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illenvillen

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  1. Did you guys just watch this video and take out almost all the lessons from it?
  2. How are rewards handled? Is it cumulative on entire history of a member's membership? Or is it more based on a time frame? If I donate 5,000 units one month and then only 100 the next month then go back up to 10,000 units the next. Do my "rewards" fluctuate or is it an average?
  3. I figure something like this would help us keep up to date information, and serve as an informal FAQ for people. Something like: Informal Crafting FAQ: Question 1: Quotes of ACE responses for question 1 Informal Combat FAQ: Question 2: Quotes of ACE responses for question 2
  4. What happens with parcels? The KS has additional bonus tax free parcels based on package size as a stretch goal that was hit. Do we just get (original package parcels + original bonus parcels + additional upgrade parcels)? Or is it (Original package parcels + upgraded bonus parcels + additional upgrade parcels)?
  5. Fair point, I'll try to edit with a summary. UPDATE: Overview: Resources catagories have a variety of types. Each type in turn has sub types. The subtypes have special properties that are inbued on the final product depending on that that final product is. Resources are gathered from either nodes(manually) or from POI buildings (automatically). These raw resources can be refined to produce better/different/additional effects on the final product. Final products require a recipe and a crafting station (even a disposable temporary one). Simplified example: A sword has a recipe that calls for up to 3 metals and can take in 1 additive and will produce 1 slot for an enhancement. The crafter can choose from all the metals but decides on using copper and gold to get the static 1.5% life steal. She can also choose to use BloodCopper (.5% lifesteal) or FireCopper (.5% burn effect) and either CrownGold(+1% damage) or PrinceGold(+1% chance to crit). She chooses to maximize the life steal to she uses BloodCopper and CorwnGold. The allow (Rosegold) comes up with 1.5% lifesteal + .5% lifesteal + +1% damage. Using the bars for this, the final sword has a chance for final stats of 4.9% to 6% (decimals are always rounded up and can only go to the 10ths position to save database space.) lifesteal and .8% to 3%. The chance of getting higher stats can eb increased by using higher Grade resources. If the crafter gets a high stat item she can "save" that blueprint in order to reproduce the results exactly through mass production, or sell the blueprint to another crafter. Database issues: - Decimals are always rounded up and can only go to the 10ths position to save database space. - Every item made in the world will already be stored in a database, this will be adding an extra 5-11 numbers will add an extra 20 to 88 bytes per item - This is somewhat mitigated by having items decay and therefore should be deleted from the database
  6. It not that i dread joining a guild. Its that I don't want to be held to a single guild. I'd rather be able to pick what group I join based on the campaign I'm in, and have it be a more fluid choice. Maybe for Campaign X in the dregs I want to team up with guild 1 for whatever reasons. Now guild 1 wants to play in campaign Y but I want to play in campaign Z. So I say goodbye to guild 1 and join up with guild 2 who is in campaign Z. Instead of joining them fully, kneeling to them seems like a much better option, we help each other out temporarily, probably for a whole campaign. After the campaign ends we part ways without any "quitting" going on; which tends to leave people a bit bitter. It also leaves the option open for spontaneous/ad-hoc "guilds" to form during a campaign. And for smaller guilds to bolster their numbers People who consistently break their oaths will be remembered by the guilds.
  7. I've put a lot of though into each topic in my above post. I'm going to try to avoid refuting people point by point and instead explain how I came to the conclusions I did. No system is without its faults, but the positive effects of a system should vastly outweigh the negative effects. Resource stats: - Grades: S,A,B,C,D,E,F - Types: GreySilver, QuickSilver, WhiteSilver, BlackSilver, + more as time goes on? - Different types have different properties depending on what is being made, a silver sword and a silver shield can be using the same type of silver but the properties they imbue will be different. - Grade affects the chances of how much of that special property makes it into the final product - Subtypes will be cycled in and out of availability in campaigns depending on rarity. Example: GreySilver has the standard silver property of .8 str, and a "unique" special property of adding .3 deflection to shields. Black silver has the same .8 str but its special property is adding 1% crit chance to axes or .25% crit chance to other weapons. QuickSilver also has the .8 str rating and lowers wieght of items made with it by 2%. The grades work like a standard deviation chart. Higher grades move that standard deviation closer to the maximum. So grade A's average is 75% of the maximum while grade F's is 50% of the maximum. Most items made with grade A GreySilver will have .6 str while most items made with grade F GreySilver will have .4 str. There's still a chance for higher or lower numbers in the final item. This makes it exciting for a crafter because its basically gambling at this point but without too much risk. And the "risk" is known going in. At the same time it makes it exciting for gatherers who find special resource points, and gives them an incentive to seek out better/other types of resource points. GreySilver is fairly common and has a base 80% chance of showing up in any given campaign. QuickSilver is rare and only has a 10% base chance of showing up in any given campaign. Explanation: I feel having some type of grade and subtypes will allow for greater competition between resources and the items made. It also makes it more interesting for crafters. Unlike SWG's system of having randomized stats for the resource itself which could lead to tens of thousands of variations on teh same resource, this would be a limited and predictable system. Having subtypes allows for them to be named, which allows for quick identification and recognition. Recognition will be important because it'll be easy for crafters and gatherers to know exactly how valuable the resource is, and what they should look for(Everyone knows that QuickSilver is really rare and valuable and GreySilver is kinda generic). Without variation it turns the initial point of crafting into a chore: go and find a silver mine. With variation now you have to figure out what kind of silver mine you want to find, and gives you a reason to seek out additional silvers mines of different subtypes instead of just sitting on the one you found. The devs can tweak the availability of a given subtype of resource for a given campaign, allowing some control over the flow of these resources. This is to allow for over/under supply corrections in the market place. (ie. someone intentionally tries to stockpile all the QuickSilver [rarity is supposed to be 10% but not its closer to 2%]....well in the next month of campaigns they can just increase the amount spawned in the worlds). Database issue: Assumptions: Strings = 30 bytes each (1 byte for each possible character), decimal numbers = 4 bytes, integers = 4 bytes, all booleans = 8 bytes total SWG: OreXY had 3 stats, each of those stats had a range in the order of 100's or thousands. Each of those variation combos had to be stored when it spawned. This could mean that there were 1 million (100 x 100 x 100) to 1 billion (1000 x 1000 x 1000) entries in the database. Let say each entry is 2 strings, 3 integers, 5 decimals, and all teh booleans for a total of 100 bytes. This means storage size for a single type of resource could be 100MB to 100GB. This system: Each subtype has a static property and 7 grades. Even if there were 10,000 subtypes this is still only 70,000 entries in the database. Even if each entry was 10 times the size of an entry from the SWG system (1KB each) this would mean a storage size of 70MB. #Player choices: # - What kind of silver do I want to find? # - Do I want a specific type of silver or jsut any kind? # - Can I use the type of silver I found myself, or do I want to give it to someone else in trade? # - How do I hide the fact that I found a high grade resource point that that I can have access to it? # - Do I go after a higher grade resource point that will probably be more heavily defended, or do I go after a lower grade that is easier to get? #Gameplay Effects: # - The more powerful organizations will consolidate power over higher grade or certain types of resource points, allowing lesser powers a chance to grab less desireable points # - Crafters will seek out and pay more for higher graded resources # - Crafters will have to seek out certain subtypes of resources to get the most out of thier crafting # - Lower grade resources will be harder to sell (Hopefully this can be offset by other mechanics in this system) # - Players will stockpile higher grade/special resources (This is both good and bad becuase it causes scarcity) (The impact will eb lwo becuase it'll still be possible to get the same final stats from an F grade resource just with lower chances of that happening) #Issues with "current" system # - No variation in resources means first step in crafting is always the same # - No incentive to find other resouces of same type # - Market saturated so its hard to stand out as a gatherer, also might not be worth the time # - Gathering becomes a chore instead of being exciting # - No incentive to go out an find new resources unless you need them # - Makes it much harder for smaller organization to compete since all points for the same resource will be equally valued. Why go after the big dogs when you can just take over the smaller ones? Now the devs might not want "gathering" to be a profession or play style. This is fine but it makes the first step in crafting a very boring one that will be something people do only because they have to. My biggest issue is that it provides little incentive to defend any single point, larger organizations are incentivized to capture the more and smaller points instead of going after the few larger points. This pushes smaller organizations out of what they'd be able to do best, be agile and pick off smaller targets. Guild A ( colition of guilds) has 100 memebers. Guild B (a single solid guild) has 75. Guild C (a collection of random players who deceied to work together in this camapaign) has 10. Sites 1,2,3, 4, 5,and 6 have a small sized supply(1x) of Gold. Sites 7, 8, 9, and 10 have a medium sized(3x) supply of gold. Sites 11, and 12 have a large(7x) supply of gold. No Variation: Guild A can send 15 members to capture/defend all the small sites and have a garison of 15 at each site. With 10 extra members. (Generating 6x) Guild B can send 16 members to capture/defend all the medium sites and ahve a garrison of 16 at each site. With an extra 11 members. (generating 12x) Guild C can only afford to go after a single site, but since the small and medium sites are defended they can't assault those. They capture Site 11. (7x) Guild A and B find site 12 and fight over it. Guild A wins by lowering the garrison of thier other sites to 14. Guild B doesn't want to lower its garrisons to win site 11 but tehy find site 12 which they have the man power to take from Guild C. Guild C with only 10 memebrs does not have the power to take any of the points back from either of the larger guilds. What incentive does guild B or Guild A have to take over each other's sites rather than just defending what they have won at this point? The only choices to be made in this scenarios are how to split up your forces to maximize that multiplier. Variation of resources: FrostGold has a rarity of 10% - Sites 1, and 7 have this. SunGold has a rarity of 50% - Sites 2, 3, 4, 8, and 12 have this YellowGOld has a rarity of 80% - Sites 5, 6, 9, 10, and 11 have this. Site 1 has Grade A FrostGold (1x) - A Site 2 has Grade A SunGold (1x) - A Site 3 has Grade B SunGold (1x) - A Site 4 has Grade C SunGold (1x) - A Site 5 has Grade B YellowGold (1x) - A Site 6 has Grade B YellowGold (1x)- A Site 7 has Grade C FrostGold (3x) - B Site 8 has Grade F SunGold (3x) -B Site 9 has Grade E YellowGold (3x) -B Site 10 has Grade D YellowGold (3x) -B Site 11 has Grade C YellowGOld (7x) - A Site 12 has Grade E SunGold (7x) - B Now all guilds have to decide which sites they want to take and how many forces will be left to denfend it. They find themselves in teh same situation as the "No variation" example. Guild B sees the really rare Grade A FrostGOld at Site 1, they can take it but they'll have to abandon a site in order to do it. Now they have to choose which one to abandon. They choose Site 9 since its makign a low quality and common resource. Guild A retaliates and fights over site 1 occur drawing personel off of other sites. Guild C can now choose to attack and take over whichever sites that the larger guilds choose to abandon. They don't get the best resources but they are able to get some resources. Yes they can get this type of interplay within resource groups (metals: gold, silver, copper, iron etc.) but its still just a pure numbers game instead of having to calculate risk vs reward based on an iffy outcome. Since Grade A just has a higher chance of generating better items than Grade F.
  8. I'm not against a faction, I just don't have the time to join a guild that's set up out of the game. The reason I'd like to go to the dregs is because it's supposed to have the rare resources. I was hoping to be able to have a PvP focused character on the dregs, someone who could survive on their own decently well and go around trying to find those resources on my own, trying to survive and toss those resources into the embargoes (still needs a better name). While managing to remain alive and somehow "winning". Is seems like I might be able to do that by kneeling to the winning faction at some point. Through the fealty system. I have no issues with factions that are created in game, its the ones created out side of the game (guilds) that I don't have the time to deal with.
  9. Then , my question is why were/are there plans for a Guild vs Guild server ruleset? Why would that be different from what both of your are saying the dregs is?
  10. So you're saying that if they weren't able to get the 3 faction ruleset up I wouldn't be able to get anything from this game? And as a consequence I can only play on those types of servers? Why not institute the Guild vs Guild (Shadow) ruleset instead?
  11. I'll try to update later with a few different scenarios to explain a bit better
  12. UPDATE: Overview: Resources catagories have a variety of types. Each type in turn has sub types. The subtypes have special properties that are inbued on the final product depending on that that final product is. Resources are gathered from either nodes(manually) or from POI buildings (automatically). These raw resources can be refined to produce better/different/additional effects on the final product. Final products require a recipe and a crafting station (even a disposable temporary one). Simplified example: A sword has a recipe that calls for up to 3 metals and can take in 1 additive and will produce 1 slot for an enhancement. The crafter can choose from all the metals but decides on using copper and gold to get the static 1.5% life steal. She can also choose to use BloodCopper (.5% lifesteal) or FireCopper (.5% burn effect) and either CrownGold(+1% damage) or PrinceGold(+1% chance to crit). She chooses to maximize the life steal to she uses BloodCopper and CorwnGold. The allow (Rosegold) comes up with 1.5% lifesteal + .5% lifesteal + +1% damage. Using the bars for this, the final sword has a chance for final stats of 4.9% to 6% (decimals are always rounded up and can only go to the 10ths position to save database space.) lifesteal and .8% to 3%. The chance of getting higher stats can eb increased by using higher Grade resources. If the crafter gets a high stat item she can "save" that blueprint in order to reproduce the results exactly through mass production, or sell the blueprint to another crafter. Database issues: - Decimals are always rounded up and can only go to the 10ths position to save database space. - Every item made in the world will already be stored in a database, this will be adding an extra 5-11 numbers will add an extra 20 to 88 bytes per item - This is somewhat mitigated by having items decay and therefore should be deleted from the database This is an outline with rough notes attached. I thought I'd throw it to the sharks and see what comes up. This is to try to foster as much intereaction between players as possible whle still allowing for solo play (if the solo knows what they are doing). It also allows for many strategic descisions to be made. It is a kind of branching tree of how resource points can be exploited as to not overwhelm players with having to make too many descisions at once, or presenting them with too many options at once. Where I can I used ideas already given to us by the devs. Im going to use Silver as my example resource Resource grouping - Category -> Group -> Type -> Subtype - Ores -> Metals -> Silver -> Greysilver Resource stats: - Grades: S,A,B,C,D,E,F - Types: GreySilver, QuickSilver, WhiteSilver, BlackSilver, + more as time goes on? - Different types have different properties depending on what is being made, a silver sword and a silver shield can be using the same type of silver but the properties they imbue will be different. - Grade affects the chances of how much of that special property makes it into the final product Resource Points: - Types: Vein (POI), Node (Individual) - Density: Very High, High, Medium, Low, Very Low (only for veins, makes nodes always more efficient) - Volume: Very High, High, Medium, Low, Very Low. As the resource is mined this stat lowers at certain thresholds. (Actual # is low for nodes, and high for viens). - Baseline Waste: 10-50% Depending on density and volume (Very High: +2.5%, High: +5%, Medium +10%, Low: +15%, Very Low: +25%). - When volume is depleted then the node deactivates never to be to used again. Spawning Resource points: - Each variety of Grade, Type, and Volume are given a different "weight" (ie. Grade S is 70 points, while grade F is 1 point, Type 1 is 70 points, while type 2 is 40 points, High volume is 60 points, while Low VOlume is 10 points) - A proceedural RNG with special conditions is used to generate the total number of available points, then randomly assign each stat a variety. - Nodes are given a larger range of possible points, and have access to the S grade. (This promotes individual gatherers to seek out nodes) - Veins stick closer to an average for number of points given, and can never be S grade. Individual Nodes: - Can only be gathered by an individual with the right tool. (This keeps nodes from being taken as soon as someone spots one, they have to be prepared or rely on others) - Low volume thresholds [very low: <25 units, very high > 100 units] - Each attempt yields 10 units - waste% [10% waste yields 9 units] - Each attempt takes the full 10 units out of the node, which will in turn lower the volume and in turn it'll fall into lower volume thresholds - Individual's gathering skill reduces waste% (this means that higher level gatherers will be able to get more out of the same node compared to a low level one) Tools: - Wear out like every other item - Higher quality allows either a) more skill to be used (meaning that higher level gatherers will require higher level gear to remain effective) or b: has a higher efficiency rating limited by an individuals skill. (meaning only high level gatherers can make use of high level gear) - Each tool can gather an entire group of resources (a pickaxe can get all ores, a knife can get all hides, etc.) - (Maybe) Different tools for the made type of gathering skill, each tool type having its own advantages and disadvantages. [Mining skill can use a pickaxe(more waste, quicker time), a siftingpan (less waste, longer time), or a shovel(average)] POI Veins: - Have high volume thresholds (very low: <500 units, very high > 10,000 units) - Waste is a sum of density and volume for Veins - Similar to nodes each time the "mining" action is taken, a full number of units is taken out of the volume - When not "capped" these sites produce nodes periodically within the area, always of the same stats (grade, type, volume[this lowers with time]). The period it takes to spawn is dependant on the density. The number of nodes is dependant on the volume [which lwoers the more ] - When "capped" with a building they allow for automatic resource gathering. The nodes will stop spawning after they have been gathered. POIs: This delves into a generic solution for POIs - POI's can come "developed", with at least 1 building already in place or "undeveloped", with no buildings in place - Each POI come with a limited number of building "slots" - Each building takes up a certain number of those slots but provides benefits to the POI as a whole. - This means there is an inherent "quality" of a POI based on the number and (maybe), types of slots it allows for - Example types of POI buildings: Fort (allows for a certain time that a POI cannot be attacked), Crafting Buildings, Passive Ability Granting Buildings, Active/Passive Defenses - This allows for choices from players as to how - (Not answered) how are POIs captured? What determines who can build and take up POI slots? - Only certain buildings take up POI slots, "generic" buildings can be build freely Automatic Resource Gathering Buildings: - Needed for automatic gathering - Comes with an increased 5-15% waste to offset advantage over manual mining a little - Come with a bin that holds the resources, owner can set permissions on the bin. - Require a thrall of the apropriate type (miner for a quarry/mine) to operate - Have a limited number of slots for thralls that allow different effects on stats [gathering thralls, guard thralls (active NPC guards), "protection" thralls (can set invulnerable times)] - Size of building model is dependant on thrall slots, more slots = more conspicuous building. - Buildings have stats such as HP, and Hardness [minimum damage threshold] - Gathering buildings have other stats such as Gathering Rate, Efficiency [cuts back on waste similar to skills], - When a gathering building is damaged each 10% of health loss reduces the gathering rate and efficiency - Only architect crafters (masons?) can repair buildings - Building also have upgrades that can be crafted, these increase stats, and change the size/model of the building. - These upgrades vary in quality and must be made by crafters Bins - Have a finite capacity - Can set permissions using a GUI - Have a lock quality that prevents theft, but can be picked by thieves with sufficient skill - Can be upgraded to high lock qualities to prevent/deter higher level thieves - Can be upgraded to higher capacity Thralls - Allow automated funtions - Must be slotted into buildings - Come in different types - (Maybe) Ones of the same type might be more effective certain buildings? Storing and looting resources: this one is subject to heavy debate - Ball method - Each resource subtype has its own ball (a ball of black silver, a ball of white silver, and a ball of grey silver) - Each ball is a container that can be opened in order to see stacks the different grades of the resource subtype gathered - Each ball can only contain a limited number of units (lets say 250 per ball), that is split between all stacks in that ball - When getting a resource the gatherer can choose to add it to an existing ball or make a new one (automate this through GUI?) - The ball cannot be broken apart unless its brought to a special crafting station (this should be generic for the type of resource, ie a single station for all metals and ores) - Looters can only see the weighted average grade of a ball without an appraisal skill. This skill would reveal more and more details the higher it got. (total units, being able to open up and see the grades of stacks, until you can see all that the owner can) - This would make it so that gatherers could "hide" S grade resource stacks in balls are mostly F grade of that resource. - It also makes it so that looters have to sacrifice some other skills in order to properly appraise loot or be organized with an appraiser - Everyone should be able to store things in constructable "stashes" Stashes - A buildable object that everyone can make - They are containers that can be built anywhere - The number of "slots" in these stacks alters the model size of the stash. - They can be upgraded with locks made by crafters to keep others from stealing the things inside - They can be upgraded to be concealed for certain periods of time (rendered invisible without a scouting skill to see hidden objects) - They can be destroyed but doing so destroys the objects contained within it as well - The builder can set permissions for who has access (both putting in and taking out) - [Maybe] Caravans are mobile stashes without ability to protect or hide? - [Maybe] Import/Export - With the ball method, players have a choice in the risk they want to take when making the balls - 1 Ball is a single item to export or import Refined resources - Has a grade like raw resources do - Has special properties for item groups (weapons, armor, ammunition, tools, defensive buildings/upgrades, crafting buildings/upgrades, etc.) - [Maybe] Special properties are hidden until used on final items? - [Maybe] Special property changes depending the the type of item crafted? - Numerical stats still not set in stone (this allows for easier management of inventory) - Has a common strength stat Refining a resource - Resources from the same group can be combined (Metal, Wood, Hide, Stone, etc.) - Requires a refining station - Skill limits maximum final grade of refined resource - Can use 2 to 4 compenents to refine, each combination having a different outcome - Grade of the refined resource is average of raw resources used - Special properties are determined by subtypes of the raw materials used - Strength is a function of the type of resources used (ignores subtype) - Can increase final grade of resource or change/add special qualities by using additives Recipe Book / Blueprints - Once anything is crafted, including refining resources, the recipe goes into the an account wide book for the player - When crafting something the output and stats of the output are shown, the player can choose to make a blueprint out of this to achieve the same results as long as the same components (subtype, grade, additives) are used (this is more important for final products) - Blueprints must be used in order to mass produce - These blueprints are items that can be given to others and/or stolen. - [Maybe] Blueprints are destructable/have wear jsut like every other item? Refining Stations - This is where "resource balls" can be broken up - Made by crafters - Come in different sizes - Higher size = more slots for components and additives - 2 to 6/8 slots? - [To be answered] Can thralls be added if these are buildings? What types and how do they affect it? Acquiring an Item Template - You must have a template to make an item - These are the outline of what resources are needed to make a type of item (sword, helmet, pixaxe, crafting stations, walls, etc.) - There are basic ones that are unlocked and available to everyone from the start. permenantly known. - There are advanced ones that can only be unlocked by leveling up an appropriate skill. permenantly known. - There are special ones that can only be found in the world (Somehow?). These ones are an item (can be traded, must abide by import/export rules, and slowly decay [for in game effect this could be becuase they are tied to a particular world that no longer exists]) - These special ones could be as simple as having an extra component slot more than the standard version of the item. Or more additive slots. Or allow for more enchantment slots. Crafting an Item - Requires an item crafting station - Uses raw or refined resources (Allows items to made at a low quality) - Each grade level of the components increases chances the final special stats of the item. - Additives can be used if additive slots are available to change/add special properties. (this allows for slightly more reliable results) - Once the item is made it can be made into a blueprint (grades, refined/raw resource types, and additives must be the same) so taht the final result can be exactly duplicated. Taking out the chances for higher or lower special stats. (a sword can have 1-5% crit chance. You make 10 swords that are 3% crit chance. you create a sword that finally has 4.88% crit chance. You want to replicate this result so you create a blueprint, but it requires the exact ingredients that were orginally used) - A character's crafting skill will increase the chances of the final special stats of the item Item Crafting Stations: - Come in sizes, higher sizes have more slots for components and additives - Can be upgraded to allow repairing and enchanting - If a template requires more slots than the station has available, then the station cannot be used to craft the item Enhacing/Enchanting - Thralls are the only thing used ot enhance an object after its creation. - Carriables require the use of an item crafting station? Portable consumable "enchanting stones" could also be used? - Buildings can be slotted with thralls without assistance - Different thralls are limited to different types of slots - The same type of slot should always allow for multiple types of thralls Repairing - Carriable items can be repaired using a field repair kit (anyone, consumable, high durability reduction), a repair tool(crafters only, moderate durability reduction), or a item crafting station with the repair upgrade (whoever has permissions, low durability reduction) - Buildings can only be repaired with a repair tool. Selling -
  13. Winners get to keep 100% of their embargo. Loser Keep 0% There are no teams, this will be a FFA ruleset. My question is: What separates the winners from the losers in this set up? How do you score "points" to win? Is there only 1 winner since this is an FFA?
  14. Resources: 1) Are there different qualities of the same resource? 2) Are there different sub-types of the same resource? 3) What does the tree for resources and thier sub types look like? 4) What kind of stats do resources have, if any? 5) How visible are these stats? Resource gathering: 1) How are resources gathered? 2) Are there gathering skills? 3) What impact do those skills have? 4) How do resource gathering points vary? 5) Is there a finite supply of a resource at a given point? 6) Does equipment affect gathering? Resource Storage 1) How many of the same resource can be stacked? 2) Do you have a seperate resource storage bag? 3) If there are different qualities of the same resource how do you manage those stacks? 4) How are resources held when not in your inventory? 5) Who has access to those resources not in your inventory? Resources as Loot/Transporting Resources 1) What do killers want to see when looking through a "crafter's" bag? 2) Is there a way to obfuscate the resources that are being carried? 3) How big of a loss is dying going to be for a crafter? 4) Will it be more effective to carry 1 big stack or lots of smaller stacks? 5) Should killing and looting be as effective as taking the time to gather the resources? Especially since crafters are "giving up" combat skills? Getting Resources/Refined Resources/Crafted Items to and from EKs and Campaign Worlds 1) How are stacks of resources going to be treated by this system? Is each stack a single item? Or is each piece seperate? 2) Is it more effective to bring back refined resouces instead of raw ones to your EK? Or to a Campaign world? 3) Is it more effective to craft your items before a campaign ends to get items to your EK? Or before you go to a Campaign world? Refining Resources 1) How many refining steps are there? 2) Are there skills involved in refining? How do they impact the refining process? 3) What are the GUI mechanics of refining? Click and drag? Mini-game? 4) Can you set multiple outputs at once? i.e. make a 20 ingots from 40 raw resources at once? 5) Are there multiple ways to refine a resource? 6) Are the outputs of refining variable based on the same inputs? (i.e. varying qualities or stats) 7) Can one resource be refined in different ways? (Like using additives? or using a different skill?) 8) How do resources combine during the refinement process? 9) If resouces combine and there are variable stats for resources, how to those factor in the output refined resource? 10) Are there subtypes of a single refined resource type? What does this tree look like? 11) Do you need a workbench/tool to refine resources? What affects do these have on the refinement process? Do these breakdown? Acquiring a recipe for an item 1) Are these actual items? 2) Are they transcribed into a "book"? 3) Are they all "known" form the start and your skill unlocks them? 4) Are there variations of recipes? 5) How do we get these recipes? 6) Are there personal recipes? 7) Should there be unique recipes? Experimenting with recipes for an item 1) Will players be able to discover recipes on their own? 2) How many variationscan eb made out of a single recipe? 3) Will players be able to store/flag favorite combinations for a recipe? 4) Are there combinations that won't work? 5) Will experimentation be done though crafting or as a separate system/interface? Crafting the item 1) What does the interface look like? 2) Is there room for experimentation during this process? i.e. Additives? 3) How does crafting skill affect this process? 4) Are the output item stats variable? What factors go into this variability? 5) Can items be mass produced? Though what means? 6) Do you need a "workbench"/tool to craft? Do these vary in abilities and quality? Do they affect what recipes can be crafted? Do they break down? Enhancing the item 1) In what ways can an item be enhanced? 2) What determines if an item can be enhanced while being/after being crafted? 3) Is there variation in how much items of the same type can be enhanced? 4) How do enhancements themselves vary? 5) Are enahncement components universal? Or can they only be used in a particualr tpe of recipe? 6) Do you need a workbench/tool to enhance items? Do these things break down like all other items? Repairing the item 1) Does it consume resources to repair an item? 2) How to crafters determine a repair fee? 3) Can repairing be automated in EK's though thralls? 4) Are field repairs possible? 5) Do we need a workbench/tool to repair an item? How these tools to repairing certain items? Do they breakdown? Scrapping the item 1) Can you get the raw resourcs back? 2) Can you get the refined resources back? 3) Can you get the enahncements back? 4) Can you get any other components back? 5) Do you get a base or a variable amount back? 6) Is this dependant on skill level? 7) Is scrapping a separate skill? 8) Do you need a skill to scrap an item? 9) o we need a workbench/tool to scrap an item? How these tools to scrapping certain items? Do they breakdown? Selling items/resources/refined resources: 1) Can any information be hidden during a trade? 2) How are values determined? 3) How will wiki's and internet perferation of information affect values? 4) Are monopolies allowed? 5) Will the only place to find "fair" values be online? or will there be an in game stock market tool? 6) How does money work? Where does money originate from? Is it a limited supply? If money if infinitely generated, how do you keep inflation in check? 7) Will NPC vendors be set it and forget it? Or will you be able to tweak them to respond via AI? (Such as offering discount for bulk?) I'll try to update this as I see more questions/topics for crafting. I made this list to show how complicated a crafting system is. I saw most crafting system topics fight for a single aspect of the system with out really considering the other parts. Hoping this will help people take more things into account when they make a proposal for the crafting system.
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