@FibS said in Questions and observation on the lack of depth for people who like crafting to define their character:
There's no such thing! Either you have soulbound gear or you don't.
Maybe you're not getting me, not sure. If changing the name to soulbartered or soulloaned helps then sure, but if there's one thing I've learned from this game, this community, there's no absolutes or molds unless someone makes it. Creativity and laughing at the norm has been a staple of this forum, so why stop now? The name may be the same (or not), but that doesn't mean the concept has to be.
This is a standard non-solution that many MMOs use to pretend to limit broken parts of the game, and it's borrowed time; players only need to become expert [job]s once and then [gated content] is in the economy forever.
Other MMOs use it to cover and patch over, but who says Fractured has to as well? With other games, gated content is typically outright better. It's an old money tactic that feeds on player's egos like Halloween candy. No gear provides a complete and utter advantage here; only a different advantage that can be rendered mute by some skill and thinking. Having soulbound equipment means nothing if you like the tactics to counter reduced health, and if you do, then that encourages other players to get better in their gameplay. Yes, there will be a gate of meeting a good enough crafter, but between the diversity of mind among the players and some tweaks like the ones below, it will be more like a hurdle than an actual gate.
Are you implying that a master crafter can only soulbound gear to themselves?
Absolutely not! At least, not only. It could be set up so that all soulbound gear requires a crafter and client pair, regardless of the client's crafting skill, or if master crafters are allowed to create their own soulbound gear, then the process is significantly more laborious due to the lack of someone else's involvement.
This idea could work if the soulbound item (or any other blessing granted by the god) is temporary. As in "a few hours" temporary.
I like the temporary idea, yes, but a few hours seems a little too brief, especially considering I meant for the journey to acquire a single piece of soulbound gear a little extensive. Maybe a day, day and a half?
In the case of a blessed weapon, characters should further be limited to only have one blessed weapon at a time. If they want to make another one it must replace the one they have.
That makes sense, yea I'm with it.
I say have items that do this, but are not merely soulbound - they cannot be taken off. This would then be a classical cursed item rather than a soulbound one per se.
This actually goes along better with the idea I'm getting at The name could use some work though; after all this soulbound sounds too advantageous and cursed might be too negative for some players to explore. Something largely neutral with the direction this is going would work.
Removing the curse should transform the item to a mundane state, removing all benefits alongside its curse. After removing a cursed item, the player's max life remains penalized for at least a few hours and they cannot put on another cursed item until the debuff wears off.
All benefits? That might be a little too much. Though it's partially a gift from a god, there's still benefits from it being worked on by a master. That aspect of it should be kept, so like it still has higher durability than common gear, and say a third (rounding down if need be) of the buffs are kept. That way, if they're caught outside and the blessing lifts, they have a chance at crawling back home instead of basically digging their own grave right there.