So everyday the system would randomize where your character is at the heatmap of your skill range
Ace1234 wrote: » Im not sure I follow 100%. Do you mean specifically for craftables, that the ingredients are randomized? Or do you mean that the rate of leveling is randomized? Im kind of confused So everyday the system would randomize where your character is at the heatmap of your skill range Not understanding what you are trying to say here
Azherae wrote: » I'd prefer a really dynamic economy where the thing that shuffles your progress is 'availability of materials', or 'cost of materials'. If the game has enough crafting options for the heatmap to make sense, it should support this equally well. I don't hate the heatmap idea at all, but if it's invisible, it's kind of stressful for some players, and if it's totally random per player, I feel that the negative sentiment would outweigh the benefits. Most imaginative players I know will manage to be immersed without 'having the heatmap hidden'. As example I offer an FFXI Concept as always. Is this an acceptable compromise for you relative to heatmap? You could change the reward from 'special items' to 'slightly extra progression', if that was the important thing.
neuroguy wrote: » I am not 100% sure I follow, but if you are suggesting a system that randomizes your xp gain/efficiency based on what items you can craft I really dislike the idea. First off, it would be exponentially more difficult to identify what your sweet spot is the further you progress in the system and more recipes you have unlocked. This also means that as a crafter, you may feel like you should wait to craft something you want just to be maximally efficient, and the more recipes you have unlocked, the less likely the system is to make your desired crafting good your 'sweet spot'.
neuroguy wrote: » Second and more importantly, I think ashes should provide a world that ~dynamically changes player demand for crafted goods. Your suggestion seems predicated on the idea that players will try to rush to max crafting as soon as possible. I think having high customization in the crafted item stats should discourage something like this. Imagine the crafter can determine some stats on the dagger (+fire damage or +crit for example). Based on player needs, meta shifts, world events etc the high demand stat on the dagger may change. So if you stockpiled a ton of iron daggers with one stat, you may not be competitive in the economy.
Arya_Yeshe wrote: » Would love hearing about what you guys think about this What if AoC brought a crafting system that under the hood shuffles how players progress in crafting? So each day, each player will have a different progress factors? So if a player follows a "craft 100 iron daggers then 100 copper daggers" roadmap from the internet then his progression will always come different than the roadmap suggests Role play wise this could be justified by saying that someone has to craft many different things so they can improve their skills So each day the player would have to figure out what is more interesting within his skill reach Such system could be done by heatmaps and randomizers... in the long run this could be used for helping economy imbalances. AFAIK this was never done before, this idea comes from my head and we have no real world examples of this
Freya wrote: » i like the thought behind it, and i think with that thought there are many ways to approach it - the thing is we live in an age of information so we can optimize everything to a massive degree and precision farm, which takes a lot out of the sense of wonder and exploration, unfortunatly that sense is literally derived from us being essentially dumb/uneducated on something because it hasnt been figured out yet, so having a degree of randomization that cant be figured out could get a long way in making crafting more engaging and also diversify the market - it probably should still tell you what to you specifically is more efficient to craft though, or maybe this could be handled by randomized npc contracts that have you craft random craft items or a crafting list of stuff they want, it would essentially be the same but that way a player might view it in a different light and less like a punishment for not doing x, but a reward for doing x
VekoCrnogorac wrote: » eaningful and realistic is better then having skill ups that timegate your character.
Arya_Yeshe wrote: » What the people will do is grinding as much gold as possible and then following a crafting leveling guide and then becoming max level in a weekend and dumping all items in the market, which is exactly what milions of people in MMOs since always People are doing like that since the 90s and they didnt stop, I am pretty sure people will do it again
neuroguy wrote: » I see, but practically, I think what would just happen is people hoard resources until the sweetspot is an easy to craft item or 'resource efficient'. I think instead of utilizing it as you suggest to try new things, people will just check if the sweet spot is any 1-3 of the items they have hoarded resources for (probably by following a guide) and players will simultaneously flood the market with the same item. If the sweet spot is calculated for all players per day, there would just be a website where people write out what they tested to be it, if it is calculated for each player differently, it would be slightly better but people would complain about personal bad rng.
Arya_Yeshe wrote: » Also, are you serious about being worried that for one day it could have a chance of "flooding" the market and being ok with it being flooded everyday on a daily basis?
neuroguy wrote: » Arya_Yeshe wrote: » Also, are you serious about being worried that for one day it could have a chance of "flooding" the market and being ok with it being flooded everyday on a daily basis? Thinking your idea is not a good solution is not the same as not thinking the problem is a problem. Anyways, I truly don't think this would have the same effect you are hoping for and most importantly, it sounds annoying to deal with rather than fun but maybe that's just me.
Arya_Yeshe wrote: » You don't know the reason why you think it's annoying. Let me teach you about yourself, I'm not even joking, I will explain why you think it's annoying. The truth is that crafting is boring, it sucks, it's uninteresting, also PvE is shit in general, playing solo nearly all crafting systems is pure shit, crafting is a disgusting grind in almost all games Almost all crafting systems in nearly all games in history are total boring shits So, if you think you detected anything that could bring any kind of hurdle to the shitty crafting systems then you think it's bad, well it's not the fault of bit of randomness. Having a bit of randomness just rips the band aid off Well, Star Wars Galaxies has the best crafting system there is, hands down the best and it's full of randomness to it... people don't see it as a problem EVE Online has probably the second best industry and science system, it has randomness too with it's discoveries for high tier industry, people don't complain about it and there's even items that you can add for better numbers in the discovery gamble If you think that the crafting system is shit and that it's just a grind, then a bit of randomness on top of it could be bad for sure
CROW3 wrote: » It's an interesting idea, and I wondering if I can propose a variation. What if the randomization occurs at the component level instead of the end result? So instead of crafting 50 copper daggers, I'm crafting 25 copper daggers with peened steel pommels? I'm going to take a practical example. I do some carpentry on the side, mostly tables. When I first started, I learned a TON - mostly about what not to do. Over time, I learned how to taper legs - so I made of number of tapered legs, then I changed the scale and type of wood, all learning. I could go back and quantify that learning as xp. Where the more table I repeatedly make, the faster I approach a threshold where my xp begins to approach zero. At the point I'm making a thousand tables a week, I'm not longer learning anything about the crafting of the table itself, but I'm learning about economies of scale - and tweaking efficiency. That could be a whole other track for xp. On the other hand, if I continue to vary the component elements of each table I make, my xp gain is still focused on the crafting of the table. Different woods, different supports, different joinery, different blends / inlays, different patterns for the top, live edges v. cut edges - there's so many ways to keep growing - and that's just tables. Same basic concept as you're proposing, but a little more 'in the weeds' for crafters who enjoy the process of crafting, not just the end product. What do you think?