Thanks for all of your crafting feedback, folks! In the month since
the last entry, I've gone back and refined the 3.0 design, poking at it
with your perspectives in mind and with a few new ideas of my own - I am
VERY excited about this system, and I'm hoping you all get as much joy
out of the exploration as I have out of the design. I'm in the very
early stages of coding right now.
I'd prefer to keep my
crafting beans primarily unspilled, but I will very briefly answer some
of your questions from comments and email since the last post:
1. PK mixed with crafting? Yes.
2. Items transferrable? Yes.
3. Stones/marbles as crafting currency? Not planned, but sun stones will allow for respecs.
4. Specializations? Yes.
5.
Forced into crafting? No-ish. Crafted gear won't provide stat boosts as
large as in 2.0. However, there needs to be a reason and incentive to
craft. "Forced" is partly mindset. You can buy gear from crafters.
6. Obfuscated formulae? Not as obfuscated as 2.0. However, understand that a sense of discovery is important.
7. Auction house? Not planned, trade channel for now. Someone could always set up a trading forum on compose. =)
8.
Existing gear/Ruushi overlap. Yes, definitely some overlap with Ruushi
gear (which I think is still a bit overly strong even post-nerf).
9.
One size shouldn't fit all? Noted. The shape of the old 2.0 system is due
in part to expediency (because of the underlying structure, adding
class-specific gear would have massively inflated certain portions of
the system). In the past month's revision of the new 3.0 system, I've worked in more
distinction.
10. Materials/inventory/bank? This is a
good point. I don't have a solid plan for this yet. The 3.0 system is
rather different from 2.0, so I'd like to see how it plays out before
devoting design/imp to it.
11. High barrier/investment
and reliance on others? Noted and agreed. The trick is to leverage that
aspect (which makes crafting valuable) without providing impossible
barriers to entry for future crafters.
12. Crafting bags? Not planned at this time, easy to add if future behavior indicates this would be desirable.
The
questions I haven't addressed above relate to aspects I'd like to keep
in my pocket for now. =) There's nothing quite like the kick I get out
of seeing people unravel the mystery of a fresh new system!
Just a few things:
ReplyDelete1. While I understand that there being distinction is a good thing, at the same time I wonder if this won't increase the already sizable fighter-caster divide. Right now most casters have issues competing with fighters in terms of run speed/damage output. I may be jumping the gun a bit here, but I hope that casters won't be denied access to comparable hit/dam gear as fighters.
2. Now that crafted is going the permanent-gear route, are there any plans for Ruushi to evolve into permanent-gear too or will it remain duration-based as it is now?