Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
My vision how Crafting system should looks like and how players could collect more spells
ArchivedUser
Guest
At the beginning i would like to say that English is not me first language so if there are any grammar or spelling mistakes i apologise.
Some proposition looks like a hardcore mmorpg where u have to spend a lot of time in the game. But this type of system I presenting are aiming for guilds or big group or friends that are playing as one. Solo players may have some disadvantage at the beginning.
I have been reading for some time a light novel which is based on VRMMO. The name of this light novel is: Rebirth of the Thief Who Roamed the World. This light novel has a really good description of crafting system and how players obtain spells in the game.
Crafting system: Every MMORPG i have ever played had very basic crafting system, which can be maximised in few days and have 0 impact in late game. Some games allows players to make gold out of this but this is only temporarily until players starts running dungeons.
Crafting
My proposition is to make crafting system easy to start but very hard and time consuming to master.First few stages could be levelled in few days ,but later stages should take player at least double or even triple trouble and time to level up into next stage. Each level will allows player to craft a better version of the preview item"for example beginner blacksmith can craft a copper sword which give him random damage from 8 to 12 damage depending what is his blacksmith knowledge but when blacksmith level up to higher knowledge for example master beginner then random damage should rise few point or extra bonuses could appear". When crafter level up to another stage from beginner to skilled he wont get any new recipes. New recipes should be collected from the world or purchase from another player. This type or crafting system would be easy to start but hard to master. Guild or communities would have to fight for a personal crafter which is skilled in what he is doing.
Alchemy: My proposition is to allows players to buy potions at the beginning which have limitation to what level u can use them for example u can purchase potions or u get them from quests at the level 1 and you can only use them to level 8. Later on u have to buy potions from another player or make them yourself. This way Alchemist would make money and game economy will rise. Guild will fight for good personal Alchemist. This way they will gain a free boost the they skill because of free materials.
extra point for grafting and gatherers. I would love to see a passive skill which is given to them randomly after advancing to new stage. For example when alchemist craft a potion he has % chance to use less materials or to craft extra potion.
Skills for each class.
Each class at the beginning would be given only few spells to start with. To get a extra spell player would have to drop them from monsters or quests. Unique skill should be droped from monsters and the chance to drop then should be very low. Players then will be given another option farm money which will be grinding mobs for spell books. Each class should have the same amount spells this also include passive spells.
Levelling spells or removing.
Player will be given a option to level up or remove the spell.
To level up a spell player would have to use this spell to gain more knowledge. When knowledge is gained then spell would evolve"for example player have a spell which allows him slash every 8 sec but after evolving cooldown is reduce to 6 seconds and extra bonus is added". This way players will be able to craft a unique builds and game will become more attractive.
Passive skill wont be assigned for classes. Then will allows players to gain more strength or other attributes to equip new weapon. Other passive skills could give players some advantage in combat like extra energy to dodge.
What do u think?
Some proposition looks like a hardcore mmorpg where u have to spend a lot of time in the game. But this type of system I presenting are aiming for guilds or big group or friends that are playing as one. Solo players may have some disadvantage at the beginning.
I have been reading for some time a light novel which is based on VRMMO. The name of this light novel is: Rebirth of the Thief Who Roamed the World. This light novel has a really good description of crafting system and how players obtain spells in the game.
Crafting system: Every MMORPG i have ever played had very basic crafting system, which can be maximised in few days and have 0 impact in late game. Some games allows players to make gold out of this but this is only temporarily until players starts running dungeons.
Crafting
My proposition is to make crafting system easy to start but very hard and time consuming to master.First few stages could be levelled in few days ,but later stages should take player at least double or even triple trouble and time to level up into next stage. Each level will allows player to craft a better version of the preview item"for example beginner blacksmith can craft a copper sword which give him random damage from 8 to 12 damage depending what is his blacksmith knowledge but when blacksmith level up to higher knowledge for example master beginner then random damage should rise few point or extra bonuses could appear". When crafter level up to another stage from beginner to skilled he wont get any new recipes. New recipes should be collected from the world or purchase from another player. This type or crafting system would be easy to start but hard to master. Guild or communities would have to fight for a personal crafter which is skilled in what he is doing.
Alchemy: My proposition is to allows players to buy potions at the beginning which have limitation to what level u can use them for example u can purchase potions or u get them from quests at the level 1 and you can only use them to level 8. Later on u have to buy potions from another player or make them yourself. This way Alchemist would make money and game economy will rise. Guild will fight for good personal Alchemist. This way they will gain a free boost the they skill because of free materials.
extra point for grafting and gatherers. I would love to see a passive skill which is given to them randomly after advancing to new stage. For example when alchemist craft a potion he has % chance to use less materials or to craft extra potion.
Skills for each class.
Each class at the beginning would be given only few spells to start with. To get a extra spell player would have to drop them from monsters or quests. Unique skill should be droped from monsters and the chance to drop then should be very low. Players then will be given another option farm money which will be grinding mobs for spell books. Each class should have the same amount spells this also include passive spells.
Levelling spells or removing.
Player will be given a option to level up or remove the spell.
To level up a spell player would have to use this spell to gain more knowledge. When knowledge is gained then spell would evolve"for example player have a spell which allows him slash every 8 sec but after evolving cooldown is reduce to 6 seconds and extra bonus is added". This way players will be able to craft a unique builds and game will become more attractive.
Passive skill wont be assigned for classes. Then will allows players to gain more strength or other attributes to equip new weapon. Other passive skills could give players some advantage in combat like extra energy to dodge.
What do u think?
0
Comments
I love your idea of crafting it would be a way of implementing a better econemy it reminds me a bit of Guild Wars 2.
Thou i cant agree with your point on getting skills. I would like it more if you have to reach a certain lvl to get skills (old school) but your idea with lvling them up isnt that bad, I loved it in ESO.
To further explain with two simple examples "to increase your skill later in WoW craftin leather armors you'll need hides from monsters later in the game progressively higher as you progress the level requirement of that gear itself".
However, in contrast "Bless and other" more modern failed releases of the MMORPG genera have gone to a simplified form that allows you to craft something simple like a copper hammer with basic materials from start to finish maxing out a profession simpler than gathering some of the more difficult materials and progressing.
Honestly, as long as the game itself provides us with an experience more akin to the perspective of progressively acquiring your materials at the virtual level of usage and difficulty increasing the quality of that equipment id be fine with the game having a player based economy being the only way to acquire potions, armor, etc beyond questing.
This further trending people towards trade, and growing economic portions of the game vs a potential even early dependency on a NPC market.