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Crafting System 2.3.2

Started by November 19, 2009 10:21 AM
14 comments, last by sunandshadow 15 years, 3 months ago
Jello mates, I'm back with more crafting fun. I have come up with a modified version of the crafting system from WoW. Let us propose I am a Blacksmith and I want to create the Flaming Sword of Alderan. It is a custom long-sword and requires a high percent of mastery in materials, tools and long-swords. When the sword is created it gives a small mastery bonus to everything in blue on the chart below. So even if a player is fully experienced in crafting the best weapons in the game, if they have no "practice" on some of the lesser ones they will still stuck at it. Points to consider: +The more time one spends not crafting an item, the mastery lowers slightly over time, the lost mastery not to exceed X% of mastery level had before. +Items decay over time in use. The lower standard of the item, the faster it decays. There should always be a market for lower level items because of this. +Mastery only decays during time which you are crafting other things. and it decays VERY slowly. +Crafting is not tedious. There will be methods in place which you use to craft. Crafting will consist of more than a single click. Questions? Comments? Think it will work? I am also thinking of using something similar with combat. Keep in mind this is by no means a full chart. [Edited by - Dasha on November 19, 2009 5:45:11 PM]

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

What kind of game are you making, and how important is crafting to the world? I think that would help put it into context.


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Crafting is very important to the game. It consists of about 30% of starting gameplay. NPC sold items will not be as high quality as crafted items. The game is a ORPG set in typical fantasy world.
and technically, I'm not making a game right now. Just working the brain muscles and writing a GDD, see what new things I can come up with.

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

So, with the system that you're proposing, a person would need to be a great builder AT EVERYTHING in order to be a GREAT builder, right?

If that's the case, I would think that it would dis encourage people from becoming masters at anything.

As for the item decaying over time, would the items be able to be recreated or repaired? If they wouldn't be, that would suck and I think it would be frustrating to people.

(Keep in mind I'm not really into the whole build your own armor type of thing. I prefer my armor to just be given to me.)
To elaborate on the above poster's point, decay works in some games but you need to plan for it.

Mastery should decay slowly and be easier to get back then the first time. If you played soccer as a kid and picked it up as an adult, it would be a lot easier to re-learn.

Non-perishable items should never decay for no reason. Weapons should decay when used and the same with armor. Maybe you can repair it a few times but that's it. Maybe you have the chance of getting your weapon stolen when you die or something as well.
Quote:
Original post by jrjellybean
I prefer my armor to just be given to me.


You pay for them, right? Or you mean "I prefer my armour to just be given to me for free" :)

Back to the original post, I also fail to see the reason for item decay and skill decrease if not used, save making the game tedious. Or is there some part of the game which depends on these two features.

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Quote:
Original post by jrjellybean
So, with the system that you're proposing, a person would need to be a great builder AT EVERYTHING in order to be a GREAT builder, right?

If that's the case, I would think that it would dis encourage people from becoming masters at anything.

As for the item decaying over time, would the items be able to be recreated or repaired? If they wouldn't be, that would suck and I think it would be frustrating to people.

(Keep in mind I'm not really into the whole build your own armor type of thing. I prefer my armor to just be given to me.)


You only need to be skilled in a few areas in order to be considered "great." With this system it is near impossible to become great at every single thing on their skill tree. This is to keep people from being able to commandeer a massive part of the market.

Items can be repaired, but only recreated by the crafter. If you don't want to create your own armor that's fine, you can always buy it off one whom enjoys crafting and never spend a day doing it yourself.

Quote:
Original post by Darklich528
To elaborate on the above poster's point, decay works in some games but you need to plan for it.

Mastery should decay slowly and be easier to get back then the first time. If you played soccer as a kid and picked it up as an adult, it would be a lot easier to re-learn.

Non-perishable items should never decay for no reason. Weapons should decay when used and the same with armor. Maybe you can repair it a few times but that's it. Maybe you have the chance of getting your weapon stolen when you die or something as well.


I agree with mastery being able to pick back up faster after decaying, thats an idea I'd not thought of before..
I suppose I forgot to add the cause of decay, which is use in battle(for armors and weapons) and for perishable items, they slowly lose potency over time to the point of being harmful to health.

and when I say over time, I mean a good long time.

EDIT: I should also add, mastery does not decrease just over time, but over the time during which you are crafting other things.

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

Hmm. I like crafting in general, but I'm not really seeing why this would be fun. The fact that you have to choose only two professions per character and only one type of mastery per profession is one of the worst parts of WoW's crafting system (among several bad parts).

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by sunandshadow
Hmm. I like crafting in general, but I'm not really seeing why this would be fun. The fact that you have to choose only two professions per character and only one type of mastery per profession is one of the worst parts of WoW's crafting system (among several bad parts).


Could you please tell me what would make this not fun for you? I'm not saying, you can't craft whatever you want, I'm just saying you can't craft everything in the world. Which is really only fair. Especially for newer players, they would have a better chance of finding a place in the market I would think.

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

Well, I prefer to craft for myself (build a house, build tools and appliances to expand my crafting capabilities, make all my own gear, breed pet monsters/mounts, make dyes to customize my clothes and hair, etc.) I am not really interested in crafting for the market unless it's an item in constant demand, like inventory bags or dyes or scrolls or mounts. I like the kind of crafting where gathering/farming/breeding resources plays like a sim or RTS game, although farming monsters for drops is okay IF you can actually get the drops solo and at a wide range of levels; a lot of games gimp drop rates to require group play or have a narrow window of level-appropriateness.

I do like crafting on commission, particularly I like a 2-person crafting interface where the client enters the ingredients and/or fee, the craftsman enters anything they are supplying, then the resultant craft goes directly into the client's inventory. One of the main keys to a good crafting system is a global marketplace with NO selling fees and plenty of selling slots (at least 20).

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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