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Crafting, what makes it good?

Started by May 15, 2006 01:28 PM
3 comments, last by Luckless 18 years, 9 months ago
What are the MMORPGs with crafting that you have played where you think the crafting was well done technically and why? Was it Shadowbane because the crafting was done by NPCs? Was it EQII because of the funky music in the background and becasue of the inter-dependencies among the crafters? Was it Asherons Call because you could sign your name to your crafted item? Also what would you like to see implemented in crafting that you have not seen to date?
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Personally think UO [ultima online] had a decent system. A huge number of the neater items were only player-craftable, but none of the ones that are absolutely vital to the game. Player crafted stuff could possibly be of higher quality than store-bought stuff, and everything was finite in durability, so things had to be constantly replaced [so you didn't want to pull out your new sword of kill-everything, and have it break over a imps head, when you could use a high power player crafted sword, that is very much replacable, and save your kill-everything sword for greater deamons]. High quality versions of certain items were avaiable early in the skill tree [or skill progression in this case], and other items were available very late. Those who had attained the highest level in a given skill, have 'crafted by' hooked onto everything of exceptional quality that they create. Raw resources were always in demand, since player created stuff was always in demand.

Nearly everything was player creatable, with the exception of certain special items, magical items [at the time, they changed that after i left though :P], and raw resources like wooden logs :P [which were player gatherable, and required the tree cutting skill]. The crafting system made for a highly integrated economy, where those who were of high skill in a given craft, were in high demand, constantly, and those who were of low skill were in demand for other things [like lower level weapons, which they could often sell of equal quality for lower price, since they are crafting for exp gain].

Player made things were absolutely vital for the continuation of the games economy, and were responable for the population of items at all times [if nobody made it, then there just wasn't enough of it to go around]. Shops and vendors sold finite supplies of highly saught after things, which is why players could charge high prices for higher quantity [what are you really going to do with the 10 arrows you bought from a vendor, emptying the venders stock of arrows, against a monster that takes 30 arrows to kill?... you'll turn to a player who makes arrows, who is more willing and able to sell them in the bulk you need them in. Bundles of 3000 or more were not uncommon, even bought a piles of 10K arrows once for my archer in one bunch, and that lasts a loooong time] Items that were needed in great quantity, like arrows or iron ingots [you had to convert the raw iron into a usable iron ingot form, little iron bars, which were lighter and smaller than the big iron ore], could be made in bulk with a single command [like several thousand at a time in the case of arrows, so long as the resources were present]
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A huge number of the neater items were only player-craftable, but none of the ones that are absolutely vital to the game. Player crafted stuff could possibly be of higher quality than store-bought stuff

These are two good points. Player created ites should hold a reward for the players creating them and using them. If yuo also allow a player to put their name on an item, then this gives a reward to the player creating them (fame).

If you allow them to customise the items (colour, shape, etc) then they can make the item more individual. This enhances the user's reward too. One of the attractions MMO's is the ability to customise your character's appearance. If two sets of armour have identical stats, but differ in their appearance then that encourages players to experiment with the appearance of their character.

Also if the item's properties is dependant on the creator (either skill, choices, or both) then that allows a player tocraft an item that can give that character individuality.

For instance you could have a crafting system where the number of skill points gives a number of crafting points that allow the player to customise the item. These could be put into making it more effective (say for armour, the protection), its durability, special powers and even appearances (like flaming runes, glowing blades or other effects). There would need to be a basic ability to customise the appearance, but for the realy cool effects these should cost some customisation/crafting points.

There has been talk on another thread about customising weapons (like swords) by seting blade length, tine length, etc. But these are all just chrome on the actual end result. It is the amount of damage that the weapon does, the durability of the weapon, etc that is important. Adjusting the chrome values might be what changes the final valuse, but it is the final valuse that must be first balanced if a system like this is to work.
The thing I think all MMOs are missing when it comes to crafting is customizability. Not just "change it's look and sign your name", but truly custom equipment. Enchantment in the Elder Scrolls series comes to mind: your skill as a crafter gives you a certain number of "points" that you can spend between strength, durability, different types of enchantments, whatever works in your game. Then, players can create a wide variety to fill their store with "whatever an adventurer needs", or they can specialize their equipment to certain types of adventurers.

Even better, if those "enchantments" were grouped so that a player specialized in "Attack Crafting" will make weapons with low enchantment points but strong attack, or "Magic Crafting" and you can put on alot of enchantments but a weaker weapon.

Finally, if the best crafters have to use rare materials to create their best stuff, then a high-end sword by "Artemis Cheese" would be worth a fortune on the market.

This would create a rich "craftsmanship" experience that would make certain items worth alot of money due to the people who made it, and make crafting a fun experience for the players.

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something I would like to see in more games is the path that EVE took, most of the items are all produced and sold by the players themselves.

I'm also working out a good system for my own game on how to create weapons that are truely custom, but in such a way that there is no single 'uber weapon of instant death and rule the whole game with a single stroke' type things.
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