crafting in an MMO
I'm starting initial design of what I hope will turn out to be a sci-fi MMO.
I want to have crafting be a fairly indepth thing people might choose to emerse themselves in.
The crafting will be highly unique, in that player characters can truly create unique items. They will even be able to have a monopoly on original items for 3-4 weeks.
I'm unsure of what the 'crafter' type people find to be fun and what they find to be tedious, and I'd like input on what people find fun about possible crafting systems.
In general, I find the prospect of crafting tedious and an annoying means to an end. If you can create a fun crafting system, the more power to you.
I would prefer an alternative though for acquiring unique items.
I would prefer an alternative though for acquiring unique items.
I like crafting. To me a good crafting system carries out the actual crafting through a minigame, with sim or puzzle gameplay. It's nice to be able to customize the color of anything crafted. What I hate is when crafting requires doing the same thing several times, or is very random or sometimes fails. I believe crafting should always produce a result and that result should always have the same stats (if it has any stats). I also find that to go with crafting it's essential to have a good automated marketplace system so people can easily sell the results of their handiwork and buy ingredients. It's also good to have an NPC who will buy crafted products at a set price so prices in the marketplace will never get lower than that.
How are you going to allow people to create unique items?
How are you going to allow people to create unique items?
Well its all very general right now, but the gist is that players can craft an item and adjust its stats and additonal attributes ( like chance to drain HP or something). The balancing is going to be based on a sort of pully system, more damage potential means slower attack rate, or higher resistance in an armor means more weight and slower speed.
There might be unique items that arent crafted by players, but they therefore will not be licsensed products and deemed illegal contraband. They can be used, but you might get bounty hunters or police squads hunting you down.
The game world will be set in the future where the world is controlled by corporations that pump out generic stuff with brand names attached to them, and the player vendors will essential create their own brand of items.
There might be unique items that arent crafted by players, but they therefore will not be licsensed products and deemed illegal contraband. They can be used, but you might get bounty hunters or police squads hunting you down.
The game world will be set in the future where the world is controlled by corporations that pump out generic stuff with brand names attached to them, and the player vendors will essential create their own brand of items.
I kind of like the basics of how Eve-Online handles crafting. You gather resources, say what you want built, set it to build, then go on your way and come back.
As for crafting and unique things, I would suggest a system (again similar to Eve) in that there is basic 'Tech Level 1' items. From there you can 'research' to change stats on it. Lowering power requirements, upping the items 'output', lower construction costs.
I'm working on a system for one of my own games, similar to Eve Online in many ways actually, where you can reverse engineer items, and everything is based on simple items, users change and improve things. They can research into different improvements of them, but going to extremes will take massive amounts of research, but going half way, producing the item for awhile (and building up a production knowledge of that 'level 2' item) will make researching the 'level 3' far easier.
As for crafting and unique things, I would suggest a system (again similar to Eve) in that there is basic 'Tech Level 1' items. From there you can 'research' to change stats on it. Lowering power requirements, upping the items 'output', lower construction costs.
I'm working on a system for one of my own games, similar to Eve Online in many ways actually, where you can reverse engineer items, and everything is based on simple items, users change and improve things. They can research into different improvements of them, but going to extremes will take massive amounts of research, but going half way, producing the item for awhile (and building up a production knowledge of that 'level 2' item) will make researching the 'level 3' far easier.
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