Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here
-Players at every 10 levels gain 1 chance to improve quality of a crafted item. From normal to green: 25% chance. Green to blue: 10%chance. Blue to yellow: 5% chance. Yellow to orange: .75% chance.
azuleslight wrote: » Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here So i am adding to the debate, it doesn't have to be a required mechanic, you can just skip the mini game and craft it without playing. However, you do not gain the bonuses the mini game would give.
Syraleaf wrote: » Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here Could you point me to a place where I can see the reasons for them being opposed? I totally understand not wanting to a repetitive annoying task. I don't think that's what anyone is asking for here (I'm guessing that'll be the reason they're against it) Currently everything related to gathering and crafting feels the same. An alchemist is no different from a carpenter. This, to me, is an issue. We do expect this kind of variation in all other aspects of the game. Rangers, for instance, are different from mages; And enemies in the game have different attacks. Why would the professions be any different?
Arya_Yeshe wrote: » azuleslight wrote: » Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. I could elaborate such ideas like this, but I am not sure if the player base or Intrepid is interested in this kinda of stuff, the community itself is kinda a drag, sorry.
azuleslight wrote: » Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. I could elaborate such ideas like this, but I am not sure if the player base or Intrepid is interested in this kinda of stuff, the community itself is kinda a drag, sorry.
Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against.
Syraleaf wrote: » Arya_Yeshe wrote: » azuleslight wrote: » Arya_Yeshe wrote: » This was debated multiple times already and a lot of people are against. maybe most people are against. I could elaborate such ideas like this, but I am not sure if the player base or Intrepid is interested in this kinda of stuff, the community itself is kinda a drag, sorry. The ideas you present here are exactly what comes to mind to me when I say "minigames"!!! I think this really is just a language thing. I don't want anyone to have to shake controllers lol ^^ That's totally on me for not making it clearer. This game is played primarily by a more hardcore audience and the 'minigames' should match that style. It's why I mentioned Vintage Story (which I get is niche so you'd be forgiven for not knowing my reference here) I merely want to make sure that each profession feels different to play as opposed to having all of them being just a "craft item" button like they are right now in their first temp implementation. I don't care much for how they're differentiated, merely that they -do- play out in different ways. Thank you for your input though! I'm glad to see we have some common ground TLDR: I think we agree and want the same thing. "Minigames" just sounds wrong. What we really mean is "Effort in-game that's more than pressing a button".
Tjaeden wrote: » FF14 has the best crafting system - Classes with gear. That gear allowed different abilities to be used while crafting. A crafter could focus on making Quality, or Quantity, or just XP. They could combo chain abilities that guided the chances of the final outcome by a few percentage points. You could ignore the whole thing, or you could try to min max with the right clothes, tools, food, etc. The better the gear, the more mistakes could be made, or the longer the chains could be. This is just an example - but if AoC combat can be as fun as it is, then they can design a crafting "mini-game" to be as fun AND rewarding.
Songcaller wrote: » Go outside, turn three times, hit a nail with a hammer, return to desk, ask 'was that productive?' Realise mini games are artificially created time sinks to give non combatants reason to pay the sub.
Tjaeden wrote: » I agree that the pointless mini-game idea lacks fun, realism, and identity. Lets try a hypothetical. In AoC, you don't switch Classes, just clothes for passive buffs. So we put on our weaponsmithing apron that gives a bonus to what we want (quality vs quantity vs efficiency). When we go to the artisan station, we begin to hammer our new sword. Maybe we have 3 buttons and an Energy bar. 1 - Swing for X Energy for +1 quality 2 - Swing for X Energy for +1 quantity 3 - Swing for X Energy for few materials That's just a quick and dirty example.
nanfoodle wrote: » No matter how good mini games are they get old and people grow to hate them. Pls no mini games.
Syraleaf wrote: » nanfoodle wrote: » No matter how good mini games are they get old and people grow to hate them. Pls no mini games. I understand this sentiment but how it is meaningfully different from fighting pve monsters? And why can't we expect that level of depth for a system that is supposed to form such a large part of the game?