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  • Raw Materials for Works
  • Neoss Rookie
    Neoss
    License: Honored
    Member since 21/Apr/2021
    Total posts: 16

    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 editted: 2022-04-27 00:06:16
    (3) (0)
    22/Apr/2021 05:04:48

    3 people voted Like

    nofreak
    Martin Zuccarello
    Joshet

    0 people voted Disslike

  • Sébastien BIBET Rookie
    Sébastien BIBET
    License: Honored
    Member since 12/Apr/2022
    Total posts: 6
    Neoss
    Neoss wrote:

    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

    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.

    (1) (0)
    24/Apr/2022 08:04:09

    1 people voted Like

    Joshet

    0 people voted Disslike

  • Joshet Rookie
    Joshet
    License: Honored
    Member since 31/Dec/2021
    Total posts: 268
    Sébastien BIBET
    Sébastien BIBET wrote:

    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.

    Last editted: 2022-04-27 00:11:32
    (0) (0)
    27/Apr/2022 12:04:16

    0 people voted Like

    0 people voted Disslike

1

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Scars of Honor Requirements


Minimum Recommended
Processor Intel® Core™ i5-760 or AMD FX™-8100 or better Intel® Core™ i7-4770 or AMD FX™-8310 or better
Memory 4GB DDR2 8GB DDR4 or better
Video NVIDIA® GeForce® GTX 560 2GB NVIDIA® GeForce® GTX 960 4GB or better
Storage 50 GB Sata HDD 50 GB SSD or larger
Internet Broadband internet connection
OS Windows 7 or newer, Linux Ubuntu 16.04 or newer, macOS® 10.12 or newer.

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