Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
I feel that the crafting in this game is really lacking... due to the limited possibilities on item variety due to the save/load constraints.
And I always go by the rule that if you can't make something good, don't make it at all...
So what do you think about the crafting in the game so far? How could it be improved? Or should I get rid of it to make room for something more interesting?
There's a huge number of problems with the current crafting system:
1) limited inventory prevents implementation of more diverse base materials and makes the crafting mechanic itself really annoying. I basicly wanted to implement a method to disenchant gear at some point to gain crafting components from green/blue items, but then decided against it simply because adding even more crafting components in addition to ores, plants, cloth and skins (plus non-stackable rare materials) seems like a bad idea.
2) crafted items have to be untradable due to possible duping, which kind of destroys any possible ways to make it part of the character customization (as you can't "sell" your crafted items, every recipe will only be used once and then sold) ... nobody really enjoys when a boss just drops a recipe instead of an equipment item as it basicly just transforms into an equipment item, just with a tedious farming mechanic attached to it.
3) crafting bloats up the save/load stronger than non-crafted items, as every crafted item basicly counts twice (1 for the recipe, 1 for the final product plus any incredients)
4) it adds a certain element of imbalance to the game... as some classes get their gear for free as drops, whereas others have to farm for a recipe ... for the weight of 1 recipe and crafted item, I could also implement 2 possible "upgrade tiers" for dropped blue stuff instead.
Don't get me wrong... I think having a crafting system in an ORPG is a great idea, but the execution is severely lacking imho.
What do you think? Should I remove the system? What could be ways to make it more interesting and fun? Do you have other ideas what the crafting system could be used for? I'm currently thinking about revamping the crafting system to make it more like an upgrading system, in which you can "reforge" certain items into one of two possible ways, to add additional abilities (in case of weapons) or stats.
And I always go by the rule that if you can't make something good, don't make it at all...
So what do you think about the crafting in the game so far? How could it be improved? Or should I get rid of it to make room for something more interesting?
There's a huge number of problems with the current crafting system:
1) limited inventory prevents implementation of more diverse base materials and makes the crafting mechanic itself really annoying. I basicly wanted to implement a method to disenchant gear at some point to gain crafting components from green/blue items, but then decided against it simply because adding even more crafting components in addition to ores, plants, cloth and skins (plus non-stackable rare materials) seems like a bad idea.
2) crafted items have to be untradable due to possible duping, which kind of destroys any possible ways to make it part of the character customization (as you can't "sell" your crafted items, every recipe will only be used once and then sold) ... nobody really enjoys when a boss just drops a recipe instead of an equipment item as it basicly just transforms into an equipment item, just with a tedious farming mechanic attached to it.
3) crafting bloats up the save/load stronger than non-crafted items, as every crafted item basicly counts twice (1 for the recipe, 1 for the final product plus any incredients)
4) it adds a certain element of imbalance to the game... as some classes get their gear for free as drops, whereas others have to farm for a recipe ... for the weight of 1 recipe and crafted item, I could also implement 2 possible "upgrade tiers" for dropped blue stuff instead.
Don't get me wrong... I think having a crafting system in an ORPG is a great idea, but the execution is severely lacking imho.
What do you think? Should I remove the system? What could be ways to make it more interesting and fun? Do you have other ideas what the crafting system could be used for? I'm currently thinking about revamping the crafting system to make it more like an upgrading system, in which you can "reforge" certain items into one of two possible ways, to add additional abilities (in case of weapons) or stats.
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