Post by SongRune on 2022-10-15 12:49:58
This is a good way of making
recipes
manual, but doesn't really make
crafting
manual.
One requirement I would say that you 'missed' is the requirement for RNG, which players then have ways to adapt to in the process. This allows RNG to keep things interesting without forcing a player to just automatically fail due to chance. With this, crafting can include personal style and risk/reward choice. (One RNG fail isnt a problem, but two is worse. Should I bother to mitigate the one I just got, or bet that I'll finish before a second? Do I prefer to use extra or special materials to reduce the odds from the start?)
Without RNG, the principles you've described lead to the wiki having "recipes" for how to optimally produce certain items with various materials. It makes crafting a 'knowledge check', rather than a consistently engaging experience. After someone has enjoyed the exploration, it becomes optional for the rest of the server, and the only "skill" remaining in most crafting is memorization. RNG, done properly, allows you to require skill in adaptation instead. With proper options for that adaptation the wiki becomes "here's a way to do this (usually the simplest way: safer, but a bit more expensive)", but that way won't suit everyone's personal style, and players will still have to be engaged with the process or risk higher rates of failure.
One requirement I would say that you 'missed' is the requirement for RNG, which players then have ways to adapt to in the process. This allows RNG to keep things interesting without forcing a player to just automatically fail due to chance. With this, crafting can include personal style and risk/reward choice. (One RNG fail isnt a problem, but two is worse. Should I bother to mitigate the one I just got, or bet that I'll finish before a second? Do I prefer to use extra or special materials to reduce the odds from the start?)
Without RNG, the principles you've described lead to the wiki having "recipes" for how to optimally produce certain items with various materials. It makes crafting a 'knowledge check', rather than a consistently engaging experience. After someone has enjoyed the exploration, it becomes optional for the rest of the server, and the only "skill" remaining in most crafting is memorization. RNG, done properly, allows you to require skill in adaptation instead. With proper options for that adaptation the wiki becomes "here's a way to do this (usually the simplest way: safer, but a bit more expensive)", but that way won't suit everyone's personal style, and players will still have to be engaged with the process or risk higher rates of failure.