What are your crafting ideologies in MMO?

Post by VekoKrava on 2022-11-12 14:34:13

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Post by Azherae on 2022-11-12 14:39:14

1. Do you like crafting to be simple or complex?
My personal preference is the third hidden option 'Insane'.

2. Do you like sandbox crafting or more systematic like theme park MMOs where you change piece of gear every few levels?
Everything devolves into the latter anyway, but I like it to slow down as you get further.

3. Do you want materials to matter even in early zones similar to New world crafting, or like retail WoW.
Just make it not BDO.

4. Do you like transmog as crafting profession and vials to paint your transmog?
Not as a profession.

Are there any more ideas of yours that can have better impact on game design?
That depends entirely on the game I'm trying to make/help with. The creator's goals have priority, so you'd have to define 'game design'. I have only three 'ideas that work for Ashes' and I wouldn't be able to say 'better impact' because I'd have to say 'better than what'. They're probably already doing them anyway, so it's not 'better than' anything you would find on the Wiki.

Post by Ludullu on 2022-11-12 16:02:32

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Complex in the system itself, but easy when it comes to "pressing the button".
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Base sets of gear that can then have additional effects/stats put onto them through different materials/methods used during crafting.
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Yes. All mats should be valuable.
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Hate transmog with a passion.
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Any potential ideas I might have would only matter after we get to test the current design from Intrepid.

I already proposed a system that's linked to crafting, but that suggestion is kinda pointless cause it stands on very shaky legs of 0 info about the game.

Post by Arya_Yeshe on 2022-11-12 16:52:44

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Post by Myosotys on 2022-11-12 18:32:42

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Post by VekoKrava on 2022-11-12 18:57:41

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Post by Myosotys on 2022-11-12 19:13:20

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Post by CROW3 on 2022-11-12 19:31:31

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Post by novercalis on 2022-11-12 21:59:45

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Post by VekoKrava on 2022-11-12 22:48:40

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