First I apologize for my English ... I use the google translator to write these lines in English and I don't know if it's precise ...
One of the Achilles heels of MMORPGs is the quantity, variety, quality and difficulty of obtaining raw materials ...
I know that many people like to fill chests and chests of materials in their homes in case they ever do something ... that many times the only thing they manage to do is get frustrated ...
By order;
1.- QUANTITY. Having to accumulate thousands and thousands of raw material to be able to make a simple dagger does not make any sense, apart from the weight / volume (It depends on how the backpacks are, if "Devil Type - Item Limit" or "UO Type - Limit of Weight ") that that would carry to the player.
2.-VARIETY. Having to accumulate (be it few or thousands) hundreds of types of raw material to be able to make a single object would not make much sense either.
3.-QUALITIES. Putting different types of qualities to raw materials, I don't see it as an added value either, even if in reality it is like that, this would be a fantasy game. (However, adding qualities to crafted objects depending on the skill of the creator if it makes sense ... improving stats or similar to the more skill you have)
4.-DIFFICULTY. Basically, how many times do I have to hit a vein of ore to get it out? or how many plants do I have to collect in order to make a potion?
My answer to all this would be BALANCE ... Having lost access to the servers these days (I will scourge myself later), and depending on the system of "backpacks" that is used and the one that generates less load to the server ...
Between 5 to 10 Raw Materials per profession and their combinations could give a lot of play, plus some special interprofessional material to make specific objects but without going overboard.
This is my humble and basic opinion, with some more information I would be happy to expand all the sections.
Enjoi
Last edited: 2022-10-05 21:27:09First I apologize for my English ... I use the google translator to write these lines in English and I don't know if it's precise ...
One of the Achilles heels of MMORPGs is the quantity, variety, quality and difficulty of obtaining raw materials ...
I know that many people like to fill chests and chests of materials in their homes in case they ever do something ... that many times the only thing they manage to do is get frustrated ...
By order;
1.- QUANTITY. Having to accumulate thousands and thousands of raw material to be able to make a simple dagger does not make any sense, apart from the weight / volume (It depends on how the backpacks are, if "Devil Type - Item Limit" or "UO Type - Limit of Weight ") that that would carry to the player.
2.-VARIETY. Having to accumulate (be it few or thousands) hundreds of types of raw material to be able to make a single object would not make much sense either.
3.-QUALITIES. Putting different types of qualities to raw materials, I don't see it as an added value either, even if in reality it is like that, this would be a fantasy game. (However, adding qualities to crafted objects depending on the skill of the creator if it makes sense ... improving stats or similar to the more skill you have)
4.-DIFFICULTY. Basically, how many times do I have to hit a vein of ore to get it out? or how many plants do I have to collect in order to make a potion?
My answer to all this would be BALANCE ... Having lost access to the servers these days (I will scourge myself later), and depending on the system of "backpacks" that is used and the one that generates less load to the server ...
Between 5 to 10 Raw Materials per profession and their combinations could give a lot of play, plus some special interprofessional material to make specific objects but without going overboard.
This is my humble and basic opinion, with some more information I would be happy to expand all the sections.
Enjoi
The real question is rather: What is the real place of crafting in the game?
If we take the case of many games, crafting is a secondary complement in reality, not to say useless in large parts of the professions offered.
The real question is rather: What is the real place of crafting in the game?
If we take the case of many games, crafting is a secondary complement in reality, not to say useless in large parts of the professions offered.
I agree, I don't want crafting to be useless, also I would
like a crafting system like ESO, is one of the best I've seen, well organized
and understandable, also still very relevant in end game, but I would like even
more relevance for crafting.
I agree, I don't want crafting to be useless, also I would
like a crafting system like ESO, is one of the best I've seen, well organized
and understandable, also still very relevant in end game, but I would like even
more relevance for crafting.
"Runescape" had the best crafting from the MMORPG games i've played. Even "Runescape 3" is not bad.
It should be meaningful, hard to master and anything but the crappy way WoW did it.