Nurvus
06-04-2008, 10:22 AM
In WoW, we have a crafting based on recepies that allow us to make items with specific stats for a specific level.
The items are often far from optimal, and Blizzard can't just make different versions of every single crafteable item with specific stats like fast/slow weapon speeds, etc.
That leads to 2 things:
1 - Abandoning craft, grinding for the needed items & grind the gold to buy the few crafted items they may need.
2 - Players take a profession because they want item X. Only the end goal matters. The meanwhile is a - seldom useful - sacrifice...
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Would be nice if Crafting actually made a difference.
[Suggestion]
Gathering]
- Natural sources - Skinning, Mining
- Get paid in Raw components (protecting Miners, for example)
- Salvage components - by dismantling item.
Learning]
- Learn how to craft something - by dismantling item.
- Research your known "recepies" to learn how to craft new ones.
Learning Details] You learn both Quality and Shape recepies.
-------------
Crafting]
In WoW, all items are wanted in extremes. Weapons are wanted either with maximum or minimum speed, for different strategies.
But the bad thing is that weapons are not supplied in extremes.
You frequently see 2-handed weapons from 3.4 to 3.8 speeds everywhere.
But everyone wants the closest to 3.8 speed. There's no reason not to...
That makes everyone want the same 10% of the avaliable weapons.
Whatever needs come to be in KW, customizability is always a plus.
Weapons - Dynamics]
- Shape - Blade/Head <> Affects the weapon's damage type (Bludgeoning, Piercing, Slashing) - in any combinations.
Example: A Morningstar could deal X damage - 70% of it as Bludgeoning and 30% as Piercing.
- Shape - Handle/Grip <> Affects Speed and the % damage dealt of each type.
Example: If you assemble a Slashing Blade/Head with a Handle/Grip suited for Bludgeoning, your performance won't be as good. - A curved Handle for a straight Mace isn't very useful.
- Shape - Guard <> Affects Speed and Defensive stats.
- Size <> Affects the weapon's Speed, Damage and Weight (wich in turn also affects speed and damage)
Armor - Dynamics]
- Shape <> Shape may add special utilities.
Example: Spikes - damaging attackers with less than X range. (Fists and Kicks for example)
Base]
- Material <> Affects most stats of an item.
- Weight <> Affects speed (swing and/or movement) and damage/protection.
- Sockets <> For gems.
- Quality <> The quality behind the treatment and work on the material.
End]
- Name your item
In my opinion, crafted armor/weapon should have - initially - no magical properties (unlike in WoW) - unless there is some engineering behind it.
Sure, Resistances can be inherent to the material used to craft the item.
But other than that, you'd have to Enchant it.
Analogy: In WoW, smiths making an Epic (purple) "Mithril Breastplate" with no bonuses (just pure epic quality armor/dps), then an Enchanter turning it into "Mithril Breastplate of the Bear" (+str and +sta)
[Conclusion - Specifics]
Research] - You use up resources to create "new recepies" from your known crafting.
This can be implemented with a reasonable % chance.
Each recepy would add a % chance towards learning a new one.
Example: Spiked Armor - 5% chance to learn Spiked Reinforced Armor
Reinforced Armor - 10% chance to learn Spiked Reinforced Armor.
Knowing both recepies would give your "Research" a 15% chance to learn Spiked Reinforced Armor.
Crafting] - You pick the Design and the Plan (Details & Quality) of your item, then Name it.
All of those decisions affect the resources used to craft the item.
The items are often far from optimal, and Blizzard can't just make different versions of every single crafteable item with specific stats like fast/slow weapon speeds, etc.
That leads to 2 things:
1 - Abandoning craft, grinding for the needed items & grind the gold to buy the few crafted items they may need.
2 - Players take a profession because they want item X. Only the end goal matters. The meanwhile is a - seldom useful - sacrifice...
--------------
Would be nice if Crafting actually made a difference.
[Suggestion]
Gathering]
- Natural sources - Skinning, Mining
- Get paid in Raw components (protecting Miners, for example)
- Salvage components - by dismantling item.
Learning]
- Learn how to craft something - by dismantling item.
- Research your known "recepies" to learn how to craft new ones.
Learning Details] You learn both Quality and Shape recepies.
-------------
Crafting]
In WoW, all items are wanted in extremes. Weapons are wanted either with maximum or minimum speed, for different strategies.
But the bad thing is that weapons are not supplied in extremes.
You frequently see 2-handed weapons from 3.4 to 3.8 speeds everywhere.
But everyone wants the closest to 3.8 speed. There's no reason not to...
That makes everyone want the same 10% of the avaliable weapons.
Whatever needs come to be in KW, customizability is always a plus.
Weapons - Dynamics]
- Shape - Blade/Head <> Affects the weapon's damage type (Bludgeoning, Piercing, Slashing) - in any combinations.
Example: A Morningstar could deal X damage - 70% of it as Bludgeoning and 30% as Piercing.
- Shape - Handle/Grip <> Affects Speed and the % damage dealt of each type.
Example: If you assemble a Slashing Blade/Head with a Handle/Grip suited for Bludgeoning, your performance won't be as good. - A curved Handle for a straight Mace isn't very useful.
- Shape - Guard <> Affects Speed and Defensive stats.
- Size <> Affects the weapon's Speed, Damage and Weight (wich in turn also affects speed and damage)
Armor - Dynamics]
- Shape <> Shape may add special utilities.
Example: Spikes - damaging attackers with less than X range. (Fists and Kicks for example)
Base]
- Material <> Affects most stats of an item.
- Weight <> Affects speed (swing and/or movement) and damage/protection.
- Sockets <> For gems.
- Quality <> The quality behind the treatment and work on the material.
End]
- Name your item
In my opinion, crafted armor/weapon should have - initially - no magical properties (unlike in WoW) - unless there is some engineering behind it.
Sure, Resistances can be inherent to the material used to craft the item.
But other than that, you'd have to Enchant it.
Analogy: In WoW, smiths making an Epic (purple) "Mithril Breastplate" with no bonuses (just pure epic quality armor/dps), then an Enchanter turning it into "Mithril Breastplate of the Bear" (+str and +sta)
[Conclusion - Specifics]
Research] - You use up resources to create "new recepies" from your known crafting.
This can be implemented with a reasonable % chance.
Each recepy would add a % chance towards learning a new one.
Example: Spiked Armor - 5% chance to learn Spiked Reinforced Armor
Reinforced Armor - 10% chance to learn Spiked Reinforced Armor.
Knowing both recepies would give your "Research" a 15% chance to learn Spiked Reinforced Armor.
Crafting] - You pick the Design and the Plan (Details & Quality) of your item, then Name it.
All of those decisions affect the resources used to craft the item.