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Author Topic: Crafting in (MMO)RPGs  (Read 3527 times)

Pathos

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Crafting in (MMO)RPGs
« on: April 15, 2010, 10:39:47 pm »

I'm sick and tired of (MMO)RPGs just throwing in crafting as an afterthought, instead of incorporating it FULLY into the game or leaving it out. So, let's discuss how you guys would implement crafting!

My idea is thus ( and this is strongly tied to a setting I'm thinking of ):
Spoiler: My Idea (click to show/hide)

That's pretty much it, any questions or feel like posting your own ideas? =D
« Last Edit: April 16, 2010, 02:09:47 am by Pathos »
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ein

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Re: Crafting in (MMO)RPGs
« Reply #1 on: April 16, 2010, 01:01:57 am »

You start with the raw material.
The raw material is worked into the base components.
The base components can then be decorated.
Then they're assembled and enchanted.
Certain base components can't be decorated, for example, it would be fuckin' stupid to decorate the firing mechanism of a gun, but the handle is fair game.
Overall though, decorations decrease the general effectiveness of an item.
So on one end you've got plain and practical, and on the other is fancy and hard to handle.
Gems can be incorporated into an object to provide the ability to reenchant that gem.
So if you start off with extra damage in the gem, you could change it to plus accuracy.
However, if you enchant the blade directly, you can't reenchant it unless you melt it down to the raw materials and reforge it from scratch.

About stuff degrading, I'm an advocate of it degrading from use and improper storage.
So a gun in a bank would not get worse, but shooting that gun or leaving it on a table will degrade it.

Temporary enchantments can be used on a weapon from a scroll or direct magic, but they're weaker than regular enchantments.
Enchantments from a gem are as strong as integrated enchantments.

Materials are definitely suited for particular purposes, based on material properties, similar to what it's like in DF.

IronyOwl

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Re: Crafting in (MMO)RPGs
« Reply #2 on: April 16, 2010, 01:44:32 am »

My idea is thus ( and this is strongly tied to a setting I'm thinking of ):
Spoiler: My Idea (click to show/hide)

That's pretty much it, any questions or feel like posting your own ideas? =D

Seems to me that this would simply add "Everyone's a crafter who remakes their gear every so often" to whatever the rest of the MMO was. Not necessarily a bad thing, but I don't think it would be quite as revolutionary or awesome as you probably think. The ability to mass produce items at lower quality in particular sounds like a feature that would never actually be used without serious other features.

It would also basically just shift the focus from fighting monsters or whatever to get the best equipment to fighting monsters or whatever to get the components for the best equipment. Depending on how the rest of your MMO played out, this might be a neat feature, or it might make portions of your game horrible or unnecessary.
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Pathos

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Re: Crafting in (MMO)RPGs
« Reply #3 on: April 16, 2010, 02:13:13 am »

Seems to me that this would simply add "Everyone's a crafter who remakes their gear every so often" to whatever the rest of the MMO was. Not necessarily a bad thing, but I don't think it would be quite as revolutionary or awesome as you probably think. The ability to mass produce items at lower quality in particular sounds like a feature that would never actually be used without serious other features.

It would also basically just shift the focus from fighting monsters or whatever to get the best equipment to fighting monsters or whatever to get the components for the best equipment. Depending on how the rest of your MMO played out, this might be a neat feature, or it might make portions of your game horrible or unnecessary.

Well, the idea is to make crafters the go-to place for gear. Probably the ONLY go-to place. I should probably have mentioned that people would PROBABLY only get one character slot and enough "level ups" to be the best at either combat or crafting. A mix bag might work, but they'd probably be overrun by crafters and combatants far better than them - but it'd be viable for a single player.

Crafters and fighters would both be heavily specialised, too. Possibly with a third "tree" based on administration, diplomacy and discussion, used for control of cities, morale boosts etc.
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ein

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Re: Crafting in (MMO)RPGs
« Reply #4 on: April 16, 2010, 03:19:24 am »

Leveling your skills by leveling up is NOT the way to go.
You should level up skills through use.

qwertyuiopas

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Re: Crafting in (MMO)RPGs
« Reply #5 on: April 16, 2010, 07:10:02 am »

An alternative I was thinking about yesterday:

Spoiler: Long. And unusual. (click to show/hide)
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psyn

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Re: Crafting in (MMO)RPGs
« Reply #6 on: April 16, 2010, 01:19:11 pm »

Maybe you should take a look at pre-NGE SWG. It basically did what you proposed. Crafters were the richest and most famous people on the server. I think every person I have talked to has concurred that SWG had the best crafting (and correspondingly, economy to a lesser consensus) system of any MMO, before it folded with the NGE.

I didn't have the time to play it, so I can't say a whole lot more than that. Last I heard (years ago) there was a pre-NGE emulator server in development. I don't know if it's running yet.
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eerr

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Re: Crafting in (MMO)RPGs
« Reply #7 on: April 18, 2010, 02:51:22 pm »

everything needs: 3 base materials, 3 enhancement materials, 3 gems for the slots, 3 magic rune components, 3 vials of flux, 3 vials of poison/flaming/liquid electricity, 4 hammers of various strength, 1 axe, a table leg and a mug, for variety.


the gem slots are optional, and can be added in later.
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Nolor

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Re: Crafting in (MMO)RPGs
« Reply #8 on: April 18, 2010, 03:38:38 pm »

Well, there's Adellion, which is an MMORPG in development that is pretty much based around crafting. There's combat, of course, but you won't find deer that drop gold or +1 swords. No goblins or kobolds to farm, either.
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Mechanoid

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Re: Crafting in (MMO)RPGs
« Reply #9 on: April 18, 2010, 04:20:23 pm »

Spoiler (click to show/hide)

tl;dr
You are given a wooden sword. You can whittle the wooden sword into a wooden spoon. You can use the massive chunk you cut off to make a pair of all-wooden daggers; or several wooden handles and then attach sharpened stone as a blade, which you can use against a monster that would normally rust a metal weapon (but not stone)
« Last Edit: April 18, 2010, 04:21:54 pm by Mechanoid »
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abculatter_2

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Re: Crafting in (MMO)RPGs
« Reply #10 on: April 18, 2010, 09:31:15 pm »

Make a system which is like Garry's Mod in a box. Any item you are carrying you can add to this box, and can attach to the main craft object with anything which would logically allow you to attach the objects together (glue, string, strip of intestine/leather). Once this is made, you could select a general item type (weapon, clothing/accessory, trinket, ammo, etc.) which would determine how the character/player would interact with it, then have another editor to fill in specifics (such as where to grab, pull, twist, slash, etc.).Then it asks the player what he wants the character to do when you press the action button or something if applicable (if it's something more complex then 'you hit the Giant Cave Spider in the head with a sharpened cave spider chitin pickax!' or 'The spinning spiky pebble hits the elf in the head!'), then the object goes through some sort of simulator which determines what the object actually does in-game. It then asks a confirmation message to make sure you really want to make this, and if you click okay it stitches all that information together, compresses it, and plops it into your inventory as an item which you can rename if you so wish.
« Last Edit: April 18, 2010, 09:33:48 pm by abculatter_2 »
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MrWiggles

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Re: Crafting in (MMO)RPGs
« Reply #11 on: April 19, 2010, 12:01:46 am »

My idea is thus ( and this is strongly tied to a setting I'm thinking of ):
Spoiler: My Idea (click to show/hide)

That's pretty much it, any questions or feel like posting your own ideas? =D

Seems to me that this would simply add "Everyone's a crafter who remakes their gear every so often" to whatever the rest of the MMO was. Not necessarily a bad thing, but I don't think it would be quite as revolutionary or awesome as you probably think. The ability to mass produce items at lower quality in particular sounds like a feature that would never actually be used without serious other features.

It would also basically just shift the focus from fighting monsters or whatever to get the best equipment to fighting monsters or whatever to get the components for the best equipment. Depending on how the rest of your MMO played out, this might be a neat feature, or it might make portions of your game horrible or unnecessary.

This doesn't happen in MUDs. The crafter are always a niche player group and cannot fully service the entire playerbase, but they can make some of the harder to get items easier then it would be to chase down the mob that drops them.
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qwertyuiopas

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Re: Crafting in (MMO)RPGs
« Reply #12 on: April 19, 2010, 06:53:06 am »

This doesn't happen in MUDs. The crafter are always a niche player group and cannot fully service the entire playerbase, but they can make some of the harder to get items easier then it would be to chase down the mob that drops them.

To solve that, make a quality factor, where the naturally accuirable(enemy drops) items are generally low quality or severely damaged at the higher levels of item drops.
What, you think that goblin has studied the intracasies of sword maintainence and carries maintainence gear with it at all times? Surely not!

As a result crafter-made or crafter-repaired or crafter-improved versions of the upper tier stuff would remain a valuable and desired commodity. To offset the possibility of everyone being a crafter that might result, require some higher level raw materials, like ores and metals, that can only be accuired from dangerous areas or melting the previously mentioned damaged upper tier weapons, and ensure that such a resource is required to repair/improve/build such upper tier weapons.

To make it further interesting, maybe a pool(in a distant point of a vast dungeon) that will enchant a weapon based on the difference of the character's crafting skills and fighting skills, so that non-crafters get the best stuff from it. Maybe, though, have mostly-crafters get crafting enchantments(bonuses apply only to tools), while mostly-fighters get fighting enchantments(bonuses apply only to weapons).
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MrWiggles

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Re: Crafting in (MMO)RPGs
« Reply #13 on: April 19, 2010, 02:14:03 pm »

I've seen that done. The crafters still remain a niche player group, though. The most that I've seen (depending on how the skills are grinded and broken down), is that they might be able to do their repairs.

It seems that mob hunting is more fun to the general playerbase then making things.

I think the question here is 'What kind of ratio do you want between crafters vs. the other player niches?'
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Pathos

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Re: Crafting in (MMO)RPGs
« Reply #14 on: April 19, 2010, 06:07:08 pm »

I think the question here is 'What kind of ratio do you want between crafters vs. the other player niches?'

For my idea, it'd probably be 10-15% dedicated crafters, 20-25% people with a crafting skill / semi-crafting skill ( basic cooking skills from learning wilderness survival training etc ) and the rest focused on whatever they're doing.
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