I assume potions will be consumables, so I don't see an issue there. If a percentage of crafted gear is destroyed in PvP (like Albion), that would be an awesome sink, and should take care of the rest.
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Posts made by Roccandil
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RE: Real Crafting
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RE: Real Crafting
The path affects difficulty, expense, and ultimately supply. As long as the supply of certain resources is low, crafters won't be able to infinitely craft the best of everything.
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RE: Are we able to collect water from Rivers,Lakes,etc
Boats as a future expansion could be cool (although I'd rather see an underground world first!).
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RE: Real Crafting
Interceptions are much easier to coordinate too!
I still don't know how the "border" between planets actually behaves, though.
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RE: Real Crafting
But how are the victorious demons going to sell anything in Arboreus?
If nothing else, getting the best raw materials sounds expensive: and that's still a real limitation caused by resource distribution.
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RE: Real Crafting
Yes, but I suspect transportation of goods will still be an issue (how easy will it be to get resources from Tartaros to Arboreus, and vice versa?).
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RE: Real Crafting
I'm hoping good resource distribution will make even a simpler crafting system engaging. If there are three continents per world, and each continent has unique resources, that should mean all crafters will have difficulty making the best items, even with the skill to do it.
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RE: Real Crafting
That sounds unbalancable on the surface, but I do remember that Masters of Orion II had a cool "refinement" system, in which researching past maximum didn't make modules more powerful, it simply made them smaller, so you could fit more weapons/defenses on a single starship.
I'd like to see a crafting system that included breakthroughs versus refinements, although I don't know what refinements would look like in a game like Fractured: maybe lighter, more durable gear, with otherwise the same stats?
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RE: Real Crafting
Ooh, seeing multiple recipes for same item in A1-T3 would be awesome!
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RE: Real Crafting
I like the idea of different areas having access to different resources, thus resulting in different crafting outcomes.
The idea of the same resources making something different in each location, though, sounds odd.
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RE: Real Crafting
I wouldn't want crafting to be repetitive: that gets boring.
Recipes are real for a reason!
Also, I don't like the idea of crafting arbitrarily being "better" in a risky area. Rather, I'd rather the risky area had some special resource that you'd need to make your crafting better.
I suppose you could have magically-infused locations in dungeons, like an ancient "forge of the gods", that can't be replicated anywhere else, but I'm not sure how I feel about that.
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RE: Bought the Governor pack
Cool!
Does that mean you can hop from one dock to the next dock over on the same continent, and thus eventually circumnavigate it dock-hopping?
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RE: Real Crafting
I think I'd like crafted blueprints or discovered templates, as opposed to "blueprints on rails" (even with options). Was it Two Worlds that let you save your own recipes to repeat later if you had the right ingredients in inventory?
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RE: Real Crafting
I could also see allowing players to study potions or items others have crafted, to learn something about how they were made (though never everything). Thus master crafters might save their best for themselves, and only sell or trade the second-best.
I'd also love it if crafting were not simply about crafting the best of the best (assuming access to all resources in the game), but also about crafting to the best possible effect with locally-available resources. Given a limited set of resources, what's the most efficient and effective use of them?
That kind of local pressure is one aspect of unique cultures, and I think it would be cool if that could spring up organically.
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RE: Real Crafting
I definitely wouldn't like a twitch-based or RNG-based minigame, but I could see something like this:
- In the game code there exists a perfect recipe for potion X;
- That recipe requires extremely precise quantities of the proper ingredients, developed in an extremely precise, complicated process (heated to temperature A.AAA, after interval B.BBB add C.CCC units of finely ground ingredient D , invoke spell E when potion turns deep purple, let cool to F.FFF and stir G times, clockwise, and so on!
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- Early tools and easily-gatherable ingredients will be unable to come anywhere close to that level of precision or potency, but even so, you'll still be able to craft a very low quality version of the potion;
- Once you have the right tools and the best ingredients, however (which should be a significant logistical challenge of its own), you'll still need to do an incredible amount of trial and error and scientific recording to hone in on the perfect recipe.
I think that would be awesome.
No RNG, no AFK crafting, just good old scientific method.
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RE: Real Crafting
I'd like research-based crafting, in which you have an immense number of variables to tweak (given the proper tools), and thus have to do a great deal of trial-and-error to optimize what you're making, but I suspect that would also be hard to implement.
And I hear you on the RNG.
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RE: Bought the Governor pack
Very cool! Any idea how many such dock connections there will be per continent? Will each continent be able to reach every other continent on the planet, or will you need to hop?
It does seem odd that you can't select a destination (ships can generally go to multiple ports), but I get the balance requirements.
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RE: Real Crafting
I like how Albion allows specialization on the skill tree (100 levels of specialization!), but what I don't like is the focus mechanic. Every premium player gets 10K focus per day, which allows them to craft or refine at a much higher efficiency than normal, making a raw apprentice with focus more cost effective than a perfect specialist without it.
That seems to exacerbate the "raw materials are worth more than refined goods" problem.
Of course, with Fractured's horizontal progression, I'm not seeing much room for crafting specialization, other than the initial boost from the attribute build. I could see rare recipes being unlocked via some kind of difficult action, but I'm guessing a lot of the economy will be about rare resources (like bear heads, which haven't dropped for me yet
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What I'm really excited about, though, is market distance/coverage and diverse resource distribution. Am hoping that it will be quite profitable to do long merchant caravans from a region with a unique resource to a region without it.
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RE: Real Crafting
Wurm Online has that, and I hate it.
The crafting "skill" is just click noise plus painful RNG. I much prefer the abstracted, streamlined Albion Online crafting.
As to undercutting, that's only an issue with too much supply. I've noticed in Albion that if I pay attention to market throughput, I don't have to worry about others undercutting me: in a high-demand spike, my stuff will sell anyhow.