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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,927
Rep Power: 8
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should crafting involve player skills? mini-games? puzzle games? draw-a-sword right? something completely different?
or should it simply be a gambling game of start & hope for success? and no, no poll, actually writing your opinions and ideas.
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#2 (permalink) |
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Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
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In my oppinon, I don't think there should be player skills involved in crafting.
Basically, my thoughts are that the most difficult part of crafting should be harvesting/gathering the materials needed. That would include the use of player skills, such as mining or chopping down a tree. Once you have all the materials, there will be a need for the actual "graft" of the item you wish to make. Open the graft, place all the materials inside, click make, and poof...you have the item. The quality of the item would depend on the quality of materials used. Of course, as in UO, a tub will be available for you to "dye" the item you just made to any color you wish. This may or may not be off-topic, but they are my thoughts nonetheless. Shurt |
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#3 (permalink) |
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Junior Member
Join Date: May 2008
Location: Sofia
Age: 28
Posts: 114
Rep Power: 1
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The player skill should result in better/worse output quality. That's why we call it crafting, not manifacturing. Gathering the resources is just farm.
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#4 (permalink) |
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Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
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Now, thats where you're wrong. You can easily fix that based on what I said previously. Implement UO style harvesting but with a mortal online twist that will utilize your skills as a player. Also, remember that it will be open PvP so "farming" a resource will not happen without risk of losing everything.
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#5 (permalink) |
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Member
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I'm a large fan of the way that UO had done both gathering, and crafting. Why mess with a great system?
The only way that I would change it is by adding more variety to the system. More types of metal for example and/or specialties. Ways for each crafter to lean towards making a choice. Allow them to make faster swinging weapons, or more durable armor, or heavier hitting weapons, or more damage resistant armor, etc.. If each crafter had something unique to offer the community there could be more diversity. |
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#6 (permalink) |
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Newbie
Join Date: May 2008
Location: Poland
Posts: 13
Rep Power: 1
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I think it would be a great idea to implement a crafting system that involves player skill. This would make good blacksmiths or whatever more valuable.
I imagine that the player should know the way the items should be mixed and the timings included, or the way of mixing them. Creating maicaly embended weapons or armor would be very fun. Also one thing that i think is yet imposible to implement is customizing the shape of swords and armor. It would really make being a blacksmith alt of fun.
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