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Crafting systems that are not item spamming for levels

One thing that I think would be great would be a crafting system that had 2 sets of attributes for each item;

One set would be fixed attributes that would be modified by the skill of the crafter, it would be a 1-100 random points + skill bonus for the level of the crafter, these attributes would be all the basics, Damage, Sharpness, Speed, Weight, Durability, Power,
these would be 1-100 with the skill modifier of the crafter, but then depending on the material used you can have a chance to get an extra 3-6 attributes on the crafted item. Getting these attributes would be independent of skill and more related to the materials used, they would be modified by skill though, so if it was a negative attribute a master smith would actually make a lesser weapon.
Here's an example

Say a Master smith makes a spear -
Skill mod is 30 for each base attribute, so randomly 1-100 for each +30
Dam 130 Sharpness 88 Speed 120 Weight 80 Durability 90 Power 120 -
Wind Walker - allows player to Subtract (20) + 30 50 from carried weight
Sharpness - 20 + 30 so 50
Will of Stone - allows players to cut stone type objects with +50 sharpness
Swiftness - increases player speed by 20 + 30
Critical Strike - Increases chance of 2x damage every swing (10) +30 so 40
Metal Fatigue - This makes metal it hits weaker down to its value till it breaks,
so the lower the score the better 1-20 (10 + 30 ) 40 *

* There could be as many as random type attributes as needed, the last one here is
unique because it is actually stronger if made by lesser smiths, this should a common theme
so that grinding for skill is in some ways counter productive, and even a lower level smith
can make an amazing item.
But a higher level smith can still consistently make better stuff on average for each attempt.

An apprentice smith might make a spear with the same materials,
Dam 110 Sharpness 100 Speed 120 Weight 90 Durability 60 Power 60 -
Lighted blade - Casts a faint 10' to 50' light, 10' no bonus for Apprentice
Screaming - Makes a hissing sound that attracts enemies when used +10 taunting
Will of Iron - Cuts iron with 20+ sharpness
Slowness of foe - This makes attackers slow down, the lower the points the slower the foe so
a +10 would make foes very slow, if a master smith made this it would be +40 which would
still be slow but not as slow.

So you see here this system rewards people that have to spam daggers to gain skill because you
never really know what attributes levels you will get or what special modifiers might be added
according to the materials used. But it also rewards higher skills in the end because they will get
a lot higher levels, this is good until they make a unique attribute that is reversed in effect making
it good but better if crafted by a lower smith.

There could be many variations of this but I was hoping for a system that rewards newbies for grinding
out 1000's of items, and prevents a known weapon from being uber and mass produced as it is in so many
MMO's out there.

By making each build modified by chance and materials you could have any level smith produce something
amazing , and since the lower levels tend to sit around spamming stuff to get more crafting skill it might
even be more likely they will make something amazing.
But it still rewards higher skill because it would allow a strong bonus modifier to be added,
and provided you don't get a inverted skill would usually be better.

This would also be a great reason for Master smiths to have apprentices, so they can spam craft to
get the inverted amazing attributes at higher levels. But the master smith might have more materials
for the apprentices to use but he wants the first shot at the things they produce.

Comments

  • I dont think so, the crafting as far as i know is going to be great ;) Like they said they dont want a skill u spam and thats it.
  • Do you mean that you have a base model weapon blueprint and that depending on the materials used and your crafting skill, you can make that weapon and it can have certain traits? What about the lvls needed for the weapon itself? I do not see an apprentice smith make an end game lvl weapon. I would therefore propose to seperate the creation of the basic weapon itself and the materials to improve the weapon and get the traits. The weapon would depend on the blueprint you have and whether you have the required lvl the end result would be a weapon that can be worn by lvl x players. The materials on the other hand are used to upgrade/lvl the weapon itself. In the end a player can have a weapon for player lvl x and the weapon itself can be lvl y. This weapon could, because it is improved so much, be better than the weapon of a player with a higher lvl but lower weapon lvl.

    This way obtaining a weapon is only the beginning. After obtaining it you can further improve it to become even more powerfull and this would make crafting also more important. Of course trying to improve a weapon brings risks with it. By using the wrong materials the weapon can break or weaken.
  • The game and economy will be very based on the crafting system from what I understand so I don't think you have to worry about WoW style crafting. The trick will be obtaining the materials.
  • If you require players to make unqiue tuned items all the time, rather thans just spammed batch items, you can go a long way to eliminating bots IMO.

    Producing a 100 of this and 100 of that doesnt take a brain, just a script.
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