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Craftable Gear
#3
"[url=http://neus-projects.net/viewtopic.php?p=1887#p1887 Wrote:Neus » Thu Dec 11, 2014 8:05 pm[/url]"]That said I would like to make crafting more interesting and varied, and am thinking about ways to do that, usually. Item customization was one of those ideas, and there will probably be more additions like that down the line.

I personally liked toying with the idea of having different crafting stations for different types of crafting. IE; separating woodworking, tomes, and tailoring from the anvil. I know it's probably currently for convenience, but it's very unrealistic. Considering we're making paper and cloth on an anvil.

I wouldn't mind resubmitting the Woodworking Table or Loom for that purpose (or trying to make new / better icons for it), I just don't like how... unlifelike crafting is right now, let alone how there's little to nothing to craft that people will actually buy from players.

Rebelling helps make some of the crafting items more desirable, in my opinion. Especially since it really increases damage through power.

Tomes, also need some love because they're... really undesired weapons.

In a basic jist, for now, my common ideas on crafting are;

[*] Separating crafting types to different stations, allowing for more realism, and new things for houses, maybe even new buildings in certain towns. IE; Woodworking to Woodworking Station, Tailoring to Tailoring Station, Tomes to Alchemy Table (but keeping the enchant skill as their crafting type). No more, "CLANG, CLANG, I made a book", please..

[*] Giving tomes either new chapters (since we can't craft either Isespian pages, or Mercalan ones) based on element, (Carapace makes Huggessoan or something). Or give them new craftable chapters that effect them in some manner, IE; Control Chapter -2 FP to all spells.

Or

Cutting Spell Power increased by Weapon Power in half, and then allowing them to have custom parts.


[*] Making some, or even just the basic guns (Autopistol, Shotgun, etc) be craftable. And if that's too much to ask, make them cap at 1 positive quality. As if you've gotten it from a dungeon.

[*] Adding some of the items from 5* rarity or lower, something around that, be craftable and leave the extremely rare stuff to the dungeons / cores.

[*] Open Doraington and turn it into a farm where you can rent land plots, grow foods (or other mini-games to get food materials), or turn Chaturanga into a large food / material market. This not only either gives a new town to be open, but gives more purpose (so people actually go there) to a town that already exists, and makes crafting food not so difficult seeing as you need to dungeon dive to even get materials if you don't have a Portable Kitchen.

[*] Make seaweed able to be caught while fishing, and open up some other fishing spots so people don't have to go to the same place all the time to do it.

Those are just some things off the top of my head, but they'd be really helpful in all aspects, add more flavor to the game and roleplay, and it's something. I'm really turned off by how the game is currently nothing but dungeon diving, not saying I don't like to from time to time, but I feel like other things to do, like advancing crafting and making some other minigames to fluctuate the society would be fun and open the game to a new integration of players.

Though, I suppose I can spend on time on making some of these things possible with what help I can, and brainstorm any other ideas I have later on to help crafting and make it more of a desirable activity.
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