compose certain items, since they have done so before, and so for a price they might be willing to share that knowledge with the player.

It shouldn't be like Skyrim where you can't craft certain armors until you get a perk for it, you can attempt anything, you simply have a chance to fail horribly and make shitty armor. Again, emphasis with Sui Generis appears to be freedom, and rather then restrict, it should simply be how well you perform that task, not that you can't try to perform it at all.
 

Madoc

Project Lead
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​
 

CrazySwayze

Supporter
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.
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.
 

Humblerbee

Insider
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
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?
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.
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...
 

Valvar

Member
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.
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.
So please, Bare Mettle, copy Mortal Online's crafting system!
 

dktne

Member
I would rather the crafting system be complex and thoroughly of quality than rushed in so, if you've not immediate plans, just keep this in mind for the future! :D It is a great feature, though. Replayability +1,000,000
 

Venom

Member
crafting can only go so far....
I'd rather have a wide array of skill development and various types of loot. If there is one thing I really despised about Skyrim it's the crafting system. It was so....easy. You could get so powerful so quickly and without much action. I'd rather have to fight down some kind of elder drake just to get a good spear instead of mining a bunch of ores to get a spear any day of the week.

An unforgiving loot system could be really good, too. This is where drop rates come in.
 

Tony

Insider
crafting can only go so far....
An unforgiving loot system could be really good, too. This is where drop rates come in.
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.
 

dktne

Member
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..

But I suppose the reason an enemy doesn't drop a weapon that they just fought you with is because the weapon was destroyed during the battle.
 

Pantheon

Insider
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..
This.
I HATE the usual loot drop system. Monsters carrying around money or weapons (sometimes stuff that is too large for them to carry even!). It's just stupid. It makes sense from a gameplay standpoint and it's not like I don't play games that use such a system, but it's still ridiculous.

Jagged Alliance 2 with patch 1.13 had an option where killed enemies would drop everything they had on them, instead of just the chance for them to drop some of their equipment, but the equipment could of course get damaged in the fight. I loved that mechanic.
 

Granville

Insider
Perhaps have different crafting sets, each one benefiting certain play styles, for example say an ogre crafting set which would focus on the heaviest possible weapons and armor, giving massive physical resistances but little thaumatrgical, or slowing the player down depending on chosen physique. Perhaps this crafting set would use materials such as stone and metal where as a, say elven, crafting set that focused on ranged weapons and silence would use materials such as wood and leather; and instead of having an overall crafting skill or ability your skill would be measured by crafting set. So just like a master swordsmith couldn't craft an intricate gold ring, an ogresmith used to using stone couldn't shape leathers.
 

Granville

Insider
Also if the drop rate is 100%, does that mean you'd be able to put that massive morning star, that the ogre in the combat video has, in your inventory
 

Cooper Holt

Insider
so you wait till someone figures out the 10 best recipes and the 10.000.000 other ones are crap .. yay!
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:
You find a large branch. You sharpen it into a dull wooden spear. You sharpen it again, this time into a sharp wooden spear. You make a deep notch through the end of the spear. You find a sharp stone. You pressure-flake it until it has a basic "spearhead-shape". You tie it to the end of the notched wooden spear. You find clay, ash, and tar (somehow) You mix clay, ash, and tar to get a basic, primal bonding agent. You coat the base of the spearhead, the twine, and the end of the notched spear with it. You stick it all together firmly and let it dry. You now have fine stone spear.

Meh, I think I went too far with that. It'll hopefully be a balance of fun, easy, and diverse. Instead of stick+stick+stone=spear.
-Cooper Holt (Crouton)
 
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.
 

Cooper Holt

Insider
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.
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.
 
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