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#1 (permalink) |
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Member
Join Date: Apr 2008
Posts: 560
Rep Power: 2
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Crafting is great on paper, but when you try to implement crafting in a game, where do you stop? Should a player be able to make his own home from a pre designed shape, or should they be able to make into their desired shape?
Should the crafting of instruments allow tweaking to make a new instrument? And before you say "This should be in Questions and Answers", no, it shouldn't. It's a feature and these are not questions to the Developers (although a Developer may post if they want to |
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#2 (permalink) |
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Junior Member
Join Date: May 2008
Location: Denmark
Posts: 119
Rep Power: 1
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I would say crafting is supposed to be a wide and explorable thing.
Example of what i mean is, now just to use the house example. you got 5 different eastern huts, you got 5 different western huts, someone going in the lines of architecture may then think "Hey lets try to mix the styles" and ya get a mix of lets say, Eastern hut 3 and western hut 2, then you get Custom Hut. Like, weapons, you fought a dark knight who had forged hes weapon himself and you found out how he had forged it, but your using polearms, you in addition is good at making staves, now then you may be able to craft a stave and craft the sword to be a part of the stave to now becoming a kinda polearm with a sword like fighting style, slower but longer reach. Just examples of how i think it should be possible to explore and do things "your" way. |
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#3 (permalink) |
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Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
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This is in the wrong forum.
But, anyway here is an idea I had: http://www.mortalonline.com/forums/1...les-armor.html |
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#4 (permalink) |
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Junior Member
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I think that crafting in theory should be open ended however there needs to be graphics, and to many different graphics cost money, takes time, and adds more data to the game. So in theory crafting should be open ended. In practice? It probably can't be.
So be happy with as much as we get. |
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#5 (permalink) |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,506
Rep Power: 4
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Free reign for players in crafting I say! I don't think its too much to let very...very very high level crafters design armor and weapons but idk if that will be very likely considering how hard it would be to implement it smoothly.
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#6 (permalink) |
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Junior Member
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The main question is who would create the graphics, the models, and the art of weapons for these people to craft? If its infinite they'd need a huge supply of art.
It'd just be irrational to expect them able to have such a huge supply, and if they did it'd push the game deadline back a few years. |
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#7 (permalink) | |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,506
Rep Power: 4
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Quote:
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#8 (permalink) | |
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Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
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Quote:
My 2 cents |
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#9 (permalink) |
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Junior Member
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Name a way for players to generate the graphics and turn them into 3D models, without understanding such programs of 3D studio max, and I'll agree its not unrealistic. I mean if you can submit content you designed on your own and get it implemented great however that would require all crafters to have 600 dollar computing software if they wanted to be awesome too.
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#10 (permalink) | |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 432
Rep Power: 1
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Quote:
Free. =) As for variance... Let's take clothing. Quality (model) Material (texture) Dye (color) Type (Blouse, Cloak, Dress, Hat, Jerkin, Pants, Robe, Shirt, Skirt, Toga, Vest) Q*M*D*T=# of variances Let's say you have 5 Quality models, 20 different materials, 15 different dyes, and just the 11 varied types. 5 * 20 * 15 * 11 = 16,500 different clothes
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#11 (permalink) |
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Junior Member
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Oh I'm totally for thousands and stuff like that. I just know design your own unlimited wouldn't exactly be possible. Also I'm pretty sure the dev's are using 3DSMax and thus I figured they wouldn't want any possible errors in porting from software to software.
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#12 (permalink) |
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Newbie
Join Date: May 2008
Posts: 7
Rep Power: 0
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Mmm i think it's not impossible to implement this. Look at Second Life or A Tale In The Desert. Everyting is player-made there(i think). But thats the main feature of these "games". For a MMORPG it would be really nice to have such freedom but it's just too much effort for the fact that it is just one feature among many others.
Also if the players could design their own weapons you would need some guys that control and rubber-stamp each and every player-designed item(just look at Spore. "Oh yeah, finally i've got my giant 2h Penis +1. Turn around and I'll crush you."). In my opinion it's sufficient to have recipes/blueprints/whatever where you can choose what you want to craft as long as you have a great variety of them perhaps with the option to be free to choose your materials, mix up different materials or ingedients, inscribe runes etc. Now the big question is how to craft and how to make it fun and challenging and credible, but I'm sure theres already an own Topic on that somewhere around. |
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#13 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,892
Rep Power: 8
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the smaller the pieces, the more freedom you have.
predefined houses allow for freedom in location and town layouts only. you could go with predefined rooms, you could go with predefined walls & components, you could go with basic building blocks... and the smaller it is the more costly it is on the system - we learned that from Mats dev' posts. there's a limited number of objects and you have to make choices. so what level of detail is worth it? where's the line of compromise?
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