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winsrp
01-20-2010, 04:24 AM
So I have made a huge post about this on another thread, but I would like to put it here.

#1 I would like to see a good crafting systems, what you guys have in mind.

#2 I would like to be a blacksmith, miner, alchemist, lumberjack or that sort of stuff to get raw materials, make items, and be able to sell them to other people in the game, instead of having an npc charging me a fortune to make/buy stuff, this as a side job to killing monsters and beating the game. How does this sounds?

Napoleon
01-20-2010, 06:22 AM
This system is greatly used by many MMORPG, and I do like to see this system get into Grim Dawn also, BUT, we have a problem here, if the dev team want to make this idea come true, they need to create a big wrold for the players, and it must be a free-roaming one like Sacred2 or any other mmorpg, so it will have zones that including those materials for the player to get, besides, they will also need to create a new system so that those craft jobs will become your second jobs / class, and it may even need new skills for them.

medierra
01-20-2010, 06:46 AM
The raw materials will come from enemies or objects that you can loot. I kind of got a kick out of chopping wood back in Ultima Online, but I don't think GD is the type of game for that. We want to keep things more focused on action and combat. Blowing possessed to bits.. that sort of thing.

winsrp
01-20-2010, 02:40 PM
well, I put this idea, thinking mostly in what TQ + IT was, I played the game like 20 times probably, with the help of the tq vault i manage to find every single item in the game legally, and at the end the gear I had on, was some green like set from the some of the last guardians of the game with some charms and stuff in them, the first 5 or so times I played the game I was all into exploration, y manage to view every single part of the map you guys created. At the end the game was way to short, even when it was a great game non the less.

I do believe that you guys need to focus in making the game longer without having to make maps all the time, I do know that expanding terrain is always important, but just hack n slash n loot ain't gonna cut it for today's standards, you have to keep interest in doing something more with your map, so you as devs can squeeze some more juice out of what you create, and give players a reason not to start a new player every 40 hours of gameplay.

So to make a game longer than what is seems you have to create a diversion out of the main story, in TQ it was accomplished by making side quests, but a side quest can even get linear when you have done it, and the reward is not really worth it, and after a couple of replays you just want to get to the next boss to loot him a little, which ends up in a find boos loot him loop that ends up not being that much fun.

When you make a job system in the game, you give the player a reason to keep him/her busy in something that might take as much levels as normal combat leveling. and at the same time you give the player to have an edge in the game if put some time into it, and make some money in the process for some other raw materials needed to keep growing.

Now we know economy is important in a game to keep it alive and keep it fresh, I know diablo was alive a lot of time without it, but as games evolve, also gameplay must evolve with it. And you should give some good use for the money in game, since most of the time its only useful on levels 1 - 10 and after that you just bank up money until you get 9999999999, which is no fun either.

I have played a lot of mmo demos, and one little MMO that's called dofus called my attention, I only played the free version since I do believe in testing different games to learn from them, but I do not believe in having to pay more than once for playing a game. I am all in favor of spending 100$ if that game is worth it, but just a single time, not every 12 months. Back on track, that little Flash MMO was the one that caught me the most out of every other MMO out there, and I find myself more entertained making gear, and doing commerce so I can level up my craft/recollection jobs, other than killing stuff (it was turn based, that kind of fight system is not really up to me, I like more live action gameplay), but man... having to buy stuff, so I can make gear and sell that to other people was great, I also went into mines and dig some minerals, was fun actually, is not one of those games where you leave your character collecting stuff while you are offline, you have to go to the mine, and find where the mineral is, and rip it off the walls, literally, and you cannot stay in one place more than 10 secs, got me playing for about 5 months, and I was tempted in buying a subscription but principles were stronger and I walked away.

So, as if I was a fortune teller I'm telling you, you either make a HUGE open dynamic and random generated map, with tons of side quests, which might consume huge amounts of time, or you better make something else like a job/crafting system if you want to keep players into your game for long time. Don't get me wrong you will always have your fan base that will dig into your game for as long as they live, but that is the least of players and not the most, and to keep a game company alive without sponsors that will take your money away, you need that player base to keep on growing on time instead of shrinking.

As a side note, I think you guys made a great diablo like game, but that kind of game must evolve, I also think you guys are very talented and while on IL you guys were the only game developing company that I think knew how to respond to your customers ideas, and keep in touch with your players, quality that I have to say, many other game development companies should learn from you guys.

I'm telling this to you because I want this game to be great, and I don't want to see my favorite ever game development studio fall into the same errors it had before that lead to such a terrible consequences again. Please for the sake of this game, and your own future, consider having a job system, that will keep this game alive and kicking for a long time, if not for initial release, at least try to include it in some other phase of your development, such a system can also work in a game like this, you don't have to make an MMO to make it work.

Renevent
01-20-2010, 02:43 PM
The raw materials will come from enemies or objects that you can loot. I kind of got a kick out of chopping wood back in Ultima Online, but I don't think GD is the type of game for that. We want to keep things more focused on action and combat. Blowing possessed to bits.. that sort of thing.

Absolutely! Please don't make us sit there watching our character chopping wood, fishing, or whatever other boring and repetitive task :p

Napoleon
01-21-2010, 05:51 AM
I posted another good idea from another great mmorpg there, but it seems the devs didn't intrestes in it either I think, sometimes you won't getting what you want, instead, 3 or 4 weapon or armor of the same kind, so why not making a refine system like rangarok online and let the players try their luck to refine their weapons or armors? it also increase the fun on farming and make trading more easily accessible, because players will be willing to trade a purple item (legend) for a blue item (epic item) if the blue one has a +7 on it, but it's the dev team's choice.

Phuncz
01-21-2010, 12:31 PM
A simple crafting system is always fun, like the runes and gems in Diablo that combine to make bigger/better ones. But a full-on crafting system like the ones in MMORPG's is a little too exhaustive for this game. Most players would probably never benefit from this. Don't forget that it's not a game just for hardcore players.

Skorpion_King
02-01-2010, 09:45 PM
A simple crafting system is always fun, like the runes and gems in Diablo that combine to make bigger/better ones. But a full-on crafting system like the ones in MMORPG's is a little too exhaustive for this game. Most players would probably never benefit from this. Don't forget that it's not a game just for hardcore players.

I agree, more or less.

I donīt like crafted items. I prefer more unique items, being powerful and useful, better than making my own crafted items by picking a lot of ingredients with a lot of runs, or studing cooking recipes for them.

A bit is ok, like in TQ with artefacts, or just socketed items (socketed unique items would be nice too), but crafted items are not needed.

..In my opinion.

LeStryfe79
02-02-2010, 12:37 AM
By the way, do you guys have any plans on destructible objects? Instead of just barrels, various plants, rocks and other whatnots could be included. Maybe these kinds of things could lead to a more ARPG way of getting craftables outside of just defeating enemies. Harvesting skills might not be appropriate, but crafting skills could be...

CheeseAirship
05-18-2012, 03:22 PM
Back on track, that little Flash MMO was the one that caught me the most out of every other MMO out there, and I find myself more entertained making gear, and doing commerce so I can level up my craft/recollection jobs, other than killing stuff (it was turn based, that kind of fight system is not really up to me, I like more live action gameplay), but man... having to buy stuff, so I can make gear and sell that to other people was great, I also went into mines and dig some minerals, was fun actually, is not one of those games where you leave your character collecting stuff while you are offline, you have to go to the mine, and find where the mineral is, and rip it off the walls, literally, and you cannot stay in one place more than 10 secs, got me playing for about 5 months, and I was tempted in buying a subscription but principles were stronger and I walked away.



What MMO was this? Sounds interesting. It seems to me that crafting can become interesting if you can create your own artefact items perhaps in random encounters with special wilderness anvils or if are given a quest by a faction to reforge their legendary weapon into a weapon of your choice. That way there would be both choice an interest allowing you to sometimes make something really useful without horrendously unbalancing the game by overpowering crafting.