Opinions on a crafting system?

So obviously this has been thrown around quite a lot for an open world exploration/story type game like AO and WoM.
But what are your opinions on it being similar to a pity system?
For example if you got really unlucky getting arcanium weapons you could craft an arcanium weapon that you want at a blacksmith. it would be adjusted so that the rate at which you get the materials would be roughly equal to the rarity of getting the weapon straight up.
This would only include 1 material, like only arcanium metal for any arcanium weapon no bullshit like wood for hilts or smth.
This could also allow the economy to have more opportunities such as trading “parts” for a weapon instead of only being able to trade the fully completed weapon.
Theres also opportunities for new armors like white eyes scale armor, or new sunken weapons, if you could get sunken alloy from fishing as an alternative to just a sunken armor/weapon.
This would make getting weapons also seem more like an adventure and getting the materials could be easier due to treasure charts and activities such as diving.

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wouldnt mind it being like this but not sure itd be incorporated like this if a crafting system were to be added, but in general id be really happy with any crafting system or more classic mmorpg elements (that isnt confusing or bs tho)

This system would basically function as a pity system (allowing you to guarantee an item by collecting material items as you’re chest hunting anyway)
This could also help out traders by adding a form of decimal currency like 1/4 or something worth of a weapon like if a ss required 4 sunken alloy you could have 1.25 worth of a ss in the form of 1 ss and 1 sunken alloy.
In my head it wouldn’t be needlessly convoluted either, literally just 1 or 2 material types at most no going on a quest for 20 plus materials to get a weapon or armor.
This could also have opportunities for a new profession that players could play as.
Idk this seems cooler than just a straight up after x attempts you guarantee something
It seems more like an adventure than a pity system after all that
I see mostly positives with little to no negatives if a system like this were to be implemented

ehh im not sure if another pity system needs to be added along with the one that already exists, its something that you find it by playing the game (in a finished state) so :woman_shrugging:, also i dont really understand your system, how are these “parts” obtainable? If its a chance through fishing then thats counter intuitive since itll just interfere with the chance of getting a whole sunken/rare item

also that decimal value thing, yea that already exists we just cant label items with a static number since woms trading is bartering based, and in some trades/for some people certain item’s value can decrease or increase slightly depending on the reason and some trades are sometimes worth for sure even if it’s objectively lower in “score”, we mainly just use this type of valueing in complicated trades (trades that have a wide assortment of different items) to have a rough estimate since it makes it much simpler to tell if its worth or not

They would be obtainable like you would imagine, stuff like some side quests, chest hunting, bounty hunting or killing sea monsters, raiding pirate ships or obtainable from diving in some way, treasure charts and sealed chests and the dark sea in all of these ways. They would basically just be items that you could collect to sell for galleons or craft into an item that you want.

Opinion on this?

I feel like the handle stuff is unnecessary and the way you put it is very complicated
But I’m saying this for the items that there are many variants for such as ss and sunken armor or the many different types of old/iron weapons
There’s a 1/23+ chance that you get the weapon you want at that tier, even with weapon chests guaranteeing a weapon of a certain rarity or higher we don’t know how rare/common they’ll be
I’m suggesting that stuff like iron ingots or the arcanium alloy mentioned on the trello which you’d be finding in chests as you play the game anyway to function as a “pity system”
in the games current state they would only be able to be sold for galleons which seems boring and galleons still won’t have much trading value and stuff.
Sure you might be able to buy the weapon that you want but that might be for higher levels or you’re a hybrid build and want to use a certain weapon over another and a weapon that you found is a higher tier than you can use the skills for

I feel like if the only ingredients are stuff like iron and arcanium, this system would be kind of boring. We need some cursed magic skulls, dude.

It wouldn’t just be arcanium and iron there would be about 1 material per weapon quality
But stuff like the magic skull was cool from your suggestion but again it seems excessive.
Cause if you get multiple of the same one like multiple hilts or smth that’s bullshit and even worse than the current system
But even if you had it so that each material was from a different npc/way of obtaining that would be bad too especially if it was a percentage chance.
Plus the magic skull thing makes it sound like some legendary/special weapon. Those types of weapons would likely be one of a kind without multiple “variants” for example like something like durandals, you wouldn’t be able to craft that because 1. It’s a legendary weapon and 2. There’s not other weapons that are the “same” like how an arcanium bow and great axe are similar in material.

1 crafting ingredient? That’s so boring.

If by excessive you mean actually borderline interesting, then yeah kind of.

They would be stackable and sortable and filterable, it wouldn’t be that much of an issue.

So you literally just want the basic weapon types for each material, without incorporating boss drops or quest rewards or anything actually fun? I don’t want “arcanium shortsword, arcanium longsword, arcanium greataxe, arcanium crossbow, etc.” I want each type of high-level weapon to have something unique about it, and that can be done by crafting arcanium alloys or other materials with specific boss drops (that would be significantly less rare than a boss dropping a weapon). That way you actually have to decide what you want to get and put in the work to get it. There is a lot more intentionality in this system than simply fishing up a random legendary weapon.

It’s not the inventory issue it’s the fact that if someone got exceedingly unlucky they’d end up with a bunch of hilts or something and no weapons ending up in the same situation as with sunkens

It’s not supposed to be a super complex system like in other games, the video that someone posted on your suggestion sums up my problems with a system like this perfectly.

I did say it was supposed to be a simple, pity system-esque system.

I did say materials could be gained from side quests or something. If only a single powerful weapon used said powerful boss drop that would mean everyone would run it if it was the most powerful weapon available

Vetex said obtaining lost/ancient tier things would be significantly more interesting than it was in aa such as boss fights and stuff.

well there are plenty of gems and stuff so they could be given a use

Summary

Ruby
Zircon
Sunstone
Topaz
Citrine
Peridot
Emerald
Sapphire
Aquamarine
Tanzanite
Amethyst
Tourmaline
Diamond
Onyx
Human skull
Gold bar
Steel bar
Iron bar
Gold coin
Treasure Piles - Items that can be rarely found as treasure items in chests, representing a massive pile of gold. These will come in multiple different sizes: 10, 25, 50, 100, and 300.
Arcanium alloy - A rare find in treasure chests, this metal is extremely hard to make, but used to be a lot more common in ancient times. Its used to create magic-conducting tools and weapons.
Wood
Stone
Brick

Maybe
And like I said there could be opportunities for stuff like white eyes scale armor as well as being a potion ingredient

be cool if using the gems gave an enchantment or stat

there’s already enchant scrolls though, not a bad idea for them to be used for limited upgrades though

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