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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Multi-Player Crafting
Penguinos
Member, Alpha Two
As the title suggests, a system of certain items that require multiple people to create. An example would be mochi, with an associated correctly timed button press for the hammer user and the flipper.
I saw this on Reddit and I'm split on whether this is a good idea or not. Any thoughts?
I saw this on Reddit and I'm split on whether this is a good idea or not. Any thoughts?
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Comments
As for ACTIVE cooperative crafting, the sentiment has been that they don't want to mini-game the crafting system. If they do, it'd be for niche items. That sounds like a big system for a small set of items.
Some kind of direct collaboration between crafters (more than just buying other crafters' items off market) would be so cool!
In one of earlier discussions about guildmember retention, I was talking about guild achievements for smaller / non-combat-oriented guilds, and my thoughts went in a similar direction of potential for crafter guild to have a collaborative project (that is impossible to do with just one character), that would be branded with guild name instead of individual crafter name.
But this does sound like a cool feature even outside of guild context.
It doesn't have to be a mini-game specifically (although I do like the idea of crafting mini-games):
- It could be an automated collaboration - two (or more) crafters of specific professions / with specific profession skills click on the same piece of equipment, and the game automatically plays an animation of them collaborating (same as solo auto-crafting, but with more players).
- It could be a quest-based collaboration - few crafters register for the quest together, and then the sequence of crafting by each of them is defined by quest logic, with quest NPC responsible for passing items around.
- It could be an enhancing mechanics where you craft a base item, but to improve it further - you must have another crafter do something to it (for example, a smith makes a base dagger branded with their name, which only they can improve, but to make it into a Wondorous Dagger of Dragon Steel - they first need an alchemist to boil it in the Dragonsteel Solution of Bravery)
The potential is infinite
In all of these examples the idea is that people would have to coordinate with each other, which makes it into direct collaboration.