Familiarity System
HoLoDun
Member
Something i would like to see in an MMORPG Crafting system was something that let the crafter customize ther creation. Maybe like, besides the Exp they gain in creatin an iten in their respectitive fild, they could gainn Exp that is Aplicable to a category of itens, that as it goes up you unlock diferents designs for the crafted iten.
Like, you craft a spear and gain 20 Smithing Exp and 10 Familiarity(Spear) Exp, with an certain amount of Familiarity(Spear) Exp you unlock a new design, it does not changes the status of the weapon or the materias needed, the change is puraly cosmetical, but it gives a fresh air to the game, because the player could chouse different weapon without having to worry about stats.
You could even put requirements to the designs like a more refined one would need a certain level of smelting, woodworking or leatherworking, theres a lot of possibilities.
Like, you craft a spear and gain 20 Smithing Exp and 10 Familiarity(Spear) Exp, with an certain amount of Familiarity(Spear) Exp you unlock a new design, it does not changes the status of the weapon or the materias needed, the change is puraly cosmetical, but it gives a fresh air to the game, because the player could chouse different weapon without having to worry about stats.
You could even put requirements to the designs like a more refined one would need a certain level of smelting, woodworking or leatherworking, theres a lot of possibilities.
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Comments
What you describe sound like basic Artisan progression - as you level, you gain access to to new recipes.
And, sure, Crafters will be able to customize their products.
As for crafting different looking items, it will probably be based on what level of item you craft. A level 10 spear is not going to look good as a level 50 spear.
Imagine, even though a blacksmith understand how to work if better materials it doesn't mean that they can make a perfect sword if they don't have practice.
There are arguments for 2 types of systems though. A "tall" system or a "wide" system. A tall system would be like what I mentioned, make a lot of a specific item to make a really good item. A wide system would be like in GW2, where you have to combine many different materials in different ways to learn how to make new things. I prefer a tall system to my professions, but people can find the grind boring 🤷♂️.
From what I know, crafted items in Ashes will be built from many different components, and each component type will have many different varieties, providing different stats that you would want.
So you could go "wide", as to craft a same item many different ways. Not sure how you could go "tall", exactly. Maybe it doesn't matter what components you use, crafting 100 iron swords with any components will let you craft a higher quality iron sword. Or maybe if you use a component that gives +magic damage in 100 crafted items means that next time you use that component, it gives a bit more magic damage?
Again, I haven't played SWG, so maybe there is a solution there that I don't know about.
The horizontal system that I've always geeked out on is the ESO / ESCRPG alchemy skill. I love experimenting with the different combinations of reagents, knowing that there is a certain consistency to what effects each reagent brings into the solution. It also made the gathering grind more interesting since I knew what herbs correlated with what buffs or poisons I wanted to make.
If that were blended with the herbalism system from RDR2, it would be a winning combination or challenge and thoughtfulness.
For blacksmithing, V:SoH (despite the game failing to take off) had an awesome system of minigames to help break up the grind of vertical skill.
Obviously, I want AOC to have a greater whole, rather than just cobble together the sum of other games' parts, but some of these experiences were defining for my crafting experience.