Crafting Diversity

Post » Wed Nov 13, 2013 11:09 pm

I'd like to suggest some diversity within the crafting system, by this i mean instead of the standard within most MMO's that is to get recipes/schematics and combine required ingredients as in, "combine component A with component B" and you get the crafted item "Iron Short sword" for example. That Sword being exactly the same as another crafters Iron short sword.
Diversity in the components used by giving the crafters some control over experimentation to discover varying grades of those resources to be used in his/her recipes that effect the outcome of the finished product.
For example in the case of the recipe for an short sword a novice crafter would follow the recipe for making a short sword and likely end up with that iron short sword, but with time that crafter would learn and find that adding carbon to the iron during the smelting process would grant him steel, with more experimentation he may learn that by quenching and tempering the sword would be harder and have increased durability, and more experimentation with other combinations of ingredients and amounts could lead to other types of resources or grades of known resources all effecting the finished product
So instead of seeing multiple identical short swords on the market the crafter can stand apart based on his/her own knowledge of their craft.
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Kate Murrell
 
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Post » Thu Nov 14, 2013 6:08 am

Already done. They've already mentioned the use of additives to further improve your crafted item.

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Penny Wills
 
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Post » Thu Nov 14, 2013 2:00 am

Why fix was is not broken. the TES crafting system works fine.

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leigh stewart
 
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Post » Thu Nov 14, 2013 7:27 am

You're really only just describing the different levels of crafting that most games use already...you add more and better components and you get better short swords.

What you are looking for is a recipeless system?? Just a basic template and you have to figure out how to make it better yourself through experimentation and failure?

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Jenna Fields
 
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Post » Wed Nov 13, 2013 11:31 pm

To an extent. I loved what they did in Skyrim with making you munch through ingredients to discover their qualities. Still though, there was a very set pattern for each product. No variation. No room for creativity.

If only such a system existed. As much as this is gonna require more work to pin down, pinned down it will be, and then it goes on the wiki. One optimal recipe for all to see. The only way to get around it (aside from the horror of RNG) is to create some kind of mini game that requires skill and timing. Not sure ZOS wants to go that route.

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kennedy
 
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Post » Thu Nov 14, 2013 3:52 am

I suppose on the surface its the same as just adding more components for better results, but having to learn for yourself what components, amounts ect , instead of having it handed to you brings greater satisfaction. Although i'm not suggesting having complete failures with the loss of resources, just varied results depending on how close the crafter was to the ideal combination for what ever stat.

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BEl J
 
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Post » Thu Nov 14, 2013 11:03 am

In about one month all people will have to do is look the "ideal" combo up and the entire system is made pointless. That sort of system will NEVER work as intended in ANY video game.

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Kate Norris
 
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Post » Thu Nov 14, 2013 9:21 am

Like Sparhawk said above, it would make it mysterious for a short period till it was all nailed down. You can bet there would be a wiki with all the player written recipes soon enough and your back to having the same thing as before.

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John Moore
 
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Post » Thu Nov 14, 2013 10:46 am

yes eventually everything would make it to the wiki, but i don't think it would be as fast for higher level stuff when you consider they often have several components, and new items are added in MMO's from time to time, and who's to say they have to notify us every time they did, in fact not telling us would keep us guessing. Additionally, just because there is a wiki doesn't mean i have to use it.

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Liv Brown
 
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Post » Thu Nov 14, 2013 9:51 am

When there are at least several thousand people all playing the same game and quite a lot of them are working on finding out how stuff works, you would be surprised how fast stuff gets found out.

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ILy- Forver
 
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Post » Thu Nov 14, 2013 8:02 am

So I guess what we need is more...uncertainty? :D

Yeah, okay, that was lame. Been racking my brain for a way to make that joke all morning.

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Lori Joe
 
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Post » Thu Nov 14, 2013 12:33 pm

A way to make crafting more interesting would be to make crafting a mini-game. Where better execution of the said minigame results in a better quality item. Toss in some RNG, skill trees, maybe some crafter orientated gear (crafter stats), the possibility to latch on different stats through different additional craft items (which is already in afaik). For reference you could check out the existing system that is being used in the remake of final fantasy 14, the game is balls after you hit max lvl but crafting remained a fun thing to do. And yes, this system does have it flaws. But the current craft system that is being used in TES is outdated imo, just because something works doesn't mean that you can't make a better alternative.

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Lucy
 
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Post » Thu Nov 14, 2013 1:04 am

RNG for crafting is NEVER a good thing, EVER. Crafting should NEVER have RNG for stats.

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Sophh
 
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Post » Thu Nov 14, 2013 7:38 am

Sooooo much +1 to this. I'm not gonna spend months grinding the same item just to score a couple good UVs. That's not skill, that's just a mind-numbing time sink.

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Scared humanity
 
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Post » Thu Nov 14, 2013 12:37 pm

Here is a problem with many of these ideas, Crafting also needs to be easy/simple enough that it is actually worth it to do over/equal looting it. Why waste time crafting when i can go out, beat some boss and have the same item for less hassle.

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sara OMAR
 
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Post » Thu Nov 14, 2013 4:14 am

They've said though that looted materials can be improved through crafting. Sounds to me like crafting's the only option for top endgame gear.

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Mackenzie
 
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Post » Thu Nov 14, 2013 10:23 am

Maybe different recipes could have different results... so what I mean is that for steel sword lets say you have 3 additives: Giant ToeNail, Mithril Flakes, and Ancient Oak Bark.

Steel Sword (w/ Giant Toe Nail): Heavier sword, takes more weight, swings slower, does more damage, makes it more durable

Steel Sword (w/ Mitrhil Flakes): Lighter Sword, Swings Faster, Less Damage, Slight increase in Durability

Steel Sword (w/ Ancient Oak Bark): Adds a little weight, adds a higher critical hit chance, does additional damage to constructs and outsiders, and less damage to natural inhabitants of Nirn.

Just a few examples of how additives could alter the weapons pre-enchantment to get a weapon even more tailored to your purposes.

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Chloe Botham
 
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Post » Thu Nov 14, 2013 5:02 am

I think he was suggesting a mini-game as opposed to RNG. Where it requires skill to get high rolls. So some people might never be able to make the best gear even if their in game character has maxxed out crafting.

I don't know how to feel about this. I'd kinda prefer in game stats, but also wouldn't mind it. It'd be cool to see videos of them asians master crafting swords 3x faster than most people can make a crappy sword.

It'd be sweet to have to strike the hammer down on the anvil at the right time, too soon or too early and you have a less effective weapon.

But still wouldn't want this game to be a time-sink at all for that. Please no Fable 3 flashbacks.

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sw1ss
 
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Post » Wed Nov 13, 2013 8:18 pm

Pretty much this.

Afaik endgame gear will be obtained/improved through crafting professions. Although it isn't so much about how 'fast' you can make it, if the system is about e.g. timing (hitting the metal), using the right temprature (at what temperature is iron the easiest to hammer into the right shape), etc.

And you were right about the RNG part concerning the mini-game. In this context RNG would relate to different opportune times to execute specific skills/abilities during a mini-game, atleast that's what I was trying to explain.

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des lynam
 
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