A Game of Thrones role playing community and NWN2 persistent world project discussion board.
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Re: CraftingI developed a very involved crafting system, including custom skills and feats. This made people choose between spending skills and feats on combat abilities or crafting abilities. To be able to craft the best items took a substantial feat cost. This prevents someone from being The best fighter, and the best swordmaker. |
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Re: CraftingConceptually, that's been the standard approach with crafting systems. Skill/feat allocation determines chance of success. I'm not opposed to it, and in fact I have fond recollections of such systems from my playing days, but it's not the direction we wanted to go with this. |
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Re: CraftingAs we discussed earlier, I'll use this as a working space for notes for the crafting system, as well as a place to get feedback from everyone. I'll try and break down the different sections as much as I can to keep relevant information together. As well I'll list a few alternatives so we can come to a consensus on how we want the parts to work. This is incomplete, and currently a work in progress, but please feel free to comment on anything you dis/like. Last edited by Via Con Diablos (2009-05-14 05:42:24) |
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Re: CraftingGlad to see you sinking your teeth into this VcD. I'll share my thoughts below as a starting point for discussion.
Couple thoughts on this. On the one hand, this fits perfectly with a hardcore role play environment, something I think AGOT will be. With a large player base, this would be something I would favor. However, these kinds of limits will force players to choose between pursuing a trade or getting involved in politics, which is the emphasis of AGOT. With a small player base, it's almost assured that nobody will elect to play the craftsman if forced to choose, which negates both the benefits and the rewards of having such a system in place. We may need to be flexible to accommodate whichever reality emerges.
Rather than a straight-up success/fail based on skill, the implementation could attempt to simulate the process of making a sword and assessing a combination of the players accuracy (timing, amount of ingots, # of folds, etc) and skill rank to determine success. Skill would increase with time and repetition whereas accuracy would not. A player will need to learn what it takes to actually make a sword, a process that starts with smelting ore and ends with shaping and cooling heated ingots, and execute that process either through trial and error or through an apprenticeship with PC or NPC. The processes themselves can have the tolerances you talked about, but the key here is the player learning and not just dumping points into their character to get the desired results.
Yeah, that sounds reasonable.
Yeah I agree that a feat should award a good boost, if taken.
Very interesting concept and I like the idea. But depending on size of player base, we may need to forgo limits on non-crafter classes to accommodate reality.
I totally agree with this approach. |
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Re: CraftingOn a side note, are we limiting players to One active character at a time, or can they have multiple, which would help with the "crafter" pc characters. Last edited by Via Con Diablos (2009-05-14 14:01:44) |
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Re: CraftingAt the moment, 1 character per player (for a variety of reasons), but we have discussed other possibilities like a time based system that requires players to switch to another character after so many hours of play (to encourage role playing character concepts while allowing more freedom). |
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Re: CraftingCool, I've thought about it a bit, but I'm in vegas at the moment, so haven't had much time to look over it. |
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Re: CraftingThe interfaces can be customized to the specific crafting activity, for usability purposes, so it might be a good exercise for us to start with the list of activities we identified in this thread and try to flesh out the details of what an appropriate interface would look like. I'll take a stab at it this afternoon. |
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Re: CraftingI have played a lot of MMORPGs since EverQuest hit the shelves back in 1996, almost all of the paying one and I have never like crafting. On the other hand, my wife is always a master craftman and can spend hours making shiny and useless things. |
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"Life is pain, Highness. Anyone who says differently is selling something." Westley - Princess Bride |
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Re: CraftingNow, about the fun factor in crafting and other non-fighting activities. I have already posted about it. |
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"Life is pain, Highness. Anyone who says differently is selling something." Westley - Princess Bride |
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