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This is a very tough situation. I read a few posts but whatever happens we need diversity.
I'd like a system that has benefits to crafting. As well as the idea that not all items are the same. No body can make a perfect weapon every time. In my head it's a bit complicated but I'll try to explain it. Also trying to keep it in the mind of coding as well to make sure a system is workable....Not just some daydream system that's impossible to code.
Overall...I have many ideas that all would tie together in one system though...But back to the idea that not all crafted weapons would be identical. A range of damage for each craft would be nice. An example would be let's say this crystal blade via the shop (if sold at a shop) would be a attack of 55...If crafted there is a random chance the weapon can have between 50-60 attack. Depending on the quality/sum of materials used to do so. That's an idea just for basic crafting...The range of damage can be smaller also to keep a smaller difference from the crafted version and a version that can be bought out right.
Another feature this system could have is that there are no real recipes...For the shop items a recipe would be displayed but experimentation is key. You can make unique items that have special bonuses that shop item's don't have. Of course there are no recipes...So you'll have to experiment..Just like how you'd really have to in crafting...There would have to be a large pool of item/weapon/armor model's that aren't included in the game through shops...Some can be added to monster drops which would increase the rarity factor. But combining multiple items to create something new would be a great way to have a refreshing taste to the game...Not just the same old +5 crystal dagger or Demon Edge floating about like it was in lineage 2. I loved the idea about removing Might Mortal from the game....So only those floating around were circulating and made them rare. Very great idea. But implementing something similar in a wider fashion would be great. Basically people have to figure out recipes on their own. This would also give a lot of life to crafting and create a interest in it through the game and forums around the net. Like let's say taking holy water from a well known pure fountain in the lore (an example)..And mixing it with pure high grade metals and other materials could create a Sword of Shimmering Light...Which would shield the wielder from a single spell attack every 20 or 30 seconds..It would have a cool down then pop back up to protect from another negative spell. Of course there would have to be a lot of special abilities and weapon skills in a large pool that are pulled by percentage on creation depending on the items used.
Also why not combine certain weapons?...Not just straight up take both and combine..But it'd be nice to have a salvage system that gives more then just materials. Like for example..Let's say we go about getting a drop from a big boss mob int he game...A Chaotic Blade for instance. Which has the ability to absorb the blood of the opponent...The cursed blade would drain the blood of the victim feeding it's malice soul and after 5 or so hits...The 6th hit would do bonus damage releasing It's stored energy..(keep in mind I'm just making up random abilities..)...Instead of salvaging materials..There's a chance you can salvage something more rare..The ability...Chaotic ore or something in that nature...Now taking this Chaotic ore and mixing it with holy water and high grade craft materials...A new weapon can be created through experimentation...You can end up with a Blade of Holy Malice...Which would drain the blood of your enemy and feed their life force into you...As a drain effects. Overall something like this would be difficult to make..There would have to be random weapon/armor/item models that aren't used for weapons..But can be created through percentages of what items are being used...Which would call up for special abilities and the look of the weapon. There would have to also be a vast pool of special abilities that are diverse...Which can be called up by percentage as well through the crafting process....
Overall it is difficult but very unique...Requires more effort for the model and skin department as well as the creativity in coming up with unique abilities. A percentage system shouldn't be VERY difficult to make after you get the core of it down..After the core is down it's up to the creativity and modelers to pull out the rest. But in the long run you'd have a system that isn't limited...You can have many different weapons and lots of creativity..Not the same boring items that you see so many times...Each person could be unique..The main bonus is no one would ever get bored and dulled out with the same boring equipment. Also small updates adding new models and abilities will keep people constantly driving for more and better items.You could also implement different faction weapons together...Let's say each faction has different weapons and abilities..By getting your hands on a weapon of the other faction you can try to salvage out specials abilities to merge together...That would work well for the Blade of Holy Malice...Considering a Chaotic side and a holy side...But yea..Lots of work but the benefits are immeasurable. But keep in mind also there would have to be a fail chance. This would make things more interesting as the weapon creation can fail...Or come out with a same single ability weapon in a different form (even though you tried combining 2) depending on materials.
Hope I didn't through everyone offtrack...lol...
Last edited by Kalean; 06-06-2007 at 11:46 AM..
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