New crafting proposal ...
Posted: 17 Jul 2008, 02:32
I had an idea for a new crafting proposal to make it "harder" to just macro your way to crafting all sorts of stuff at one NPC.
First, I propose that each crafting NPC can only make one type of item (I'll explain in a minute*), so that you can't just craft the "greatest sword ever" in the very first town if you have all the ingredients. Think of it as the guy in Kill Bill who made the sword. The bride sought out this guy in order to have him make her a sword. A sword from any other guy wouldn't be good enough. So each player should have to seek out a guy to make the sword/armor/clothes/etc. that he wants. Maybe the NPC's house should have stuff on display that he/she might make.
*Second, each single type of item has many variations. These variations are based on the ingredients thrown into the mix. Think back again to the sword maker in Kill Bill. He had some shorter swords and longer swords, some with red hilts and some with blue, but they were all samurai swords. Ok, so based on that example if you give a Crafter 4 iron nuggets you get a short sword, give him 8 and you'll get a long one. Throw some rubies into the mix and you'll get a Jeweled Sword, which is worth more than a regular one. Also along the same line is the fact that two metals can be mixed by a chemist-type NPC into an alloy which is stronger (meaning a heavier attack) and may have a tighter molecular structure which means it may be resistant (or resist at a slower pace) degradation from normal wear and tear. Also certain metal mixes may be resistant to certain elemental forces as well.
I was thinking also that the ores that you find as drops are small enough and light enough to carry a bunch in your pocket, but in their raw state are useless. You need to take these to a chemist who can refine them into ingots (as opposed to nuggets), an ingot being much heavier. You can only carry a couple to the sword-maker, meaning you'll have to make a couple of trips to your house and back before you've handed over enough metal to make a sword (eliminating the macro-ing). The server could maybe keep track of how much stuff you have given to the NPC.
Swords aside, lets say there's an NPC that makes gloves, if you give her 4 pieces of leather you get fingerless gloves, 8 will give you regular gloves. Add some fluff (maybe the fur of Fluffies) and they'll be padded gloves ... fingerless gloves might have +4 def, fingered +7, fingered/padded have +12 (just examples, you can come up with your own).
Maybe there should also be a way to recycle your sword, or break it down into its parts. Maybe in the process of recycling you lose some of the stuff that went into it. A sword that took 8 ingots to make when recycled only makes 5 ingots, or something ...
Discuss ...
First, I propose that each crafting NPC can only make one type of item (I'll explain in a minute*), so that you can't just craft the "greatest sword ever" in the very first town if you have all the ingredients. Think of it as the guy in Kill Bill who made the sword. The bride sought out this guy in order to have him make her a sword. A sword from any other guy wouldn't be good enough. So each player should have to seek out a guy to make the sword/armor/clothes/etc. that he wants. Maybe the NPC's house should have stuff on display that he/she might make.
*Second, each single type of item has many variations. These variations are based on the ingredients thrown into the mix. Think back again to the sword maker in Kill Bill. He had some shorter swords and longer swords, some with red hilts and some with blue, but they were all samurai swords. Ok, so based on that example if you give a Crafter 4 iron nuggets you get a short sword, give him 8 and you'll get a long one. Throw some rubies into the mix and you'll get a Jeweled Sword, which is worth more than a regular one. Also along the same line is the fact that two metals can be mixed by a chemist-type NPC into an alloy which is stronger (meaning a heavier attack) and may have a tighter molecular structure which means it may be resistant (or resist at a slower pace) degradation from normal wear and tear. Also certain metal mixes may be resistant to certain elemental forces as well.
I was thinking also that the ores that you find as drops are small enough and light enough to carry a bunch in your pocket, but in their raw state are useless. You need to take these to a chemist who can refine them into ingots (as opposed to nuggets), an ingot being much heavier. You can only carry a couple to the sword-maker, meaning you'll have to make a couple of trips to your house and back before you've handed over enough metal to make a sword (eliminating the macro-ing). The server could maybe keep track of how much stuff you have given to the NPC.
Swords aside, lets say there's an NPC that makes gloves, if you give her 4 pieces of leather you get fingerless gloves, 8 will give you regular gloves. Add some fluff (maybe the fur of Fluffies) and they'll be padded gloves ... fingerless gloves might have +4 def, fingered +7, fingered/padded have +12 (just examples, you can come up with your own).
Maybe there should also be a way to recycle your sword, or break it down into its parts. Maybe in the process of recycling you lose some of the stuff that went into it. A sword that took 8 ingots to make when recycled only makes 5 ingots, or something ...
Discuss ...