I listened to the Q&A and found it to be somewhat informative. Also shows where their mind set sits with making the game fair to everyone while still keeping an edge on veterans who know the game. So my question to everyone. How would you make crafting better, more interesting, engaging, ect.?
I personally loved the old way of sliders and tying in your clades knowledge to the sliders. It did need some help though as, suggested example would be: Any knowledge will decrease the sliders gap. Including use of weapon, so a grand master swordsman could know any sword by viewing its stats. At same value that a crafter who makes the weapon would have.
Sliders vs directed point values?
I love the sliders, giving players a understand as they gain knowledge seems fantastic. I feel a direct point system would decrease the variety of what's produced by crafters. Eventhough i would like to see something that gives knowledge to a weapon without breaking it. Like an appraiser skill that let's you decrease sliders without needing a lot of knowledge while giving some general information ( example for sword: durability 30-100, slashing 10-35, piercing 10-25, blunt 5-10. Based on unarmored statistics.) I see this helping sell items, craft, purchasing and fine tuning for the masses. I always enjoyed selling good gear to players and great gear to guildies. To see more mass production would be nice if everyone could get an idea of what they are looking at. Even if it takes skill points, i believe it would help newer players or player who want to markets with different tiered items.
Interactions with crafting.
I would like to see less drop and wait for process completion. By creating some form of visual application, I'll use cooking as the example ( somewhat similar to alchemy imo, just more goes into alchemy x.x ) : Depending on tool used for cooking depends on the animation played when in "the cooking process ". Stering a stew as it boils, spinning the turnip, while giving players a 4 tier system to create a multitude of more options. Like a real cook, 1t prepare, 2tcook and season, 3t garnishes, and 4t meal plate ( allowing to eat different items in one sitting ). This could really give cooks the feeling of being a real cook. Alchemy would follow similar idea with slightly different way of creating items ( because its alchemy..)
Other forms of crafting, weapons, armor, fetching.
Minigames!!! Give more skill based crafting in this area. Maybe a player used a dowel and a fletching wheel to sleep a piece of wood. The player in the mini game would use the dowel to create arrow shafts then combining feathers, shaft and tip would create an arrow. Following the same idea for other crafting. Using a anvil to pound swords into shape. The better you are with your personal skills and ingame skills, would determine the quality of the out come of such item. Same with fletching, let's say you mess up slightly, it just makes a weaker arrow shaft insted of "failing" to create something. This in turn gives crafters a real skill and practice to become true grand masters. Just having knowledge is power, having skill and knowledge could make a crafter a one of a kind cuase its extremely good with the skill portion.
Butchery, woodcutting, mining, gatherables?
Hearing that trees may fall and rocks to be destroyed, sounds amazing! I think that moving to the idea that they regrow over time is just great. It brings that realistical experience to traveling when entire forests get wiped for a day. Seeing how it works in other games, I would like to see butchery follow near by. Instead of bringing your carcass back to butch properly, why not give butchers a portable mat similar to a campfire or any portable equipment. As a hunter in real life, we do field dressing which helps lighten the loads when traveling back. No need to bring hide back if we dont use it right? So ideally a butcher should be able to do their job anywhere if they have the right supplies, clean mat, good knife, and storage.
Item edits?
I think throwing some lore behind gear and showing reason or why bone tissue leather is an armor. Could tie this with clades, as each clade is very particular to their areas. Not to give away what materials that are used but to inform us maybe why Tindrems gaurds wear plated armor, and sidionas wearing leathery strings. Just to fill lore background while giving new players ideas of what could be used for crafting instead of hearing "wtf, bone armor?" Not everyone has knowledge of old war times and equipment, so to introduce a lore that gives players ideas of why particular clades or empires have certain gear. ( Example: Tindrem Guards Plated head to toe, their empire is known through all the lands as a powerful empire who has powered their way to victory in times of war.) To fill the 700 year gap that will be known because of player assets to empires, regions ect.
Would love to hear other suggestions as it sounded like they arent fully engaging in the newer crafting system yet, this could be the time where our suggestions push good measures and mechanics!
❤-Phen
I personally loved the old way of sliders and tying in your clades knowledge to the sliders. It did need some help though as, suggested example would be: Any knowledge will decrease the sliders gap. Including use of weapon, so a grand master swordsman could know any sword by viewing its stats. At same value that a crafter who makes the weapon would have.
Sliders vs directed point values?
I love the sliders, giving players a understand as they gain knowledge seems fantastic. I feel a direct point system would decrease the variety of what's produced by crafters. Eventhough i would like to see something that gives knowledge to a weapon without breaking it. Like an appraiser skill that let's you decrease sliders without needing a lot of knowledge while giving some general information ( example for sword: durability 30-100, slashing 10-35, piercing 10-25, blunt 5-10. Based on unarmored statistics.) I see this helping sell items, craft, purchasing and fine tuning for the masses. I always enjoyed selling good gear to players and great gear to guildies. To see more mass production would be nice if everyone could get an idea of what they are looking at. Even if it takes skill points, i believe it would help newer players or player who want to markets with different tiered items.
Interactions with crafting.
I would like to see less drop and wait for process completion. By creating some form of visual application, I'll use cooking as the example ( somewhat similar to alchemy imo, just more goes into alchemy x.x ) : Depending on tool used for cooking depends on the animation played when in "the cooking process ". Stering a stew as it boils, spinning the turnip, while giving players a 4 tier system to create a multitude of more options. Like a real cook, 1t prepare, 2tcook and season, 3t garnishes, and 4t meal plate ( allowing to eat different items in one sitting ). This could really give cooks the feeling of being a real cook. Alchemy would follow similar idea with slightly different way of creating items ( because its alchemy..)
Other forms of crafting, weapons, armor, fetching.
Minigames!!! Give more skill based crafting in this area. Maybe a player used a dowel and a fletching wheel to sleep a piece of wood. The player in the mini game would use the dowel to create arrow shafts then combining feathers, shaft and tip would create an arrow. Following the same idea for other crafting. Using a anvil to pound swords into shape. The better you are with your personal skills and ingame skills, would determine the quality of the out come of such item. Same with fletching, let's say you mess up slightly, it just makes a weaker arrow shaft insted of "failing" to create something. This in turn gives crafters a real skill and practice to become true grand masters. Just having knowledge is power, having skill and knowledge could make a crafter a one of a kind cuase its extremely good with the skill portion.
Butchery, woodcutting, mining, gatherables?
Hearing that trees may fall and rocks to be destroyed, sounds amazing! I think that moving to the idea that they regrow over time is just great. It brings that realistical experience to traveling when entire forests get wiped for a day. Seeing how it works in other games, I would like to see butchery follow near by. Instead of bringing your carcass back to butch properly, why not give butchers a portable mat similar to a campfire or any portable equipment. As a hunter in real life, we do field dressing which helps lighten the loads when traveling back. No need to bring hide back if we dont use it right? So ideally a butcher should be able to do their job anywhere if they have the right supplies, clean mat, good knife, and storage.
Item edits?
I think throwing some lore behind gear and showing reason or why bone tissue leather is an armor. Could tie this with clades, as each clade is very particular to their areas. Not to give away what materials that are used but to inform us maybe why Tindrems gaurds wear plated armor, and sidionas wearing leathery strings. Just to fill lore background while giving new players ideas of what could be used for crafting instead of hearing "wtf, bone armor?" Not everyone has knowledge of old war times and equipment, so to introduce a lore that gives players ideas of why particular clades or empires have certain gear. ( Example: Tindrem Guards Plated head to toe, their empire is known through all the lands as a powerful empire who has powered their way to victory in times of war.) To fill the 700 year gap that will be known because of player assets to empires, regions ect.
Would love to hear other suggestions as it sounded like they arent fully engaging in the newer crafting system yet, this could be the time where our suggestions push good measures and mechanics!
❤-Phen