Gritch
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GritchParticipant
I like Ornir’s ideas. Especially that last part regarding enchanting, though I favor a PC that is not strong in magic needing a scroll or some other method of enchantment that doesn’t involve them seeking out a mage. What about introducing a crafting material (like a particular crystal) that imbues a random enchantment on the item, so there is an element of luck and surprise when crafting?
GritchParticipantDefinitely like the idea of crafting through use instead of training points, and special high level crafting sounds ideal, since it provides a sort of goal to shoot for.
Here’s a few thoughts I’ve had while compulsively gathering like fiend:
1. Storage lockers: There are bench rooms in the crafting area in Sanctus that might be ideal for this. Or, if you want to make them more general storage, put them near the post office or banks, so they make sense in context. Basically it’s just a room where you can ‘locker’ items to be retrieved whenever.
2. Guide: If this stuff is already in the help files, sorry! But an in-game guide book to crafting would be interesting. You could make one for the general basics of crafting, or make one for each craft trade that covers the basics and maybe some mild advanced stuff (though leave enough for the player to discover on their own). Things to include might be info on crystals, recommended recipes, and some technical stuff like how to tell if you can work a specific material or what materials a mold will work with.
3. Item Descriptions: allow players to set a line of text or so for a description. Again, sorry if this is already possible and I just didn’t figure it out yet.
4. Trinket/Gift molds: okay, fine, I admit it, secretly I want to see some more woodworking molds since one of my RL hobbies is woodworking, haha. However, my desire to craft fine oak chests or gorgeous writing desks got me thinking; what if we had some small trinkets we could craft for the sake of giving fun gifts to other players, or use in a quest, etc? Animal totems, wooden puzzles, or some sort of toy would be some examples. Alternatively, some of them could be useful, like making small capacity leather hip bags for potions or herbs, or making your own personalized backpack. Items could be enchanted in some way, etc.
Crafting can help with RP, as well. Ideally, a player should maybe focus on only one or two areas. For example, I’d probably focus on woodworking and leather working since they tie into both my characters needs and a real life hobby of mine. Another player might go strictly jewelry, so if I ever needed a ring, I’d probably contact him/her and see if we can’t work out a deal.
I’m on the fence about player-run shops being an option, but it’s an idea to talk about. The problem is everyone will likely want them, and when you have more supply than demand, it sort of removes incentive to upkeep one’s shop. Besides, I think there’s an auction system in place already? At any rate, as much as I wouldn’t want to see a diluted or stagnant economy happen, part of me still wouldn’t mind owning a shop (though I’ve never done it). Hard to say. You might end up with half the population not really being into crafting, and just preferring to purchase what they want as opposed to gathering materials to make it, and you might not. This might be something to consider later down the road, though.
- This reply was modified 10 years ago by Gritch.
GritchParticipantHmm. I would not be opposed to giving building a shot at some point, but after I come up with an idea for an area that makes sense with the existing lore. I’ll keep you posted!
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