old MO crafting systems seemed deep and incredible. After a time, however, it became apparent that only a handful of recipes were very useful. Lets update this for MO2 yes?
materials:
leathers were almost completely useless in MO1. sure newbies could craft some horrible robes out of them but they were too heavy for the protection they offered, making them something that people never used.
woods had a large variety of weights but spongewood was the universal go-to since it was simply so much lighter than all the others. This made it extremely difficult for other materials to compete, to have some compelling use to justify the increased weight.
horn was too heavy and not as hard as the dental materials, making it of little use since the dental materials were better and not exactly scarce.
crepite was the only useful material for bow bellies. It gave such a big str/dmg advantage over other materials that it was silly to use anything else.
scales were mostly ok, they occupied the middle-weight and middle-defense tier for armors and had some interesting properties in a weapon handle. The higher end scales did seem to get a bit overpowered but that came much later in the game.
carapace could only be used in shields and seemed extremely limited in that sense. Shield stats also had no effect for a very long time in MO so there was no point in anything but making the lightest of shields.
stone materials were also a good balance. decent damage, low durability. not too much to complain about there
iron materials were mostly as you'd expect for weapons and armor. ogh did get a little crazy, tho with how time consuming it is to create, its something that shouldnt be seen very often, more of a 'fun for a rainy day' material.
copper alloys were mostly a disappointment. copper itself was extremely useful for sharp weapons, too good really, whereas bron was simply outclassed for everything. Messing was ok for hammers and the like but tindremic messing was almost always too expensive to make and use as it came at the cost of tungsteel.
sliders:
sliders on armor were always either 0% or 100%. there was no compelling reason to go with some in-between amount. If theres going to be sliders, make them more interesting.
sliders on bows were a letdown. There was no sweetspot to them, it was just choose the best materials and set the slider to the appropriate strength requirement.
weapons dont have sliders but maybe there should be a way to customize them as well, more than just choosing the materials and styles. perhaps the balance of the weapon should come into play, where the pommel could act as a counterweight and would need to be sized appropriately via a slider.
alchemy/cooking:
these were incredible to try and explore. Endless combinations did require maintaining a personal spreadsheet of the various materials and a *lot* of testing/research. A bit disappointing that there was no real way to make 'good' HP food and in the end you simply added moosemeat as a one-ingredient solution. A lot of the later ingredients were very overpowered and obsoleted many other ingredients in the process. Materials should be balanced and if that means adjusting existing materials instead of or in addition to adding new ones then consider doing so. Make the system 'good', dont worry so much about invalidating previous player research.
-barcode
materials:
leathers were almost completely useless in MO1. sure newbies could craft some horrible robes out of them but they were too heavy for the protection they offered, making them something that people never used.
woods had a large variety of weights but spongewood was the universal go-to since it was simply so much lighter than all the others. This made it extremely difficult for other materials to compete, to have some compelling use to justify the increased weight.
horn was too heavy and not as hard as the dental materials, making it of little use since the dental materials were better and not exactly scarce.
crepite was the only useful material for bow bellies. It gave such a big str/dmg advantage over other materials that it was silly to use anything else.
scales were mostly ok, they occupied the middle-weight and middle-defense tier for armors and had some interesting properties in a weapon handle. The higher end scales did seem to get a bit overpowered but that came much later in the game.
carapace could only be used in shields and seemed extremely limited in that sense. Shield stats also had no effect for a very long time in MO so there was no point in anything but making the lightest of shields.
stone materials were also a good balance. decent damage, low durability. not too much to complain about there
iron materials were mostly as you'd expect for weapons and armor. ogh did get a little crazy, tho with how time consuming it is to create, its something that shouldnt be seen very often, more of a 'fun for a rainy day' material.
copper alloys were mostly a disappointment. copper itself was extremely useful for sharp weapons, too good really, whereas bron was simply outclassed for everything. Messing was ok for hammers and the like but tindremic messing was almost always too expensive to make and use as it came at the cost of tungsteel.
sliders:
sliders on armor were always either 0% or 100%. there was no compelling reason to go with some in-between amount. If theres going to be sliders, make them more interesting.
sliders on bows were a letdown. There was no sweetspot to them, it was just choose the best materials and set the slider to the appropriate strength requirement.
weapons dont have sliders but maybe there should be a way to customize them as well, more than just choosing the materials and styles. perhaps the balance of the weapon should come into play, where the pommel could act as a counterweight and would need to be sized appropriately via a slider.
alchemy/cooking:
these were incredible to try and explore. Endless combinations did require maintaining a personal spreadsheet of the various materials and a *lot* of testing/research. A bit disappointing that there was no real way to make 'good' HP food and in the end you simply added moosemeat as a one-ingredient solution. A lot of the later ingredients were very overpowered and obsoleted many other ingredients in the process. Materials should be balanced and if that means adjusting existing materials instead of or in addition to adding new ones then consider doing so. Make the system 'good', dont worry so much about invalidating previous player research.
-barcode