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.
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Mico
Member, Alpha One, Alpha Two, Early Alpha Two
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Comments
The rest will be good old sales and marketing campaigns you run in game. So get acquainted with some of those.
1. Crafters have to choose what they specialize in. This way you know that when you need a sword, you have to go to so and so swordsmith.
2. Rare recipes that players will have to find/buy before they can craft a specific item. This ties in with the first point by allowing some crafters to provide items that others cannot (another way to "specialize").
3. Having the crafter's name on the item.
A bonus point would be to have a game that is not very alt friendly by requiring a significant investment to progress your character. If the game is very alt friendly you will have lots of people who just get various crafting alts and will therefore oversature the crafting market (this goes hand in hand with point #1).
I thinking having like a extended crafting quest chain that is extremely involved would help. That way less crafters at end game will have completed it, making those items and the people highly sought after.
A major reason why people don't know who crafters are in other MMORPGs is because those games only have instanced housing. If you want an item you either stop by a known NPC shop or use the auction house.
Also...these days... I would expect there to be Discord channels for servers and towns/cities/metros.
Then allow players to give a point to a recommendation system, and those points can be used to upgrade the stall with fan fare (visual upgrade) that attracts more players their way. Just throwing stuff out there, not sure what is viable or not.
Player stalls come with a bulletin board which advertises ware and services. Might be possible to display some items, similar to saddlebags.
If you try and gouge a customer, odds are they will look elsewhere.
Of course prices must rise as gathering materials will fluctuate a good deal so you just convey that when asked.
Good topic though OP
Well at least crafting, gathering, and processing are all different this time so they will have to all work together.
U.S. East
When it comes to crafting what I find lacking in other games in general is lack of skill, bragging rights/reputation as crafter and fun during crafting. Crafting is usually a mindless clicking on recipe to progres skill and that is it. Most of the time it only exists to facilitate the economy or in worse case just for the sake of existing.
To fix this, my suggestion is to implement minigame/s that allow manual skill based crafting together with automatic crafting just by picking a recipe from the menu. Main difference between those two methods would be that crafting from the menu would be guaranteed to produce a standard version of selected item, while manual crafting would have an interval of possible results that include both better and worse outcomes (+-5% would be what i think is good amount) based on how crafter performed. System like this would allow crafters to distinguish themselves from others by their skill. Also it could provide more fun than just picking up a recipe from the menu, while still allowing those that are not interested in being the best to be a reasonably efficient part of the economy. This is the basic idea of my suggestion.
Now I will go more in depth to elaborate on supporting systems that would improve crafting with system like this even further.
Minigames should scale in difficulty based on level requirements and tier of an item. Legendary max level items should have the highest requirements on crafter skill to produce items that are actually better than what would be crafted by automatic crafting.
Together with manual crafting, leaderboards would be implemented, so crafters can show off how good they are in crafting and competitive players that want to have the best gear and be best would seek those that are on top of leaderboards. For leaderboards to really mean something each type of item ie. sword, staff, wand, bow etc. would have to have a minigame with their own special skill mechanic so there can be more than one best crafter. Leaderboards score for specific type of items swords for example would be an average of all (or all in some period of time) crafted swords of said crafter based on final result and difficulty of item crafting.
To complement leaderboards system like this and reduce frustration of not wanting to waste tons of materials for training especially on higher difficulties, practice crafting would exist. Practice crafting wouldn‘t provide exp for character, wouldn‘t craft an item, wouldn‘t affect leaderboards and would cost only a small fraction of the cost of a recipe, especially for legendary items and such it should cost only part of most common materials required. Practice crafting would also introduce another fairly easy to tune material sink into the economy.
Another possibility to leverage / incentivize players is to increase an amount of exp gained based on the result of manual crafting.
tl;dr implementation of dual crafting system with automatic and manual skill based crafting system with risk/effort vs rewards component, to facilitate fun, skill and potential for bragging