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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.
Loot vs Crafting
So I had a couple thoughts, If you want to push player economies and trade. One step would be realistic drops. Giant wolf boss would drop fur, bones ect. no sword of +5 demon slaying inside his stomach. But give these rare materials bonuses when used in certain types of crafting recipes which brings me to next part of crafting, Allow npc shops to sell very minimal basic gear but anything of use would come from crafting. Then make crafting something actually with worth no gather materials, click sword of godliness and watch a bar. Due to your team, and recent kick starter sucess how about pushing craftings boundries? Use a modified Maya/3ds max/or whatever other prefrence of 3d modeling you prefer. Have a sword blueprint in multiple forms so "Roman Style Sword" use the 3d modeling programs tools in a modified fashion to say use a hammer as a took to push in the model based on the size of the hammer "brush tool" in mudbox then have players attempt to match the schematic, the twist would offering several tiers of schematics so a good player with practice might be able to knock out a plain looking sword in 20-30 minutes but if they wanna push through and create a refined better looking sword with much higher stats then maybe it will take them 4-5 hours. next stat influences could depend on materials used, aka iron roman sword at a medium quality would be better then a top tier bronze roman sword, maybe using a harder wood adds durability, while a lighter wood adds faster speed to swings. This could enforce importing materials if certain supplies only come from certain area's it also makes crafted items extremely valuable and rewarding. now craft that sword with the bones of a dragon hardest substance known to man! you get the idea, the main limiter would be to slow down progression of learning, such as a player needs to research materials and how to use them just how hot should i heat iron? or ebony, mithril, dragon bones? offer research branching where the player needs times and amounts of the material to waste figuring things out? Do I want to spend 2 months learning how to crafting dragon swords or maybe a week to start crafting ebony weapons. This again will add value as players will have different things researched, maybe someone skips learning about wood well time to find a carpenter to make me a hardwood handle for this sword at the highest tier. This would also help force interactions between crafters and most likely set for growth of trade/crafting based guilds. It would be difficult to fully refine but would add a unique aspect that every other games crafting has not come anywhere close to.
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As of the "complex" crafting process, I really like the idea, it would make it really interesting and give each weapon a unique feeling, but I'm not sure how viable is it on a large scale.
I'm also pretty sure this is how they intend the system to work to promote crafting as well as environment-specific drops, adventuring, etc.
It's all super exciting! But I really hope that the crafting system isn't crazy time-intensive. I'd much rather set a 5-hour crafting job and watch a progress bar (so I can do something else) than manually being interactive for that period of time... after a couple of those, I'll literally feel like I'm wasting my life away on a video game instead of spending 5-hours on a real skill.
While Reading your inital post, I was imagining old-Final Fantasy for some reason
While I'm not familiar with Maya - but have heard of it - ... would you be suggesting in comparing Blueprints of other Weapons and then Reconstruct a New Weapon via "piece-by-piece"?