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  1. Should crafting require you to risk it all?

    My original suggestion doesnt get rid of failures, nor give back materials (although i did suggest a separate salvaging mechanic at the end, although I agree that it shouldnt be nearly the entire amount). It merely softens the blow of failure. The system seems to me to force everyone into an unrealistic "hardcore" mode. I do enjoy the suggestion above about the possibility of gambling all of ones components/resources in order to create very powerful items. It just seems to me that it is a mechanic that doesn't quite fit with an RPG - it doesnt encourage people to try things unless they are complete masters of it. Even some raider with very low skill level and low mental acuity can fashion some sort of armor out of a collection of metal and leather. He won't end up with empty hands asking himself where all his metal and leather went. Now clearly the odds of him making armor that is on the same level as a master blacksmith are slim to none - however he will indeed be able to make armor. My first reaction upon failing the first time to make a hilt was "crap, now I need to try to solder the pommel back on again - wait wtf, where did the pommel go? Wait, where is the grip? everything is gone?" Depending RNG to not cause you to lose everything you are gambling makes it exactly that - a gamble. Might as well plug your resources into a slot machine and hope for the best. By creating a grade of items, it becomes more immersive and encouraging people to try things they might not otherwise.
  2. Lets face it, losing all your hard earned components you spent hours grinding away to get sucks because you had a 97% chance to successfully craft an item and failed. Equally, it sucks if you had a 50% chance and failed. Why not reward people for having a higher chance while not completely betting hours and hours worth of work on what is essentially RNG? At the worst case scenario in most quasi-realistic settings even some materials would be salvageable. I would like to see an end to the all or nothing approach that crafting has right now and moved to a tier-based approach by changing the word "chance" to "ability". When crafting an item, one would use their "ability" to craft it - and it would create something. The higher the ability, the higher the chance to create good or perfect items, while the lower the ability, the higher the chance to create useless, sub-par, and bad items. Grade would be a simple multiplier of the units base stats. Simply have it so that upon crafting, there is a 50% variance in grade based upon the persons original "ability". Someone with 1% ability would max out at 50% item grade, aka .5*(normal base stats) while someone with 75% ability would have a range of .25 through 1.25*(base stats). A weighed approach to the math would be nice to ensure that there are less rather than more random occurrences of awesome gear being made, although it would need to be more in depth that what I can quickly come up with. To sum it up - every crafting attempt would be successful at creating the item in question - but every item would not be equal. To further the idea of not overly punishing for RNG - also it would be nice to allow "failures" to be salvaged back for a % of the total resources used in its production.
  3. My first impression upon jumping into the playtesting was "wow - 52000 health? seems like with multipliers this can get out of hand easily". Obviously this is opinion, but I have found that lower numbers is easier to balance around, especially when weapons do a set amount of damage. The difference between my Myrm vessel and Legion vessel is 10,000 HP. Doing 500 damage per hit on my Myrm (the main one i play) - that is a huge difference of 20 attacks more that the Leg can soak up before any damage mitigation. I dont think I can even do 20 basic attacks in a row without running out of rage. I know this is merely basic attacks - but there should be a base line of some sort. I haven't been involved in game development lately or even on graphics MORPGS, but was concept design on several MUDs that did pretty well and the better systems generally had the max level players at approximately 100 HP. End-game tactics were more tactical and timing than merely button mashing and overpowering with raw stats. Again - opinion, but I think end-game advancement should be more about variation and finding alternatives and skills than merely increasing base stats and numbers. I hated to see Vessels and necromancy incorporated into the game because my first reaction was "well, thats just another bundle of stats that some people will max and then everyone will need to max in order to be competitive". Better weapons and gear should provide subtle bonuses instead of exponentially better results. The high quality axe won't do any more damage cleaving through your skull than the simple one - but it may have less chance to lose durability, it may be better balanced and allow for quicker follow up blows. This is what allows an RPG to engage its players in its world as opposed to merely having it be a constant arms race to get the latest/greatest in order to not become redundant.