achereto wrote: » What do you all think about such an approach to crafting? Would this be too much for a subsystem of a game?
NiKr wrote: » [...] And you could then sell the blueprint of that path, if you want to. [...]
Azherae wrote: » [...] I don't personally believe that encouraging more people to craft is necessary or even optimal, given the goals of the game we know so far. [...]
achereto wrote: » NiKr wrote: » [...] And you could then sell the blueprint of that path, if you want to. [...] Not sure about that part. That's the kind of shortcut I wouldn't like to have in such a system, except if selling it doesn't duplicate the blueprint. Azherae wrote: » [...] I don't personally believe that encouraging more people to craft is necessary or even optimal, given the goals of the game we know so far. [...] Would that even be an "encouragement" in that sense? My thought was more along the lines that those who would choose a crafting profession anyways would like such a system, but those who aren't crafters anyways would see it as a reason not to dive into crafting.
achereto wrote: » Not sure about that part. That's the kind of shortcut I wouldn't like to have in such a system, except if selling it doesn't duplicate the blueprint.
MrPockets wrote: » ie: a player should not be able to be a high end PvXer AND a high end crafter.
NiKr wrote: » MrPockets wrote: » ie: a player should not be able to be a high end PvXer AND a high end crafter. Not sure if I agree with this, but agree with everything else. I'd say it should be difficult or very time-consuming to be both, but definitely doable.
Sathrago wrote: » These sorts of systems add depth, and yes selling blueprints would happen or if the formulas are too easy to figure out, will be spread freely and everyone will know the best crafts. Either way the initial journey of discovery firmly imprints on players and it ultimately doesn't matter if all the solutions are eventually found. Besides, the discoveries wont all be there when new content is added, so a whole new second wind of experimentation will happen each time new materials are added to the game. Another cool aspect of this sort of system is that it creates another material sink, where you experiment and refine your techniques on materials until you reach what you desire. not every potion will be valuable, and I would hope that there will be an option so that we can delete items quickly after crafting.
achereto wrote: » For me, crafting is about carefully choosing every step to create the product you want. A crafter should be in full control of the final product, so reaction time and certain dexterity checks are a nogo for me. Crafting should be easy to learn and hard to master, e.g. it should be easy to craft a very expensive potion, but it should take a bit of thinking and planning to find the least expensive strategy.
Azherae wrote: » I see this as 'developer busywork' to implement a system that will then later be viewed by many players as busywork. However, since players are often easily influenced by the initial impression/feeling of something, particularly in crafting, it might be a good way to get people into it. I don't personally believe that encouraging more people to craft is necessary or even optimal, given the goals of the game we know so far. So 'too much'? No, I'd love it. 'Worth doing'? I would vote no if it were up to a vote.
achereto wrote: » Honestly, I don't know many MMO players. The last MMO I played was WoW during Burning Crusade, which is quite some time ago, and back then I found the crafting system disappointingly shallow, especially when it came to crafting legendary items. All I can do is assume that other crafters are of a similar mindset. The few gatherer-people I know are more like "Just let me run around and collect the stuff I want to collect. Don't even dare think about giving me any minigame for my gathering. A short process bar is more than enough." They'd probably be appalled by such a system. 😅
Sapiverenus wrote: » Azherae wrote: » I see this as 'developer busywork' to implement a system that will then later be viewed by many players as busywork. However, since players are often easily influenced by the initial impression/feeling of something, particularly in crafting, it might be a good way to get people into it. I don't personally believe that encouraging more people to craft is necessary or even optimal, given the goals of the game we know so far. So 'too much'? No, I'd love it. 'Worth doing'? I would vote no if it were up to a vote. It's relatively simple to program and make assets for if we're talking about a PotionCraft clone. I can see a 24h GameJam where someone makes a similar game.