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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Crafting crossover
So I had this idea while looking at the subclass system, and thinking "Why can't they do something similar for crafting"
Allow players to focus on one or two crafting classes, which can impart a bonus on one another. e.g. alchemist and weaponsmith may let you make alchemical weapons imbued with elemental damage or something.
Also had a though on recipes, or more to the point simplifying them and complicating them at the same time.
So many recipes in other games call for different materials in different quantities to make special parts only used for a single weapon. Y'know you want to make a steel sword you need to make a special steel blade, steel crossbar, steel handle etc, often times to get your crafting up you wind up crafting 100 handles because they're cheap, making maybe one or two swords, and selling the rest for a loss at the shops.
What I'm instead suggesting is we simplify recipes, rather than taking 8 steel to make a blade for example, it would take 8 metal, and you could use any metal you have at hand to craft it. When you have components you can combine those in any combination to impart different stats on your weapon.
Also had the idea that this could work well with special enemy drops. You have some kind of accessory crafting and a low level recipe for a bone necklace. All it takes is string and bone. Later on you kill a powerful enemy and get a dragon tooth and a different enemy drops a special vine or something. You could then use those in place of your normal recipe parts to make a special bone necklace with bonuses from the dragontooth and vine imparted on it.
I figure that would be a good way to make enemy drops more useful. (and could open up another gatherer profession for gathering monster parts)
Allow players to focus on one or two crafting classes, which can impart a bonus on one another. e.g. alchemist and weaponsmith may let you make alchemical weapons imbued with elemental damage or something.
Also had a though on recipes, or more to the point simplifying them and complicating them at the same time.
So many recipes in other games call for different materials in different quantities to make special parts only used for a single weapon. Y'know you want to make a steel sword you need to make a special steel blade, steel crossbar, steel handle etc, often times to get your crafting up you wind up crafting 100 handles because they're cheap, making maybe one or two swords, and selling the rest for a loss at the shops.
What I'm instead suggesting is we simplify recipes, rather than taking 8 steel to make a blade for example, it would take 8 metal, and you could use any metal you have at hand to craft it. When you have components you can combine those in any combination to impart different stats on your weapon.
Also had the idea that this could work well with special enemy drops. You have some kind of accessory crafting and a low level recipe for a bone necklace. All it takes is string and bone. Later on you kill a powerful enemy and get a dragon tooth and a different enemy drops a special vine or something. You could then use those in place of your normal recipe parts to make a special bone necklace with bonuses from the dragontooth and vine imparted on it.
I figure that would be a good way to make enemy drops more useful. (and could open up another gatherer profession for gathering monster parts)
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