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Original post by Ashaman73
@sunandshadow
Crafting will play a major role in our game. The game starts out as a singleplayer game playing in a dungeon where you have to use your "crafting" skills to survive and to find alternative ways to overcome certain problems.
That's a nice goal. I'm not sure either of your two initial suggestions really contribute directly to it - have you considered instead making crafting be a tech tree that the player climbs? That would make crafting important to single player gameplay and single player leveling, and since the player would not be crafting consumables but instead would be unlocking gameplay elements, there would be no need to compare their efficacy to the efforts of higher level characters. What do I mean by unlocking gamelay elements? I man at first the character slides around on ice, then he learns to craft creepers, crafts one permanent set for himself, and now does not slide on ice. If spells in your game are attached to gems, the player would regularly need to expand the number of slots they have for such gems. If storage in your game is limited, the player would regularly want to expand the amount of storage they have. This is all perfectly good crafting gameplay even though the results are not salable. The player could gain the ability to fabricate keys for different types of locks, you could even go to the extent of having the player craft themselves a vehicle or genetically/magically craft themselves a pet.
Appearance customizations can also be treated as crafting, although it's probably irrelevant to single player gameplay. But if you are expanding from singleplayer start to MMO, then one of the first things it would be good to let players craft is dye. Dye could be salable without harming anything as long as it was not so expensive players saw it as a waste to actually use it on themselves.
About % heals and numerical heals, I agree that you have to pick one type or the other, don't mix them. Numerical heals are by nature only going to be useful to relevant levels; you could counteract this a bit by allowing smaller healing potions to be combined into bigger ones. Numberical healing potions are inherently economically biased against tank classes, but you could balance that somehow. % heals are useful at all levels, but there's no reason to have more than about 5 types (10%, 25% 50% 70% 100%) You could however also have potions that multiply natural healing rate for a half hour or an hour.