Saturday, November 21, 2009

Crafting in multiplayer online rpgs

A lot of times, crafting in multiplayer online rpgs leaves much to be desired. Usually, monster loot drops are much better than anything a player can make out of component parts. I would like to reverse this trend. I would prefer to have player crafted items be better than anything you can find on monsters. I feel this would add much to the game. The other problem that I have seen in some multiplayer online rpgs is that you have to craft thousands of items to gain a few skill points. I think this is wasteful of a players time. I think how world of warcraft did it where it only took a few craftings of the item to raise skill at a certain level, and the time consuming part was gathering resources. I feel this is better since it means that players will do less sitting in one spot for hours trying to raise a crafting skill.

The negative side of player crafted items being too powerful, is that it can leave monster loot a little less exciting. But monster loot could still have random drops thosse could be taken apart with something similar to the world of warcraft disenchant skill, allowing the item properties to be separated from the items. Maybe they could be reused to make newer stronger items. The other idea I have for crafting is something similar to the diablo2 gem system. In diablo 2, you could collect gems. With a horadric cube, you would put 3 gems of any property, so long as it was all the same property and the same color gem at the same level into the cube. Thosse three gems could then be upgraded to the next higher level. So for instance, you could put 3 chipped rubies into the gem and get a flawed ruby. 3 flawed rubies would get you a ruby, 3 rubies will get you a flawless ruby, and 3 flawless a perfect ruby. The gems in diablo had different properties depending on what item they were put into. Later, in the expansion, diablo2 added jewels that had the same properties no matter what item you put them into, and runes that became a completely different type of rune when you put 3 of them into the cube. I would like to do something similar with the disenchanted components from monster items, or other stuff that you may be able to find or mine.

I think all items should be like socket items, except instead of being permanite like in diablo, you could break the item in order to remove the components that had the properties in them. People would end up making custom items depending on the kind of monsters/players they were fighting, or what kind of template and stats and skills they had. You could then break the item, so that there would always be a market for armor pieces since you would always need new ones to put the gems into.

I think it would take the flustration out of waiting for ever to find the random properties on an item you need, at the same time make looting monsters fun and intresting. I only wish I had the skill to add this new crafting idea into the user interface. It would make a great addition to our game, while keeping it fresh and exciting forever.

No comments: