Without disparaging the ideas so far, most of which I like, I am not sure any of them really take advantage of the opportunity that introducing an entirely new system into the game offers. So, let me start off by offering 3 radical goals for a new crafting system:
- Offer a rewarding play style for those who are usually available for short sessions several times a week.
- Provide an incentive for players to get others to log into the game.
- Keep things easy enough that a player can perform at least as well as a client.
So, let me start off by arguing that crafting should be able to produce equivalents of the most powerful equipment in the game and that
imbuments should be included. On a related topic,
arcon stated, “Risk, not time” should determine the magnitude of rewards, and if we
reconsider the discussion in terms of crafting, it is clear that while it should be possible to harvest minor rewards and crafts, one should be able to wrest great rewards and significant setbacks when one is willing to engage in risky ventures.
So, it would seem that this all breaks down into three basic spheres,
gathering, economy and
transformation:
Gathering
While I’ve written
specifically about herbing, I believe it holds for any type of crafting component, that gathering should be team friendly and require only one command to clear a room. That said, it may be incorrect that herb locations would not need to be changed, as the best or most powerful crafting components will need to be underneath suitably sized and aggressive NPCs, as an element of the risk that justifies the reward.
Economy
I don’t have a clear image of a reasonable or comprehensive system, but
found this thread very interesting.
Consideration will need to be given to the supply and demand intersections between crafting components and other uses, especially spell components, quest items and gear for lower level characters.
I do think that NPC-side pilferage may provide risk, be an important tuning element inside the economy, and allow for some quest hooks and non-recovery, but therapeutic combat.
Transformation
Transforming components to personalize, improve or create new items should not take a lot of character time and it should be in small discontinuous portions.
In order to do a craft project, the character will need to rent a dedicated workspace “into” which the character will deposit the required components and which functions like a bank account, including such things as daily upkeep fee and the 90-day inactivity limit. Once the project is completed the character should be able to send the item directly to auction/market or pay any outstanding fees and claim their items.
Depending on the complexity of the transformation, a project should require no fewer than three steps to complete, and there should be intermediate stopping points available, perhaps something like: raw component, usable material, form, crude item, item, quality item, empowered item, amazing item.
Each step of a project should require one command, some short amount of character work time, and then a significant minimum amount of time before the next step can be attempted. During that wait, at some reasonable minimum intervals, the character, or more usefully other characters can check-in on the project in a way that increases the odds of success, lowers the personal risk to the character and/or increases the potency of the resulting item. Naturally, factors like the size, age, and skill of the character will increase the check-in bonus. A character can purposefully put off the next step of a project in order to maximize these bonuses.
While each crafting action should be visually interesting, the goal is not to spam the screen, so the messages should be limited and “see crafts off” should be made available. That said, the emotive action field, or whatever you call that line of the character description field, should be updated during the process.
In order to make crafting costs, time and risk rational, bulk craft projects should be normal, even for higher end items.
The risks of transformations should include simply failing the step, ruining all or part of a batch, health loss, mana loss, long-lasting temporary stat decreases, and of course, death, factored against rewards of customized or improved equipment, general experience gained, and that the character's first successful attempt of each sufficiently different and powerful transformation should be considered a minor quest.
There should be many factors to determine the level of failure (success) of a step, including major ones like character level vs. finished project “level”, intox, skills, bonus points, and less direct ones like number of past successes.
A few other things…
We should actively encourage craft guild hopping. To the extent that it matters, any tax paid to any craft guild should count towards retardation effects for any craft guild. Further, when you leave a craft guild you should only lose any incomplete projects, the guild trappings, and any guild special abilities, as well as access and eventual skill decay, and if you rejoin you should reinvest all your advancement, accumulated success totals and reputation. It should only be possible to belong to one craft guild in any one sphere at a time.
I could not agree more that craft guild advancement should not be based experience gained while in the guild, but primarily by actually successfully completing projects, although I could see stocking related supplies or donating funds to the guild could provide some boost.
General Experience should be reintroduced and should be the usual non-monetary/equipage reward for craft activities. I think the implementation is an interesting discussion, but I’ll start off by arguing GE acquisition should be filtered by brute but accumulated GE should have less (and possibly no) impact than CE in brute calculations. Differentiating between CE and GE should allow using CE as a positive success factor when doing transformations, as a stand-in for determining that the character generally acquires their own components, rather than simply receiving them or buying them at market.
Lastly, domain lore should flavor crafting, and the location of the workspace that any transformation is attempted can and perhaps should impact the end result and “recipes” available.