Re: Crafting Project
Posted: 18 Apr 2012 00:53
Dear Strider,
why I generally agree with your way of thinking there are a couple of other factors you must consider:
@ making herbing a social activity:
Be it by the way of "assisting" someone in gathering herbs, thus reducing the required time for herbing, or placing powerful NPCs around more desirable herbs you would need to battle to get to them (risk vs reward factor).
While it's a great idea it comes with a couple of flaws I'd like to point out (note: I am not dismissing the idea, I just think it needs more polish and thought to be succesful):
1. If assisting in herbing would just reduce the time you spend on herbing, and even if it would improve the amount or quality of gathered herbs it would not solve the "solo and scriptable" part of the problem. People would still go about it solo and scripting, just for longer periods. For that to really work you must think of a real incentive for people to a) want to assist in herbing (what kind of reward do they get apart from person's that's doing the herbing gratitude?) and b) provide benefits to herbing with assist that can't be matched simply by herbing solo longer.
2. Placing powerful enemies guarding the treasured and valuable herbs is also a sound idea. The only problem arises when some guilds require this herbs in large quantities for their spells/potions or whatever really. You're then severly limiting the guild (especially its smaller members) which is already handicapped by its members having to spend valuable time on gathering them instead of doing something that others consider productive.
Note: I used herbs in my statements but it really affects all the things you need to gather.
@ making crafting available to people who log in infrequently:
That is also fine, but then we come to a point where you want to treat people who spend a lot of time in the game on equal basis as those who don't. It's a nice idea but completely futile from the perspective of someone who wants to not just attract players but keep them. Crafting is a time consuming process, there are ways to make it almost impossible to script, but --- even according to your previous statements --- allowing people who log in once a week to craft 2-3 items to be just as proficient and succesful at crafting as people who spend 3-4 hours a day, every day on that would be ridiculous. I'm all for disconnecting crafting from combat and quest experience and only basing it on actually crafting things, but still someone who has more time will craft more and thus be better at it than a person who doesn't have as much time to spend on it.
Don't understand me wrong here. I fully support making the game as accessible as possible, both for powerplayers and people who haven't got a lot of time to spend on it. Unfortunately, there are things that can't cater to the "casual" side of it.You can still play and enjoy the game in its fullest by playing it casually, but things like crafting are something that usually require a large amount of time investment and dedication.
Of course, I might be wrong, in which case I'd like you to point me to a MMO or other game that has successfully implemented a crafting system that doesn't benefit time investment.
why I generally agree with your way of thinking there are a couple of other factors you must consider:
@ making herbing a social activity:
Be it by the way of "assisting" someone in gathering herbs, thus reducing the required time for herbing, or placing powerful NPCs around more desirable herbs you would need to battle to get to them (risk vs reward factor).
While it's a great idea it comes with a couple of flaws I'd like to point out (note: I am not dismissing the idea, I just think it needs more polish and thought to be succesful):
1. If assisting in herbing would just reduce the time you spend on herbing, and even if it would improve the amount or quality of gathered herbs it would not solve the "solo and scriptable" part of the problem. People would still go about it solo and scripting, just for longer periods. For that to really work you must think of a real incentive for people to a) want to assist in herbing (what kind of reward do they get apart from person's that's doing the herbing gratitude?) and b) provide benefits to herbing with assist that can't be matched simply by herbing solo longer.
2. Placing powerful enemies guarding the treasured and valuable herbs is also a sound idea. The only problem arises when some guilds require this herbs in large quantities for their spells/potions or whatever really. You're then severly limiting the guild (especially its smaller members) which is already handicapped by its members having to spend valuable time on gathering them instead of doing something that others consider productive.
Note: I used herbs in my statements but it really affects all the things you need to gather.
@ making crafting available to people who log in infrequently:
That is also fine, but then we come to a point where you want to treat people who spend a lot of time in the game on equal basis as those who don't. It's a nice idea but completely futile from the perspective of someone who wants to not just attract players but keep them. Crafting is a time consuming process, there are ways to make it almost impossible to script, but --- even according to your previous statements --- allowing people who log in once a week to craft 2-3 items to be just as proficient and succesful at crafting as people who spend 3-4 hours a day, every day on that would be ridiculous. I'm all for disconnecting crafting from combat and quest experience and only basing it on actually crafting things, but still someone who has more time will craft more and thus be better at it than a person who doesn't have as much time to spend on it.
Don't understand me wrong here. I fully support making the game as accessible as possible, both for powerplayers and people who haven't got a lot of time to spend on it. Unfortunately, there are things that can't cater to the "casual" side of it.You can still play and enjoy the game in its fullest by playing it casually, but things like crafting are something that usually require a large amount of time investment and dedication.
Of course, I might be wrong, in which case I'd like you to point me to a MMO or other game that has successfully implemented a crafting system that doesn't benefit time investment.