Books and notes for lore and recipes?
I have returned! basically i wanted to propose that we have a book system that is a mix of ESO and divinity original sin. In ESO there were lots of interesting books explaining lore, myths and general story, i think that could be a really cool way to tell the story through the game, and it can be made into a collection system where guilds or personal owners can make small libraries with books to read. The second more interesting use of books is from DOS, In the game there is a crafting system where you have to guess which things can be mixed to craft items, however what is cool is that within the game there are books and stories where there are hints to crafting, forexample a story of a survivor in the woods using a knife and sticks to make basic arrows tells the player that you can use knife and sticks to make arrows, it doesnt "Unlock" a recipe, you actually have to read through it, since the team has talked about experimentation with crafting i saw this it as a cool potential way to give some ideas or hints, while also allowing players to explore lore.
What do you guys think? good? bad? useless?
What do you guys think? good? bad? useless?
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This would be quite cool, as you could advertise your services as an "Expert Undead Killer" or casters could advertise that they have +2 fireball damage, due to reading a certain book.
Of course this books would be "boss drops", hidden chests, quest lines etc.
I've heard somewhere crafting would be a mix-and-match kind of system? Maybe books give certain choices when crafting instead of the whole recipe itself?
Would go well with the library idea thats floating around.
I think make it one-time use and spawn from a random short-term dungeon or event?
Enough for it to be uncommon but not commonly rare-ish. And a lead up quest to create a notification for the event would be cool. So the books are not immediately available to everyone, but people who work for it may get an edge over other players.
Like you befriend a pawnshop owner and when the dungeon or event pops, he send you a mail or something.
^.^
It seems we already have a recipe *click to learn* system so its an alternative to that
Journal of the Mad Mixer
With this example shows that there is a type of alchemical recipe a player might find in the world. It doesn't say something like: Sleeping Powder, or Fairy Dust, but instead is a page from a master alchemist's own journal. Reading the text, you understand how the recipe works, or where to start. There may be other ingredients you are unaware of, and will have to experiment on your own, but something like this has taken you a huge step forward in making this special dust.
And what penalty would you invoke to balance that ?
As far as adding bonuses and learned recipes. I'm with the OP. Not insta-learning a recipe, but, actually reading through it and discovering the right ingredients for a certain meal or potion. As far as giving a bonus for killing a particular mob after reading a book... I think instead, maybe giving information on a more effective way to kill them. Of course, that can be discovered through just fighting one. But lets say that some books may contain information about a mob or mini-boss that is unique to an area or dungeon. Like a journal of some adventurer who just barely made it back after encountering some beast that almost made a meal of of them. In their notes they may have what they observed the beast to be weak against. Of course, as I said, it could be discovered via trial and error, but, if someone had the knowledge before hand from reading about the mob, then they can prepare ahead of time.
the only thing I would add is... Make it background audio books so I can stay engaged doing stuff.
Knock out an audio book while you run that dungeon for the 10th time...