Possible change in the crafting system?

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PrometheusFall
True Believer
 
Posts: 5
Joined: 17 Apr 2016, 14:05

Possible change in the crafting system?

Post by PrometheusFall » 13 Oct 2017, 18:47

Hello there! The below text is simply a possible suggestion in how to change the crafting system to introduce greater depth and playability when it comes to making items.

So right now I have slight worries about the economy system on the MMO. The root of this is lack of diversity of goods (especially middle and high end goods like armour) which could really hurt the trading in any MMO. A easy & obvious solution to this would be to add more stuff (which would be lovely) but wouldn't stop a basic problem. People should be able/forced to specialise more.

Take the armour smithing tree for an example. What if you had separate trees for each type of armour type (Plate, Scale etc) rather than being awesome and knowing how to make all types of a very diverse selection of armour. This would increase the demand of said goods with the simple economic supply and demand structure. This might hurt small guilds but it would also encourage them to communicate and mingle with bigger guilds, which tbh with the volatility of LIF MMO they will have to do anyway.

Another way to encourage this and also make the crafting system richer is to have separate skill bars for each item. So the more you make this item (a helmet for example) means you are then able to make better quality helmets on top of the overarching skill. You could also improve the rate of blueprint drop for this item as the person is seen to specialise in this one thing. I think this would be cool as people could come to someone because they are a master at making a type of piece of armour and so again encourage trade. It would also make the game longer lasting & more interesting for grinders.

Hope you enjoyed my little ramble and if you guys have any other ideas please share!

WhiskeyJack
Kingdom of Lemuria


Ricardoferreira1991
 
Posts: 17
Joined: 30 Oct 2017, 11:02

Re: Possible change in the crafting system?

Post by Ricardoferreira1991 » 12 Nov 2017, 13:41

I think crafting an specific armor part (helms for example) should get you the blueprint for that next tier piece of armor, instead of a random blueprint part.

Have you tested the durability loss of a piece of armor once you get hit by another player? The way it is now, the smiths are going to be busy crafting, because the weapons decay really fast. I don't know about the armors though.

Although I like your idea, and I wouldn't mind if it was that way, what if I wanted to specialize in plate armor? Instead of crafting 1000 (random number, no idea how many they would be) helms to get to level 90 and get the blueprint for the next tier helm, I would need to craft 1000 of each part? so, 6000 pieces? doesn't sound fun at all.


PrometheusFall
True Believer
 
Posts: 5
Joined: 17 Apr 2016, 14:05

Re: Possible change in the crafting system?

Post by PrometheusFall » 20 Nov 2017, 10:43

Hey Ricardo!

Yeah I imagine that the base blueprint chance would be the same as it is now for all the armour pieces. Maybe if you are focusing on chest armour you can still discover other blueprints it will just be at the normal rate is now.

So any specialisation you do will just reward you with better chances for that piece while keeping the chances the same as now for everything else?

WhiskeyJack

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