I thought I’d start a discussion about crafting, combat, and progression. Mostly because I see a lot of different posts concerning this and a lot of questions too. This is carrying on from a discussion started in the Q/A video topic.
In line of the Lore around the game, dev posts concerning progression through the game, and from the recent survey here is my view:
What is the game is a good place to start. Oort is a sandbox which is online allowing people to connect and crafting and combat should reflect this. I see a lot of posts about well defined systems of levelling and classes of crafting and combat; this is fundamentally different to what Oort is about.
These kind of systems lean towards a game where attaining ranks is the game, and these ranks define your experience of the game. A combat based player is, by using a rank system of crafting and combat, limited by the system and this limits Oort. An easy way around this is to allow respec, however any game which allows respec, quickly loses enjoyability as you don’t have to work for anything after working for one aspect, for arguments sake a lvl10 combat player can quickly shift to lvl10 crafter. You could also add additional characters but it has the same effect. The game whilst hailing as a sandbox about exploration, building and encountering wonderful monsters, quickly degenerates into a rank based, time dependent, worst case scenario money dependent, MMORPG.
A better system would be this. Tool based crafting; dependent equally on knowledge and tool/resource quality, and combat; dependent equally on your actual ability to use the system and weapon quality. To clarify: a bow made of better string and body will shoot farther and faster, better arrows will do more damage, and your actual ability to aim will obviously be a factor. For crafting, a hammer made of better material will work for longer, allow you to work harder materials, and craft better quality materials, and also your knowledge of what you need to make what will let you progress in crafting.
None of this needs ranks on players, and neither does it limit you to one aspect of the game. Now successful crating/combat could yield experience for those who find worth in levels. This should not affect your ability to craft, crafting 100 wooden daggers should not make you rank 2 which means guaranteeing that you can always make wooden daggers whilst also now making sure you can craft iron daggers and so on. Your ability to make a wooden item does not mean you can now make it out of iron. Iron requires different knowledge, different tools, different everything. A system like this is a bad system for a game like Oort.
In addition exp should not automatically give you more health for example. How swinging a sword or crafting a box which levels you up after X repeats affects health, stamina, or mana is beyond me. Considering what Oort is as a game, systems reminiscent of MMORPGs are limiting and don’t actually work. Armour will make you last longer in a fight, as will dodging and being able to use the combat system, without relying on rank 10 onehanded guaranteeing you do decent damage.
Level grinding and experience farming will harm Oort.
Finally, a titan fight should always require groups, not only will this force community and guilds, it actually defines what the titan is, a huge, powerful beast that will crush anything that isn’t clever and prepared. A system where people can grind for exp elsewhere and guarantee their eventual success defeats the purpose of the Titan.
What do you think?