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That sounds about right. I think.Reading these two viewpoint, I have a suggestion:
What if crafting was required for every-other-tier of armor/weapons? Like you start with lvl 1 and can but lvl 2, have to craft lvl 3, can but lvl 4, etc... that way if you craft, you can get better gear faster, but the game is a noticeably harder. (or possibly only every 3rd tier (2, 5, 7, etc) is purchasable... BUT, the game *can* we won without ever crafting, it just will mean you take twice as long dealing damage to the boss and need twice as many high-potions as if you bothered to craft the ultimate armor and weapon.
Thoughts?
Basically, you're saying you can finish the game without crafting, but it would be like beating Final Fantasy X without using the Customize command? A self-imposed challenge?
There are a couple of ways this could be used to reward certain player types:
1. Just like grinding for levels, players could farm drops as crafting components (I HATE the words "ingredient" and "recipe." You're forging a sword, not baking a cake!). Kids who love the monotonous grind would enjoy this.
2. Sidequests that yield components. Have fun writing them all. People who enjoy the narrative and questing would like this.
3. Placing them on the various maps of the world. Bonus points if they don't respawn; the player has to make a choice with limited resources. People who like exploring would enjoy this.
Me being the masochist designer I am, I'd force the player to go out and explore for components, rather than give them the ability to grind for them.
In fact, that's exactly what I'm doing.
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