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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
I also think you could do some fun things with a puzzle approach too.
Here's what I could see for that...
We want to make a sword, so there is a sword shaped outline with a grid overlay. You want to add so much strength to it, so there are Tetris like pieces that add +5 strength, for you to build efficiently you have to fill the outline as thoroughly as possible.
Higher tier weapons have bigger grids to fill, while higher tier enhancements take up more space or have weirder shapes that you have to try and fit in.
This would be interesting for multiple reasons to me. First it would allow for complete customization of the items (no RNG at all)
Second this would allow for some crafters to actually be better than others and keep their puzzle solutions a secret if they wanted.
Third, this would allow for crafters to tinker with their creations too as they unlock different enhancements and improve on their creations as they level up the skill.
*you hear a sucking sound as all the immersion is sucked away*
Consider it the drawing board design phase. Not the hamer swinging phase.
And I didn't say you play Tetris either...
My apologies good Sir, I should not have quoted your text, insinuating that my message was directed at you, but rather have just said my piece.
FF14's system would largely be fine - what worries me is a literal arcade/twitch reflex-based crafting mini-game, where you have to hit the spacebar when the dancing/back-and-forth blue arrow gets in-between two markers on a bar. THIS is what it sounded like, to these ears.
The way I see it, the tedium could be removed during leveling if playing the mini-game perfectly/near-perfectly guarantees you and excellent sword, but RNG (along with near-perfect mini-game play) is still needed for perfect.
XP/minute as well as XP/material when crafting an Excellent sword would be higher than "auto-crafting" a mediocre. IE, auto-crafting a sword takes almost as long as the mini-game and gives 10xp with the advantage that you can queue up 10 always-mediocre swords and walk away. But game-crafting an excellent sword gives 20xp and a perfect sword is 30xp
Not sure I'm all that excited about a twitch/reaction time based system
If no RNG exists, and all gear is able to be traded, I feel we'll see a select few high end, guild funded crafters providing all the gear with little variety and a saturated market.
Unlike theme parks where its RNG if your item drops, AoC will just require buying mats from players that gather the mats.
It feels like NW crafting but without the RNG.
I just re-read the enchanting system. Ok that makes more sense.
Thanks
I would complain in an even larger font but that would require making one of those Image based character sets like kidnapping ransom notes in old movies if I didn't want to risk breaking the Forum's Markup Language.
I'm tired of crafting being irrelevant when there are no items leaving the economy. The best games with crafting had item destruction. It made resources more important.
The enchanting / over-enchanting is a push your luck mechanic, which is great.
I'm also for on death a % of materials get deleted like Albion Online, further increasing material demand and promotes smart play and danger of the world.