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[Idea] crafting mechanics

ArkitektArkitekt Member
edited August 2020 in General Discussion
I'm going to start out by saying my ideas are gonna be super complex and tedious but by the gods it would be amazing.

First is quality levels. Probably like 10 different quality levels. Middle tier quality is probably going to be most common, and as things get closer to "legendary" quality it becomes increasingly impossible to keep it that quality all the way through to the finished product.

Everything has quality based on the quality of the starting material, the level of the appropriate skill, and the tools used to process the starting material.

Lets start with materials. There are various types of metals, I assume. But how do we process said metal?
Lets start with gathering. First you need high quality tools, made of materials that are good for crafting the material in question. Lets say we are gathering from a tier 4 iron ore vein. We are using a tier 3 Beast Steel pick axe. Our skill is more than adequate to prevent much degradation from a mere tier 4 iron ore vein. HOWEVER, there is always a chance of failure, and a chance of great success. The chances become increasingly stacked against you as your skill and tools increase in effectiveness, but at the end of the day, you're trying your best simply to prevent degradation, and by the time you reach legendary, the chances of reaching god tier are like winning the lottery because you can only reach god tier by reaching a critical success from a legendary ore vein or whatever you are getting your material or tool from, and the chances of doing so are astronomically low. God tier is not meant to be achieved, god tier is meant to be an aspiration, a myth, a legend that should not be possible more than once a lifetime.
Back to the subject at hand. Processing the materials you've gathered. If you want to make normal iron ore with it that would be fine, just throw some coal in the fuel slot, some base metal in the forge slot, and nothing in the catalyst slot. BUT if you want something good, lets throw some crushed bones of a high level beast in there and see if we can get some high quality beast steel. Like the vikings of old, you blend the bones of a powerful beast, rich with the experience that lingered within after you absorbed it's very soul upon defeating it. Congratulations, you have tier 5 beast steel. This is arguably better than tier 3 mythril in terms of physical capabilities, but magic manipulation is a bit difficult with this as it isn't a good conductor.

Lets turn that beast steel into a weapon. Unlike with materials, you have many catalyst slots available and many weapons and styles to choose from which will all have minor or major effects on the finished product's stats. Catalysts like enchanted runes will have a wide array of powerful effects on the finished product. We may need a lot of runestones to compensate for the lack of magic manipulation, but alas, you only have tier 5 materials, which will only offer enough slots as if you were crafting a tier 6 weapon. Sadly, if you don't get lucky and achieve a critical success to get it to tier 6, there is a high chance that one of your catalysts, if any extras were used, will be wasted, or reduced in effectiveness. Looks like we are going to have to throw in a bunch of tier 4 or tier 5 sharpening stones made from today's haul of beast steel. Each of these stones will increase the sharpness of the finished product, thus increasing this sword's damage. To maximize the effect, lets make a weighty greatsword, to put a a lot of weight behind the sharpness and thus further our potential damage.

Finally thanks to the level of our skill and the tools at our disposal, we managed to create a greatsword styled like a claymore at tier 6 no less, thanks to our trusty tier 7 demon mythril forge that has been in our guild for generations. It may not be much for somebody decked out in tier 9 dragon ebony, but it's just perfect for a new guild initiate with a bit of spare pocket change to pay for the materials we had to throw into it. Nothing beats an honest day of work.

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    Wandering MistWandering Mist Moderator, Member, Founder, Kickstarter, Alpha One
    Moved from Community Creations to General Discussion.
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    There are hundreds of ways to structure the tiers of crafting. I just want each profession to have a mini game associated with it to give it a flare of uniqueness. Also It would make it virtually impossible to write an AI script for it if it were a mini game.

    I don't particularly care how they do the rarity and spawns of the materials or what is needed to create or get stuff. As long as the cost to benefit matches what the item is.

    For Example classic wow had a recipe called Beer Basted Ribs and back then you actually needed to buy the rhapsody malt to make them. The cost of the recipe was like 60 copper more than every other recipe for a very similar effect so no one made them. That was an example of why cost to benefit depending on the item is important because people might ignore stuff that is too weak but too pricey.
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    I could imagine some fun mini games. For example, separating iron ore from the chunks of sediment it's attached to. First you break it down with a hammer, then you chip away the bits of useless rock until you run out of energy and then you have a certain level of purity to it along with the quality level which will in turn affect the end product further.
    It could be similar with bones from various types of monsters and cores from elementals and demons which go into certain metals instead of bones. First you smash them with a hammer, then you crumble them up with a grinding stone until you run out of energy and then it has grain size that affects the end product even further.
    Next you have the forging part where you pick and choose chunks of ore as they become available. You pick them up, rotate them in all directions to examine for bits of rock, and if you're satisfied with how much purity each chunk has, you toss it into the forge and pour some of your chosen powder to mix in as a catalyst with each ore chunk you throw in. Judging by the size and purity of the ore chunk you throw in there, the sound indicator will be sooner or later as you pour in the bone powder to indicate that you have poured enough. This part has a time limit.
    After that we will be pouring the molten beast steel into a cast to determine the weapon type and weapon style. You will be moving the weapon from the forge to the anvil before hammering it in repeated succession. You move your hammer along the weapon while listening for the sound of metal scraping to turn into a clang to signify there is a dent or bump that shouldn't be there. From there you hold the button down to gather strength, then when the audio indicator happens, you let go and pummel the steel until the sparks that fly off of it with each swing are accompanied by a circular wave of sparks to signify that the impurity has been hammered out. Then you move on to the next impurity.
    I can think of other ideas later.
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