ryuuji wrote: » elf wrote: » ryuuji wrote: » . Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water....You know, all those discovered recipes that you experimented to find, actually have to be coded/made before hand by the developers, so yes, there will still be thousands of recipes. What you prefer variety or simplicity? It is game for years.
elf wrote: » ryuuji wrote: » . Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water....You know, all those discovered recipes that you experimented to find, actually have to be coded/made before hand by the developers, so yes, there will still be thousands of recipes.
ryuuji wrote: » .
wanderingmist wrote: » ryuuji wrote: » elf wrote: » ryuuji wrote: » . Not nessesary to have 1000 recipes in every profession just ability to experiment with recipes, let say you have basic recipe for bread and you free to experiment may be by adding wheat and corn flour final breed will be blue grade or if I go to desert area I can use cactus water for tea or river water....You know, all those discovered recipes that you experimented to find, actually have to be coded/made before hand by the developers, so yes, there will still be thousands of recipes. What you prefer variety or simplicity? It is game for years. Yes but that doesn't mean that you need access to everything right from the very start. I'd rather get a solid foundation first and then expand on that.
georgeblack wrote: » Eso.
muridious wrote: » Not sure about what I'd like to see. But I definitely wouldn't want to see fail stacking, like in BDO for instance, it's just a boring mechanic.
kriin wrote: » One of my favorite crafting profession in Wurm Online was cooking. If all of of AoC crafting professions where like this I would love it. You had about 100 of ingredients and about a dozen or so utensils that you can experiment with to craft and discover 100's of recipes including more complex ingredients. Some examples: When you combine a few ingredients in a pan you might get some text saying "this looks like it could use more liquid" , "how about adding some carrots" or "this looks like it will make something, try putting it in the oven." Its all about trying things out. Other professions could have a similar system. Another Idea I had is a bit different. Lets say youre a bowyer. Their could be a few different areas that youre leveling. Each area increases the base stats on the final product. The material used also adds to the base stats of the final product (not to be confused with the knowlege of using it). Not all professions will use this. The areas to level are: - Wood Working (overall knowledge of wood in general) - Bow String Making (overall knowledge of string making) - Material Type (knowledge of that particular material) - Bow making (overal knowledge of bows making in general) - Bow Type (knowledge of making that particular type of bow) As you progress it will be harder to level in each one, specaily when working with a perticular type. This way there isnt really a level on class but in areas. I Hope im making sense.
akabear wrote: » I would like to see some of the highest tier of crafting somewhat gated behind effort. Kingdom Come Deliverance made some crafting (alchemy) quite a considerable effort and thereby it became only those who made the effort would reap the rewards. I would like to see something similar (not necessarily the same method) such that the meta of the highest tier was not easily obtained and lets to a limited supply on the market and those that make the effort become by default of the scarcity appropriately rewarded.
arzosah wrote: » I would like to see the bulk of what bosses drop be crafting materials instead of armor and weapons. If bosses drop gear it should be gear that is visible on their model, and anything else they drop should be high quality crafting materials.