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Suggestion: Crafting system

I would personally like to see a crafting system that has recipes hidden and must be discovered by the players, either through testing or finding lore/book/recipes throughout the world. We would have basic recipes that we can learn from and start to create our own recipes to create something unique. Discovering and uncovering the secrets of crafting is something a crafter can be proud of and will truly be a master artisan. Any failed attempts can be salvaged at a % so nothing is completely lost for the attempt.

Comments

  • [quote quote=18257]I would personally like to see a crafting system that has recipes hidden and must be discovered by the players, either through testing or finding lore/book/recipes throughout the world. We would have basic recipes that we can learn from and start to create our own recipes to create something unique. Discovering and uncovering the secrets of crafting is something a crafter can be proud of and will truly be a master artisan. Any failed attempts can be salvaged at a % so nothing is completely lost for the attempt.

    [/quote]

    Sounds like a combo of the GW2 and ESO system. I like being able to combo items to that might get you a new recipe/item. Finding things in the wild though, I mean if I kill some wolves they really shouldn’t be dropping recipes. I always hated that in other MMO’s, a wolf wouldn’t be carrying around recipes, potions, swords etc(its amazing to me how many games do this). Now I’m in an old crypt and stumble upon an old bookshelf that seems like a good spot to find it.

    So I agree with you but I’m hopeful it’s a logical application.
  • Malic-Valdon,

    Just as you suggested, recipes would be found in old crypts that fit the lore, not by random mobs :) (atleast how I would envision it).

    I was thinking the lore would be something like:

    Ancient civilization died, after millennia, humans and other races were teleported to this world via gods. As we explore the world, we stumble upon ancient ruins that may have recipes to ancient technologies and weapons of the past. This could extend beyond just weapon crafting, maybe crafting better caravans, seige weapons, buildings, farming tools, etc. And to this effect, it would be nice if people somehow figure out these recipes themselves through trial and error.

    I can also imagine a wizard that long died has his golem protecting his secret scrolls. Those which may contain spells, but also recipes for elixirs and etc. That would be pretty cool!
  • [quote] Sounds like a combo of the GW2 and ESO system. I like being able to combo items to that might get you a new recipe/item. Finding things in the wild though, I mean if I kill some wolves they really shouldn’t be dropping recipes. I always hated that in other MMO’s, a wolf wouldn’t be carrying around recipes, potions, swords etc(its amazing to me how many games do this). Now I’m in an old crypt and stumble upon an old bookshelf that seems like a good spot to find it. .[/quote]

    I too have always hated finding weapons and armour from animals. But opening a chest or like you said a bookcase. Better still have a skill where your able to detect a secret door or wall. Even if the Devs included a disturbed ground which you can find something or not.
    But crafting I really dont want to find a system where you need to craft 100 copper daggers to get to iron or bronze. But before we all comment we should wait until we know what they have planned.
  • It will be better have no recipes, but (for alchemy) each ingredient has its own effects, like it was in Skyrim. But in AoC these effect will be hidden forever, and you can discover them by trying out potions, write effects down and make more experiments. I don't like when someone post recipes to the Internet, that's cheating. Hidden effects should prevent it.
    It would be nice to make alchemy more complicate. Please, add mortar and pestle, distiller. Ingridient processing will make effects stronger.
    P.S. Sorry for my poor English.
  • [quote quote=23210]It will be better have no recipes, but (for alchemy) each ingredient has its own effects, like it was in Skyrim. But in AoC these effect will be hidden forever, and you can discover them by trying out potions, write effects down and make more experiments. I don’t like when someone post recipes to the Internet, that’s cheating. Hidden effects should prevent it.
    It would be nice to make alchemy more complicate. Please, add mortar and pestle, distiller. Ingridient processing will make effects stronger.
    P.S. Sorry for my poor English.

    [/quote]

    I would say use both recipes/blueprints, for the basic model, and materials/ingredients for how to make the things. You have to tinker with the materials/ingredients and find out the best combinations. Maybe make it even so that you actually have to do something in order to craft it, so demand some skill of the player itself. This way it will not be as repetitive.
  • I would love that feeling of exclusivity and discovery to be apart of the crafting world.

    Teach only the basic method of crafting so players can figure out how the system works. Then they can go from there and try their own recipes.

    Some players might post their recipes on a wikia and show everyone how it's done. But I think true artisans will keep their art a secret.
  • I like a mix of both as suggested above.

    If you have a mix of 4 parts....you can combo 16 items with just on/off
    If you then add level to each part...you expand the possibilities even more.
    BUT...the list is always finite.

    You could use trial and error....and suck up the consequences...that could be good or bad.
    You could find a recipe....where someone has already found some that are good combos.
    You may also find a forgery...where someone actually thought they would write a fake recipe list for a laugh.
    Buyer beware ;)
  • Oeh, I like the idea of creating fake recipes for others. You have to test your own ideas and not simply copy someones else, because they may be fake
  • There can be a black market for secret recipes or even spy's infiltrating crafting guilds to learn their secrets.

    There can also be a market of guilds charging their members for lessons to learn basic and advance crafting recipes and techniques, but the top tier recipes are held a close secret for the top guild leaders.

    Like a crafting guild renown for teaching the best crafters in game. A prestigious title where everyone seeks to join that guild to be tutored in the arts of crafting. People would travel from far away nodes to apply for said guild.
  • Id like to see some items that only 1 person per server could learn. Something that they would have to teach others in order for someone else to craft them. These items could have the backstory tied to them of how the player found them, etc... That way when someone says "Hey i ran into this blacksmith in "insert kickass name here" and he crafted me this axe. Have you ever seen its likeness?"
    You could be proud that you were the one that made it. That type of legend is player driven and its something I always thought would be cool in a game.
  • I had a similar suggestion to this (for some reason won't post)

    Mine was along the lines of generic recipes (recipe takes metal, rather than iron / bronze) and you could use any metal to fulfil that role. So the same recipe could create many different things, and those things could be combined to make many different weapons (bronze crossbar and steel blade for example)

    Also had the idea that you could combine this with monster drops. Rather than enemies dropping weapons (which never made sense) have them drop parts, so you kill a legendary dragon, it'll possibly drop a legendary dragon tooth, which could be used in place of any bone component to give a super powerful version of that item. It would lower the number of recipes, but make them more relevant later on.

    Also had the idea of combining certain professions, say you could only focus on two from each area, and you chose alchemy and smelter, you'd be able to make alchemical ingots, or you could double down on smelter to make higher quality ingots. stuff like that.
  • Many people are hovering around the idea an in depth aspect distribution system is warranted.
    They are just saying it in different ways.

    We have the spirit. We just need the skeleton and then flesh it out.
  • I was thinking along similar lines, a hidden system is best. The problem is as soon as the wiki's start going up its not hidden any longer. I'd say the best course of action is to create individualize formula's by character. Each character would have a different pattern for each potion, spell, crafted or cooked item.

    There's a few ways you can do this. He's an example of one way to do this, have say 10 metals, Gold, Silver, Iron, Copper,
    Ebony, Mirtheral , Etheral, Cordite, Platium, Gondornia - There are no levels to these metals, only randomly possible attributes
    that are applied to the crafted items.

    A beginning smith can only use 1 metal to create items and there for can't create composites to find better metals,

    there are actually 20 more metals that are composites of the 10 basic metals that are not mineable.

    Each level of smithing allows players the use of more different metals in the crafting process,

    Level 1-10 1 metal
    Level 11-20 2 metal
    Level 21-30 3 metal
    Level 31-40 4 metal
    Level 41-50 5 metal

    Each additional metal allows players to find composites, which have different formula's by for each player,
    your way of making Steel might be 2 iron + 1 copper, mine might be 1 iron, 2 copper. When I do make steel I can then
    use it to get a specific combination with another metal to make something else.

    Each metal has 20 or so attributes that randomly manifest in the production process.

    Higher level smiths can make more complicated items but lower level smiths can still by chance make some pretty amazing stuff.

    This makes the grind to level smithing or any crafting fun and rewarding the whole time. And by not using levels for the material it makes all the metals relevant even at higher levels of crafting.
  • @Alsandair
    Thats a nice concept.
    Good job.

    Basically turning metals into a hybrid system, with the user defined quantities as a signature.
    Each metal would in effect be a class archetype with unique characteristics.

    Where I would enhance it is to require the player attributes themselves to enhance or hinder the result.
    ie 10 player attributes that resonate with the 10 metals.
  • /sighs auto-deleted
    I give up
  • I came up with this exact idea myself. Great minds think a like I suppose. This would be brilliant done right. If I were making an MMO, I'd take pains to ensure that their WASN'T a wiki, and everything is based of the collected knowledge of players, so of course there are lies and trolls mixed in, that really just makes it better in my books, a true Loremaster must journey through fact and fiction.
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