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My OTB approach to crafting and how it can leave more dev time for other things....

naezgulnaezgul Member Posts: 374

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

  • grimjakkgrimjakk Member Posts: 192

    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).

     

  • naezgulnaezgul Member Posts: 374
    Originally posted by grimjakk

    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?

  • ArcherBullseyeArcherBullseye Member Posts: 77
    I like the idea.. but while there would be 'less' item programming you would still need art work for every item.

    image

  • collektcollekt Member UncommonPosts: 328
    I like the idea as well, it would provide for some cool situations like your example of keeping certain recipes secret unless someone else comes across it. However, I don't think it would actually save any real amount of work/programming.
  • grimjakkgrimjakk Member Posts: 192
    Ah... I see what you mean.  /Special/ recipes!  One problem might be that without a lot of PvE content, we'll have a limited source of the traditional special components (dragon blood, vampire teeth, etc).  Hmm.  Of course we could pull gems, mystical ores, etc, out of the resource points.  I like the idea... but it probably wouldn't result in less programming. ;)
  • naezgulnaezgul Member Posts: 374
    Originally posted by grimjakk
    Ah... I see what you mean.  /Special/ recipes!  One problem might be that without a lot of PvE content, we'll have a limited source of the traditional special components (dragon blood, vampire teeth, etc).  Hmm.  Of course we could pull gems, mystical ores, etc, out of the resource points.  I like the idea... but it probably wouldn't result in less programming. ;)

    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

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