I stole @Gabriel’s idea of putting an emoji in the title.
My idea is to have NPCs that can craft items. You give the NPC the materials required to make the item and the NPC will give you your item. In effect, this would work as a shop, except the items require materials in addition to a currency.
I don’t think it would be very difficult, as Vetex could most likely reuse a lot of the shop code.
Here is an example:
You find a wooden handle in a chest. You buy an iron ingot at the material shop. You go to a blacksmith and give them 100 crowns galleons. They then take your materials and use them to craft an iron sword.
When you get the materials required to get an item, you feel a lot more accomplished when you get the item. It feels like you put the work into it, rather than just getting lucky.
Here is a more interesting example:
You defeated a pirate boss and got a pirate lord’s skull as a drop. You find an arcanium stone in a chest. You go to a large town and buy a very expensive metal alloy. You then go to a remote island that has a legendary weaponsmith. You give them the items, along with a hundred thousand galleons, and they give you an exotic “Pirate Lord’s Staff.”
In the example above, the item is crafted using items from chests, boss drops, and shop items. One of the benefits of crafting is that good items can require doing multiple different activities.
I know it could work well, but that’s only if it’s at the center of the game. Look at the roblox game “Tradelands”. It has crafting, yes, but that is literally the WORST aspect of that game. I just don’t want that to happen to AO.
This video simply says that many games implement crafting in a bad way. Other than in the title, it never says crafting is inherently bad. He voiced 2 main complaints.
1: Crafting is tedious
In many games, people have to look through every room to find the one item needed to craft something. In AO, items will mainly be found in chests, by fishing, and by killing bosses. With the exception of fishing, all of those things are things that players would be doing anyways.
2: Crafting is not necessary in the game
In many games, you can go through the whole campaign without crafting an item. Crafted items are not necessary and often don’t provide enough of an advantage for it to be worth it. AO is a multiplayer fighting game, which means any advantage is worth it, no matter how long it takes. As long as crafting isn’t too grindy, players will do it.
[Tradelands] has crafting, yes, but that is literally the WORST aspect of that game.
AO could make it better. Even if AO doesn’t do a good job at implementing it, at least it won’t be necessary. Just like how fishing provides an advantage but isn’t necessary.
This is not a merchantry simulator. It is an online fighting game with boats, pirates and magic. Crafting is in no way going to be as shitty and tedious as it is in tradelands.
Probably because it doesn’t even have crafting to begin with. Without it we can focus on doing those things we like to do, like boating and fighting. I just don’t want crafting to devalue the game.
It won’t. If Vetex accepts this suggestion and implements crafting right (assuming he actually reads suggestions these days) it could add a lot of variety to the game. Tracking down a rare ingredient could be the whole point of a sidequest because you KNOW that completing that specific sidequest will grant you a rare material that can be used for a variety of things.
Yes, I would like to see the page aswell, but I’m pretty sure you are refering to the AA trello where he wanted to add many aspects like mining and crafting, i.e mine an iron ingot, smelt and forge a weapon at a smith.
Fishing COULD have been implemented well, yes. BUT instead, it’s just mediocre filler material for WoM. Yes, it’s fine that it is out of the way, but when we actually need to do it (like during the Halloween event or when you try to get a sunken) it is infuriating. The same can be said about crafting. Even if it is mediocre it will drag down the overall experience of AO, and that is not something I’d be willing to risk as a side feature.
Tf. Fishing could be more interesting, like these fishing simulator games. Rn its literally AA fishing with anti macro system. Chest grinding could be revamped too, but thats another topic.