Most mmos have a crafting and gathering. They do it slightly different. Most of the time it's the gameplay surrounding the crafting/gathering that is different, not the crafting and gathering itself. I was thinking maybe its times for crafting and gathering system to evolve, itself, instead of outside influences like the type of pvp flagging in the game. But what's the next step to do this?
When I think of evolution of gameplay, what i mean is how Dynamic Events in GW2 was a evolution of traditional Quest. What's going to be that equivalent for Crafting & Gathering?
Philosophy of MMO Game Design
Comments
User-generated was fun for a while but games seem to be moving away from that. City of Heroes (RIP) did it best but now NWN is shutting it down.
The systems in Vanguard or Star Wars Galaxies had complexity, usefulness and fun factor leaps and bounds over anything released still over a decade later.
I would have crafting mats require regular gathering, loot based mats, dungeon based mats, and crafted mats.
I would also like the ability to color and enchant said gear.
You can see my sci-fi/WW2 book recommendations.
I would like to see it get more in depth. I see Star Wars Galaxies mentioned and a few other games I've not had the pleasure of playing, but it seems that "the old ones" at least had some kind of deeper crafting than what is barely thrown together today. I know many players like it, but I despised Star Wars: The Old Republic's "non-crafting" crafting set-up, where you sent your peons to craft for you. I enjoy crafting and want to craft things myself, not send some apprentice off to do it for me.
I enjoyed EQ's crafting and thought it was fairly in depth, though a bit wonky at times, like using animal parts for "special" armor pieces. Fish scales for a helm? Really? That gets pretty stinky after a bit, I would imagine.
The Elder Scroll single player games would be interesting to see in an MMORPG. I've not played ES:O so I don't know how that crafting is compared to Morrowind. I like the idea of separating out the different crafts. Craft armor, THEN get it enchanted. Crafting magical armor in a forge never made much sense to me, also from my EQ experience.
I also like the idea of "trainers." There will come a point when you hit a plateau and can't figure out what to do next. Visit a trainer and have them show you how to keep on keeping on. Maybe a task (NOT a quest) to help you over that hump?
As I said, there isn't much to crafting, itself. It used to be a much bigger part of the game and quite in depth. I'd like to see that come back. Remember, Devs, the more activities we have, the longer we stay doing those activities
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
I'd like to see this step added so that then, in a fantasy world, you can add additional benefits by using rare woods to burn.
And I'd like to see this step offer experimentation in a wide scale.
You might even soak woods of different types in other ingredients to experiment with in burning the wood coals for some other discovery in the finished "steel."
You could have a very wide range of benefits and detrimental effects, and all subject to discovery through experimentation.
And this could be done with every resource for every skill.
Brewing up a potion? Try adding a little allspice or salt or both, and see what happens.
Tanning leather? Same thing.
Smoking some meat? How about adding a pinch of Black Lotus to the fire and see if anyone dies when they eat the meat.
Maybe you discover that the experiment making steel that ended up as what appeared to be brittle iron, actually makes horseshoes that give added speed or running on water ability to your mount.
Now if only you could figure out how to take that brittle effect out of that iron so your horseshoes don't keep cracking and falling off.
Once upon a time....
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Logic, my dear, merely enables one to be wrong with great authority.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Once upon a time....
The idea of being a "Blacksmith" right from the start.. that is the class, that is what you do, this unlocks special abilities and traits, this allows you to work metal like no one else.
I like that idea, as opposed to what we have now, where people are all like "I'm a Ranger with ranks of Blacksmith"
Are they going to allow players to have 2 classes? Like with a prime class and then a secondary class?
Once upon a time....
Maybe one of the backers can chime in.
So imagine that it takes a long time (time, experience, whatever method of "leveling" there is) to level a class, to learn everything there is to learn about it. Say you know 25% at the very start of your character from your background. This would mean a 25% head start over someone who picked combat vs your blacksmithing. If they decided to become a blacksmith they would need to start from 0.
Maybe from their background they are able to pick up on new things faster than a character who picks up blacksmithing later on in life.
"People will just make alts" is a terrible argument used by those that want to be able to do it all on one character. That is all it is.