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In-depth crafting

Hello, I am really curious about crafting and here is my question, is there only gonna be only weapons armours and support items crafting or is crafting gonna be as deep as crafting your own anchor for your own ship, your fire place for your house, gear for your mounts, and if so, is there a way you can use augments from an item on another, for example, you have this one dark flavoured sword, can you dissassemble it, use its dark components on your ship parts, your house parts, like forges,.or even your anvil to give that dark flavour when you are using them.
Like using augments from combat gear on non combat stuff.

Comments

  • Options
    ArchivedUserArchivedUser Guest
    edited June 2017
    Would love to know this as well. I liked how deep BDO(most complex game to this day imo) was, and would be cool if this game made it there too.
  • Options
    It will probbaly be, cause this is not going be a avarage game. Also crafting and gathering is always a fun activity to do. Atleast i like to bulk up in materials.
  • Options
    As the economy is driven by crafting, trading of mercandise etc. It most likely will have a lot of crafting that is not just weapons and armor. Thats one way to drive the economy at least. Theres also the notion that they wanna make crafters mean something again, so this could also be a way of doing it :)
    Last but not least, what fun is it to have to buy all your furniture, ships or caravans from a NPC? If instead you could craft it yourself, or buy it of a player. To make it even more fun let it be a little modular so you can mix and match your own chair with different styles on the same chair.
  • Options
    For as far as I know everything you build on your freehold will require you to gather the materials needed, I believe the same applies to shipbuilding. Steven also did mention in one of the Q&A streams that deconstructing items would be a thing in Ashes, be it for receiving a blueprint or its parts. I am not sure about augmentations though, but there will be valves to turn while crafting that allow you to tune the stats an item has. I hope this helps! :smile:
  • Options
    I'm all for very complex yet approachable economy. Easy to understand, hard and time consuming to master is the best. If they are going to make furniture matter, they might need to give it something extra. Like if you get X furniture, you might have some stats boosted on cooking for example.
    History shows that if they are only chairs and tables, ppl do not care as much. But at the same time, you can't make em must have items either. Middle road is best, best of both worlds, meaning minmaxing but not mandatory.
  • Options
    Wibang said:
    I'm all for very complex yet approachable economy. Easy to understand, hard and time consuming to master is the best. If they are going to make furniture matter, they might need to give it something extra. Like if you get X furniture, you might have some stats boosted on cooking for example.
    History shows that if they are only chairs and tables, ppl do not care as much. But at the same time, you can't make em must have items either. Middle road is best, best of both worlds, meaning minmaxing but not mandatory.
    I see what you mean, but X furniture better have something to do with cooking then. An anvil improving blacksmithing stats is one thing, but a potted plant improving alchemy would be rather lame imo.
  • Options
    Wibang said:
    I'm all for very complex yet approachable economy. Easy to understand, hard and time consuming to master is the best. If they are going to make furniture matter, they might need to give it something extra. Like if you get X furniture, you might have some stats boosted on cooking for example.
    History shows that if they are only chairs and tables, ppl do not care as much. But at the same time, you can't make em must have items either. Middle road is best, best of both worlds, meaning minmaxing but not mandatory.
    I see what you mean, but X furniture better have something to do with cooking then. An anvil improving blacksmithing stats is one thing, but a potted plant improving alchemy would be rather lame imo.
    As I am all for this, I would love to see upgraded versions of crafting devices. An anvil for example that is crafted by a Dwarven (as they are usually known for their fine crafting abilities) smithy, or crafter could add bonuses to crafted items. Or an upgraded refining forge to smelt ore into ingots faster.
  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.

    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.

    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)

    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)

    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).

    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.

    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.

    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.

    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)

    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.

    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.

    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.

    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items

    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.

    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.

    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.







  • Options
    I hope they make it in a way its hard to master that its rare to find a professional player that could make some item, also add some highscore page of all player that are professional to help you find them
  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.
    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items
    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
  • Options
    ArchivedUserArchivedUser Guest
    edited June 2017
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.

    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).

    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.

    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items

    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.



  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.



  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.


  • Options
    ArchivedUserArchivedUser Guest
    edited June 2017
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.
    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items
    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.


  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.

    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).

    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.

    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items

    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.








  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.
    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items
    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.
  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.
    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items
    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.


  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.
    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.
    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.
    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items
    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.
    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.
    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.

  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.

  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).
    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.
    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.
    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.
    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)
    -There would be more variants(affixes and suffixes) for a item.
  • Options
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.
    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.
    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)
    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)
    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.


  • Options
    MADE said:
    Here are some ideas to make a rewarding but hard to "master" crafting. This would create a expensive and time consuming crafting system, but it would add depth to the crafting and would allow players to play as a crafter. With this system everyone could craft effectively, but only the most decided players would craft at the max effectiveness, but the difference wouldn't be too big either.

    Each item should have recipes from lvl +0 to +9.

    -As you craft you may learn a new version of the recipe which crafts a slightly stronger item compared to the previous one.

    -You can only learn new versions if you craft the highest level that you know. (Like crafting a +0 item may learns +1, crafting a +4 item learns +5, but crafting +0 while you know +4 doesn't give chance to learn +5.)

    -The chance to learn decreases for higher level variants. (Like you have 25% chance to learn +1 variant on a +0 variant craft. But you only have 25*0.5^9 chance to learn +9 variant when you craft a +8 one.)

    -These versions gives little benefit, like 1% bonus compared to previous one, but also cost 1% more material and time to craft.

    For example: "Sword +0" would give 200str, and "Sword +1" would give 202str ... "Sword +9" would give 218str.

    There should be recipes that create a slightly modified version of the item(affix, suffix).

    -There should be a option to experiment with a standard item craft, which may give you a new recipe, which crafts a same item but with modified stats.

    -It would be basically same as crafting the item normally, but it would cost much more material and take more time to craft.

    -If you success, you will get a affixed/suffixed item, and learn the +0 recipe for that item. -If you fail, you get a standard item.

    -These recipes have a slightly modified material cost.(It may have replaced resource types, or just different amounts. Like instead of 50iron 50wood, it would cost 75iron 25wood, or 50iron 50silver.)

    -There would be more variants(affixes and suffixes) for a item.

    For example: There would be a simple sword which gives some stats, and there would be a "of the lightweight" one, which have 10% faster attack speed, but inflicts 10% less dmg.

    Crafting should improve the crafting itself.

    -By crafting you would also improve the recipe itself, reducing the material and time requirements of the recipe.

    -It should be a xp based system. Each craft should worth some "xp" (based on the item rarity), which is added to the recipe. If it reaches a fixed amount the recipe levels up, and reduces the material and time requirement with a small %.

    -Recipes would level up to +9, and each level would exponential more xp to reach.

    Reverse engineering for items

    -Give a small chance when you reverse engineer something to learn the basic(+0 version) recipe that required to craft that item.

    -The chance would be based on the item's power. A +0 would have low chance to learn the recipe, while a +9 one would have 100% chance to learn it.

    -Reverse engineering suffixed or affixed items would give chance to learn the suffixed/affixed recipe.


    Interesting ideas. I have a feeling IP will implement a system similar to this.





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