Limited uses for recipes


  • TF#10 - CONSUL

    From the discord:
    summarized by Doc
    On the subject of Recipes, there are several issues not already mentioned(at least before I stopped reading)

    1st, as Spoletta said, Recipes need to maintain a value in the game. rank1andy asked why: for 1 thing, as a rare drop, they represent a significant time investment in the game. Anything that rare needs to be able to maintain a value.

    2nd, rank1andy asked why not reduce the drop rate of Recipes? Because players are already upset about how extremely low thier drop rate already is. Lowering it further would cause even more of an outrageous, and make their eventual drop in value even more jarring.

    3rd, players have pretty adamantly lobbied against limited use Recipes, so making each recipe only let you make X of a given craft is a major no go.

    4th, Recipes do affect the in-game economy. They don't create a gold sink, but they are currently the most hotly traded items out there until they reach saturation levels.
    They could become a gold sink once tge market starts taking a small cut of every sale, bit until then, they are mainly a gold motive force, not a sink.

    Recipes, however, don't fit much of the spirit if Fractured. Mainly, how mobs are only supposed to drop items that make sense for that mob. Recipes currently drop with no real rhyme or reason. You can't even target a specific recipe you need by mob, as it's effectively random.

    Recipes, however, could become treasure chest drops, and also limited to mobs that can drop gold as well. This would make more sense, and also revitalize treasure chests if they have even a chance of a recipe drop.



  • Here is my thoughts, remove the recipes as drops and behind a KP wall, in order to learn lets say Ranger Armor you need to have at least mastery 2/4 (or 3/4) for the tier 1 leather armor and then spend 5000 KP to unlock the recipe for that armor.

    This allow you to know which creatures you need to kill to get the resources need to craft the item, and the ability to craft the gear you want without having to wait for a random drop of a specific recipe. It is also a KP sink so you have to decide if unlocking the recipe for a tier 2/3 item is worth it to slow down your other progression.

    I would also increase the ingredient cost to craft the item at a higher mastery level, probably not for the primary ingredient like crystallized magic, but cloth & primordial dust could increase by 1 or 2 for each mastery level.

    You would still get master of all crafts eventually, but not until characters have levelled more and visited several planets to gain enough KP to spend them on armor and weapons they do not plan to use.


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