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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Suggestion: mini game for crafter's
azuleslight
Member, Alpha Two
I love the gathering and i also have high hopes for future additions to crafting.
Some suggestions for the mini game is the following:
-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.
-Each level costs materials to fuel the chance. For instance the dust and the green shards as fuel.
-Each level has associated fee's with all crafting. You must use the correct tier work bench to maintain these chances.
*At lower tier crafting table, the improved chances are halved.
*For higher tier workbenches, a slight increase in chances to improve quality.
-A failure can lead to damage ranging from slight to severe all the way up to destruction of the item.
-Require an item be repaired to have a chance to improve quality.
the actual games can vary for each crafter, prosessor.
Some suggestions for the mini game is the following:
-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.
-Each level costs materials to fuel the chance. For instance the dust and the green shards as fuel.
-Each level has associated fee's with all crafting. You must use the correct tier work bench to maintain these chances.
*At lower tier crafting table, the improved chances are halved.
*For higher tier workbenches, a slight increase in chances to improve quality.
-A failure can lead to damage ranging from slight to severe all the way up to destruction of the item.
-Require an item be repaired to have a chance to improve quality.
the actual games can vary for each crafter, prosessor.
0
Comments
Especially the crafting skills itself could benefit from smaller minigames though I can see a world where gathering also has this to make sure that each profession has a distinct feel!
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.
I don't get what this means. Can you describe exactly what the differences would/could look like between, say, level 1, level 10, and level 50?
"-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."
the percentage is the chance lets say to move up to the next tier.
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?
@azuleslight @Syraleaf
I’d go for something more natural, where you get bonuses and traits based on certain conditions while crafting, like the phase of the moon, the stars, being near water or a mountain, or by adding special things to the recipe or using blessings.
You’d have to manage stuff like the fuel for the fire, its temperature, and keeping it going for hours. An NPC would be there hammering the metal for many hours and maybe even days. If anything goes wrong during the process, the NPC would let you know either through a message or in person, and offer you on a quest to grab the right materials or get blessings from a witch or someone. If everything goes right, the gear would get a nice buff.
Quests could be bringing more coal when problems happened with the fire maybe the weather is bad, or bringing a certain type of wood for the fire to increase or decrease heat, or your ore for some reason has some kind of problem and you would have to add more ore of a certain kind to fix mixture, sometimes the quest could be bringing a certain type of blood from a boss, or pay a cleric to come to the forge and chant something for hours.
I would not do mini-games at all, I would make every piece of special equipment be almost like a saga sometimes with multiple quests if you want to go big. If the player does not want to be a dedicated crafter and doesn't even want to do industry, then the player would rely on crafters and the crafters would feel special doing this.
The best crafters would be people who can actually do stuff and not simply be a clicky boy.
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.
As I remember, most people had the opinion that it would be fun at first but then the repetition would turn it into just a chore over time, which I totally get it. There's been a few of threads about it and there's quite enough people saying no to this.
I like mini-games, but not in crafting, I would follow a different path which i just discribed in the post above a minute ago.
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".
A crafting a job would be an event, and occasionally there could be quests related to that job. These quests would pop up to make sure the crafting is going smoothly, or even to improve it. The player wouldn’t need to be online all the time, but when they log in, there’d be one or two quests about the gear that’s being crafted, and if you don't work on it then your item would be of normal quality
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.
For me, I don't like this aspect of it as much, but it's the direction they seem to be going.
I'm much more used to @Arya_Yeshe's concept of how to handle that (they eventually claimed it was placebo in FF11, but damn what a powerful placebo it was).
I think it's probably best though, since your last line kinda makes the point doubly. I don't like FF14's crafting or AoC's combat, which probably means that the type of person who enjoys one enjoys the other.
I definitely like the idea of 'understanding the conditions around you relative to your input materials when crafting', but I remember feeling like the transition from FF11 crafting to FF14 crafting was a huge disappointment (and that means for someone out there, it was a huge step up, and I'm happy for those people).
I'll do my part as usual by letting Intrepid know how bottable any systems they come up with, are, especially since the Linux community for this game seems to be going strong.