This can very easily affect what race people choose to play right from the get go. So they don’t, and the few that do capitalize on the opportunity. This means gear for the bigger, less popular races are more than likely going to be really expensive because the demand is small enough that most crafters don’t see a value in making those items. WoW is a pretty good example where the vast majority of the Horde was Blood Elf players despite the incentive to play things like Forsaken and Orcs. ![]() As weird as it is to some people, a lot of folks just enjoy playing nice looking humanoid characters. In most MMOs I have come across that offers different character races there is almost always a massive difference in race popularity. On “no one size fits all”: this sounds interesting on paper, but this is one of those things you can’t analyze in a vacuum. I had a few systems to tackle this, allowing for the system to stay in place with 0 craftsmen, while adding incentives to player interaction. It requires community involvement at a level that would turn s decent number away. The reason this sort of system is so hard is because of the balancing limitations. Crafting skill really just dictates crafting speed and resource utilization and other non power creep attributes. Skill progression is based around price / quality ratio and the players ability to incorporate the jobs requirements. Players essentially open their own shops (or shop at default stores) and need to consider what their products might be used against in order to provide the right equipment. Both how well these enchants take hold, and the quality of the item are based on the materials used during crafting. A divine magic user can enchant a properly made sword into a divine sword which allows non divine users to purify a demon without 3rd party assistance. During the crafting process equipment can be enchanted to provide specific benefits that aid in combat. Now I add the really important part, as this coincides with my combat system. Instead they are tools with logical stats (blades have sharpness, war hammer has weight, etc) that dictate damage / effect efficiency. Objects were no longer stat containers who's sole job is to look good and make you beefier. The stats also decay with the durability to promote regular maintenance of gear. Once broken it's gone for good, and once repaired the durability value decays a little to promote salvaging old items. In this regard, all gear is designed to have breaking points based around the quality. For crafting to have value you need an actual economy, which means supply and demand. Game dev here working on a project that holds an emphasis on crafting as it drives some of my character progression in games.įirst I eliminated the primary issue. I want the same creativity seen in sandbox games to make it's way into MMO crafting. I want different weapons to be better for certain tasks than others, and the "best" weapon for a player to be determined by both playstyle and personal preference, not a spreadsheet on a wiki somewhere. Even if you try to make the exact same weapon twice, it wouldn't turn out exactly the same way.īottom line- I want to run around in an MMO world where everyone's weapons and gear are unique- not just the level cap crafted outfit or end-game raid gear set. ![]() But the key point is that the crafted item should be unique, and basically un-reproducible. Like any MMO, you could also add in a "magical" aspect that impacted the player's strength or endurance or added elemental effects, etc. For example, a crafter could design a sword with a basket hilt, a curved blade w/ one sharp and one blunt edge 3' in length, or could use the same hilt for a 3.2' long sword with a straight edge, for example.Įach weapon would end up having unique stats for real-world capabilities like stabbing, slashing, bashing, reach, durability, weight, center of mass, etc. To achieve the point above, parts could be swapped and scaled as needed. ![]() In other words, a 7' Orc would use a larger sword than a 4' dwarf. Every item is unique, and has unique stats - No one-size fits all objects. To me, that means the following: - No recipes. I wish there was an MMO that had "creative" crafting. It seems like there are two "types" of games out there- sandbox games that allow for significant creativity in creating large objects (Minescape, No Man's Sky, etc) or MMOs with crafting "recipes" where by grinding levels and following a script (literally, in some cases), any player can make any item. I've yet to find a crafting system that really makes me happy. I'm an MMO player that's more interested in PvE and crafting than I am in PVP, and I don't particularly like "grinding".
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