U do know Horizons did this but not great.
It allows the smith to build a weapon after gaining enuff skill useing better materials to change the appearance of the weapons there makeing.
and usually most mmorpg''s have crafts.
nyway my view on crafting.
Is it needed:
Yes
I think smiths should not need to aquire formulas but a player as a shmith which sshould be a subclass that a player is not restricted to but a set of stas that increase with use.
Anyway a player should be able to experiment with ammounts of materials and Materials themselves.
A player should be able to take the bone of a fallen enemy and shape it into a dagger or sword. Using a Weapon design window built into the game kinda like a robot building thing it RA2 or Roboforge. that would be amaeing but the game would have to define how each material exsists and its stats.
custom weapons or items
I''ve worked on a similar game design like this before, where players can customize the how their weapon, armor, equipment looks. In the end, I grow to like the idea less and less; realized that the fundamental uses of these items outweight the looks. The main focus why player buy/forge weapons and armors is to kill monster, not to play dress up games; guns are made for the purpose to kill things, a highly decorated gun that have the same killing power really isn''t worth a lot more. The more efficiently they can kill monster, the better these weapons/armors are and the more they will want to have them. My suggestion is if want to innovate, take a look at how weapons have envolved. People used to fight one another with swords until the calvary arrived where you get poked to death by mounted lance before your sword gets in range. Then people got wised and attached axes and blade on a long stick turning into halberds, pikes, (i can''t remember those thing''s name) that cuts down calvary horse''s leg...
I''m not interested in making my own weapon, I''m interested in making a weapon that''s better than yours.
I''m not interested in making my own weapon, I''m interested in making a weapon that''s better than yours.
The cosmetic properties are of secondary importance. The main things that a system like this will accomplish will be a rational explanation for the existence of items (as opposed to finding the Holy Firebrand of Smiting on the corpse of a wolf) and adding gameplay that isn''t combat. It could be an excuse for teamwork, or a long-term goal (saving up those adamantium chips) or even as a status symbol.
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