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Anyone ever thought of giving a substantial purpose for crafting?

Has anyone ever considered implimenting crafting as a gameplay mechanic that isn't there to support combat? Most games I think of crafting is only used to boost your combat abilities. If you take Guild Wars 2 and use the dynamic event system as a support for crafting a lot of opportunity could arise. For instance, a town has been attacked and a lot of buildings destroyed - players could then work to craft new structures or else supplies given by town shopkeeper cannot be accessed until his shop is fixed... or alternatively a town is struck by disease - players could use potion making crafting to cure npc ailments and if not they would not be available to give supplies etc. 


 


Any suggestions or problems people could think of for this? 

Comments

  • TruthXHurtsTruthXHurts Member UncommonPosts: 1,555

    Star Wars Galaxies crafting system wasn't just to support combat. 

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  • Sain34Sain34 Member UncommonPosts: 293

    Horizons. What a game that could have been.

    image

  • TheConkinTheConkin Member Posts: 12

    Originally posted by TruthXHurts

    Star Wars Galaxies crafting system wasn't just to support combat. 

    Oh I havent played SWG - What crafting system do they have? 

  • JoliustJoliust Member Posts: 1,329


    Originally posted by TheConkin

    Originally posted by TruthXHurts
    Star Wars Galaxies crafting system wasn't just to support combat. 
    Oh I havent played SWG - What crafting system do they have? 

    What crafting system did they have? - correction

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  • CzelawCzelaw Member UncommonPosts: 173

    VG has a craft system if you dont want to quest mobs you can build homes and guild halls . or if you want to suport the war effort you can craft arms and  armor. there are entire guilds that only craft. seeing as crafted gear meets or exceeds raid gear,

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  • generals3generals3 Member Posts: 3,307

    Originally posted by TheConkin

    Has anyone ever considered implimenting crafting as a gameplay mechanic that isn't there to support combat? Most games I think of crafting is only used to boost your combat abilities. If you take Guild Wars 2 and use the dynamic event system as a support for crafting a lot of opportunity could arise. For instance, a town has been attacked and a lot of buildings destroyed - players could then work to craft new structures or else supplies given by town shopkeeper cannot be accessed until his shop is fixed... or alternatively a town is struck by disease - players could use potion making crafting to cure npc ailments and if not they would not be available to give supplies etc. 


     


    Any suggestions or problems people could think of for this? 

    In "A Tale Of In The Desert" the crafting system is basically everything. You don't craft for combat, you craft to be able to craft more (well that's putting it very simply). But anyway, it had a great system but ya... when there is no combat at all it gets old after a while.

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  • idgaradidgarad Member Posts: 174

    Eve Online did. Best crafting and economy hands down.

  • KenFisherKenFisher Member UncommonPosts: 5,035

    Those are some clever ideas.  I usually think of crafting only for weapons/gear either for use or for sale.  I like the idea of adding more purpose.


    Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security.  I don't Forum PVP.  If you feel I've attacked you, it was probably by accident.  When I don't understand, I ask.  Such is not intended as criticism.
  • QuirhidQuirhid Member UncommonPosts: 6,230

    I'd like to see a sort of Transport Tycoon style crafting/economy or addon to traditional crafting. Or a "blacksmith manager" in a Theme Hospital/Rollercoaster Tycoon sense managing one industry with NPC crafters etc.

    Just the traditional crafting is rather boring no matter what the effect in the bigger picture. It doesn't have to be dull, does it?

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  • tupodawg999tupodawg999 Member UncommonPosts: 724

    Originally posted by TheConkin

    Has anyone ever considered implimenting crafting as a gameplay mechanic that isn't there to support combat? Most games I think of crafting is only used to boost your combat abilities. If you take Guild Wars 2 and use the dynamic event system as a support for crafting a lot of opportunity could arise. For instance, a town has been attacked and a lot of buildings destroyed - players could then work to craft new structures or else supplies given by town shopkeeper cannot be accessed until his shop is fixed... or alternatively a town is struck by disease - players could use potion making crafting to cure npc ailments and if not they would not be available to give supplies etc. 


     


    Any suggestions or problems people could think of for this? 

     

    I have a few things like that in my hobby game design.

    The first was a lot of the game revolves around factions and gaining favour with factions so there'smissions to craft gear for a faction to earn favour in the same way as going on a combat mission.

    Some of my daily faction missions involve crafting e.g one where woodworkers can get a mission to make repairs (which can give skill-ups) around a wooden fort.

    (After reading about GW2 i was thinking of some of them as DEs like a repair DE that occurs after an attack on a village.)

    A third was connected to the dynamic zone aspect i.e. players flick a game flag that allows a wooden fort to be built in a wilderness zone adjacent to the human start zone. one option is to make the fort-building automatic. the second option was so the flag just made it possible to *build* the fort. this would mainly involve gathering enough resources and then turning them into planks, nails etc.

    The fourth was a fantasy version of a space-trading games. Each settlement producing different goods like one village produced ink and dye from toad-slime, another wood, another stone etc so they had different prices for different goods and you could travel between the settlements buying and selling. Longer-distance trades would be more valuable e.g. the dwarves would pay more for food and sell iron relatively cheap. you'd start the trader path with just a woven basket on your back which could hold one unit of trade goods. You could upgrade that to a donkey with two units, then a wagon, then a coaster, eventually a sea-going ship for cross-continent trades.

    The last was a simpler version of the last one where the auction house only worked locally unless a trader had made the journey between towns recently. So if a trader went from dwarf town to human town then gear in the dwarf and human AHs would be viewable from both for like an hour or so and the trader got a percenatge of any trades between the two towns during that time.

  • DraronDraron Member Posts: 993

    Wurm Online sounds like your game.

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