NiKr wrote: » Fuck it. I suggest having a whole OSU track playthrough for each instance of crafting. No matter what you're crafting you gotta get a perfect score on some random OSU track. And the higher in crafting lvl you go, the harder the tracks. I think that would be the perfect test of skill and would definitely not get annoying to do each time you craft some small piece of material
CROW3 wrote: » In V: SoH there were 3 distinct paths: crafter, adventurer, and diplomat. Each had their own leveling tree, so you could be a level 50 crafter and a level 1 adventurer, without having to kill a mob. What I remember of blacksmithing was that each component had a categorical process with multiple steps. Each step took reagents and made a skill check. The higher quality material and reagents the wider the tolerance for errors in each minigame. The higher your skill the easier each minigame became. It was hours and hours of fun. Lots of notes taken for that game.
Azraya wrote: » My dude, i dont give a hoot about crafting, I just want to pvp. I'll gladly buy your crafted goods and protect your caravans tho! i need you crafters to keep me up on supplies.
TheSgtPepper wrote: » That sounds like an amazing crafting system. I'm going to have to look this game up.
TheSgtPepper wrote: » Eh, I'm not really into making it tedious. I would consider it like average difficulty to get 90-95% craft and then very hard to get the final few. You can make auto-craft as well that is like 80% craft. I just think most MMOs where no effort goes in is 1.) boring to craft and 2.) the market gets flooded with identical items and the value drops to vendor price almost instantly. This would help with those issues. I have no problem with an auto-craft button if people are lazy.
CROW3 wrote: » Guilds will funnel resources to designated crafters anyway because of how crafting mastery works
CROW3 wrote: » Ashes will feel resource parched in comparison - which is why those green gatherers need to keep their eyes open and their blades sharp. 🤔
NiKr wrote: » This highly depends on how you balance the entire system. If you can make the final item better by minigaming each crafting step on the way to that final item - it's gonna be tedious. And I know for sure that top lvl guilds will require you to craft everything at highest possible lvl.
NiKr wrote: » And if we consider 10 items per person (at the very least) per gear tier for 40 people in a guild (that is if the guild is the smallest possible and not a 300+ one) and god knows how many crafts per item - it all becomes very tedious very fast. And any smart guild would be giving all the crafting to one character because it would not only level up that crafter's lvl the fastest, but it would also be the safest way to not scammed by another guild crafter (on the off chance that those 40 people are not 100% safe).
NiKr wrote: » And then you need to think about how you'd set up the system itself. Do you destroy the materials if the crafter fails the minigame? I'd assume no cause Steven wants crafting to be 100% safe and controlled. But then if failing the minigame gives a non-best version of the item or just doesn't craft at all - it's a waste of time and potentially resources. And both of those are super tedious to anyone who crafts more than once a day.
NiKr wrote: » And depending on the minigame itself top lvl crafters might make some keyboard/mouse macros to just circumvent it. Yes, Intrepid prohibits that, but I doubt they'll be able to catch every single user. Or people will just find a way around it somehow (cause they always do).
AidanKD wrote: » It's been covered with other comments, but the balance between minigames has to be how much it forces you to be engaged, if it's fun and if it's fulfilling. WoW fishing is super simple, it's mundane but at the same time... it's fishing. And because you have to do so much of it to get what is usually one fish, I think it's fine. I think that if the reward is greater, then perhaps we can incorporate minigames. I.e. lets say you do net fishing, and maybe every 1/10 casts triggers a minigame where you have got a *big catch* with a chance for a bonus!
AidanKD wrote: » We know we will have fishing boats and big-game fishing which might be less of a minigame and a full on activity/feature. Like stalking the prey, setting out the best bait, equipping the right tools. Maybe launch the harpoon and having to actually practically fight it. That's how I see "end game" fishing though i think with fishing as an example, even at end game it should be competitive to still be able to do the relaxing fishing repetitively versus the big-scale fishing.
AidanKD wrote: » On the wider choice of life skills we expect, again it just depends what you are making and how often. I guess a minigame will either be very easy i.e. little RNG, or can be challenging and offers some RNG. is that RNG an enjoyable experience and is it more than just a time sink? I think if it's fun and enjoyable, yes. I think if it wastes time depending on how much you have to do, then no.
AidanKD wrote: » Gathering, I think is mostly fine to just be right click and take. I am definitely a fence sitter here I really can't make my mind up!
GethOverlord wrote: » While I agree that with crafting being a core pillar it should be more than a couple of clicks to make what has been stated to be "the best gear in the game" (looking at you WoW legendaries -_-) I also think there's significant problems that can arise with having to do the same minigame over and over becoming just as tedious as sitting there and right clicking 300 times. The previous suggestion of having final items having a minigame associated with them makes the most sense, but I don't know how I'd feel about the quality of the final product being impacted by a minigame that I might just...mess up. People play tired, or aren't always expecting a pop-up, etc. If it saved you resources or gave it some cosmetic flair or something that won't affect its balance that would be my ideal.
GethOverlord wrote: » On an semi related note I don't know what kind of minigame people are imagining for Animal Husbandry, but as a person that plans on that being my primary profession I would like it to be some kind of egg hatching or something. (Idk how it would work for mammals don't @ me XD)
Azherae wrote: » This adds neither depth of gameplay (because it is bottable and it is one of those things where distinguishing the type of bot that can do it from a perfect player is by definition close to impossible) nor direct interest (applying a repeating physical minigame instead of complex itemization is just making it demanding and for some people tedious on top of boring).
Azherae wrote: » High level crafting can be made terrifyingly complicated by designed systems and creativity. The devs have so much more freedom to just use 'sequences and itemization' with some number tricks, for the same result (some people will 'bot' it either by making real bots or by 'becoming bot level at their execution') that you might as well go for complexity.
Azherae wrote: » The question Intrepid will need to ask is mainly 'what will high level crafters want' and 'what to do about all the people who complain because high level crafting is actually hard and not just throwing time and resources at a problem'. Because if they start doing things on the level of games that make you do real crafting, there will be lots of people like that.