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Originally posted by naezgul
Instead of dev's creating every item there is, along with material formulae.......how about.....
they create a program that lets crafters experiment with materials...this then randomly creates recipes for items in a database...that is gone back too for all crafters...most will be garbage items of course...
now there would be ability to sell the recipe to other crafters
I just wanted to point out creating this sub program/database would take a bit of effort...but...in long run would save programming time as each item is not individually programmed
Comments
I think I'd rather see fairly basic recipes for CLASSES of items - the amount of metal, wood, and leather that goes into making an axe is pretty straightforward (think Minecraft or The Secret World) - but the stats (damage/durability/weight) of the item could be min-maxed based on the qualities of the materials.
That part is fairly basic, even in the real world. The real artistry comes from the finish work, using the crafters experience (enhancement/experimentation points?) to further min/max the stats.
Now, if you have a workshop and can hire apprentices (which I think has been mentioned, but might be dependent on funding) and enough of the same grade materials, I'ld like to see them able to duplicate your work to grind out multiple items to your recipe (ala the SWG factory system).
My purpose would be to eliminate the need for dev's to create recipes for everything......also it would lead to an almost infinite amount of experimentation to get unique items...........and keeping recipes secret if you so chose!
how cool would it be being the only crafter to make a sword of leaching until another comes across the recipe by trial and error?
Every thing made will be for the first time.....their would be no recipes on launch...material list would be a known and pertinent possible abilities would initially need be used in item origin program