Hey, newcomer lurking from way before Oort became Boundless =)
I’m not THAT fan of crafting in MMOs, especially because 99% of them are mindless levels or ressource grind. But i wont recap why/how they are, this thread nailed it.
Instead, i’ll explain the idea i just had :
Zero : idea is only about item stats.
Zero and a half : No system of EXP/LVL needed. (And i hope there wont be any).
First, as the op says, we need some “parameters” in which we can influence stats obtained (& no RNG : same parameters == same item). Whatever the number and type of parameters (enchanting, refining, …), the number of possibilities of those parameters are what i’ll call the “Parameter Spectrum”.
Hard to understand ? Example : You can refine a weapon with 2 choices : A or B. At the same time, you can enchant the same weapon with 2 choices : 1 or 2. The Parameter Spectrum is : A1, A2, B1, B2. Right ?
Second, for each value of the Parameter Spectrum, an “Efficiency” is attributed. Picking A2 will be more rewarding than B2. Or B1 may focus Attack bonus when A1 focus Defense.
If you want an image of the result, here is my beautifully-painted graph :
Different parameters for different results & focus, but we can see some sweet spots.
Until now, nothing new, it’s simply what OP said : Sliders with variable results.
Counter argument was : In one week, everyone will know the best recipes, the best sweets spots. And it’s true.
Unless…
Third : Each person has it’s own Efficiency/Parameter Spectrum (let’s call it EPS), easily hashed/salted as you see fit. Hardest will be to be sure that everyone roughly has the same “best sweet spot”, roughly the same potential
For some QoL (and because excel is no fun), when you craft X time with the same parameters, a “point” will appear in a Journal, showing those parameters results in a way similar to my paint graph.
So yeah, you have the feeling of progression & DISCOVERY (<= most important), without the guide-after-one-week factor, without levels, but with a bit of grind (gotta discover my entire EPS)
For added grind, you can also make an EPS per item per player (but seems like overkill for me).
You CANT improve your own EPS yourself.
Some vocabulary so i can explain better : EPS[X] = Y
where X is ONE value of the horizontal axis of our EPS. X is a precise value of parameters. And the Efficiency is Y : the more the better. So, the efficiency Y is corresponding to the results of our precise parameter value X.
Let’s say George has a Efficiency Y of 92 at the Parameter Spectrum X of 15 : George : EPS[15] = 92
But he is rather unskilled with a Parameter Spectrum of 20 : he only reach 22 : George : EPS[20] = 22
Hope i’m clear, but developers should understand in an instant.
Forth : Yea there’s one. TRADE SECRETS. For me, this aspect is even more important than craft, in itself. The progression you can obtain by cooperating is so much more rewarding than seeing “Congrats, you crafted an Uberesque Three-handed sword of the marksman !”
So yeah, Trade Secrets. How could that happen when everyone has it own EPS to follow ? Simple : You can “teach”, give “tips” to others : influencing their EPS in a good way. I recommend only upping in a restraint zone, not the whole EPS at a time :
George (EPS[50] = 100) decide to teach Julie (EPS[50] = 20). George didnt gain anything, but Julie now has EPS[50] = 30. Julie’s EPS[49] and EPS[51] improved a bit, too. But Julie’s EPS[80] didnt change.
Get the idea ? Now i will throw in my personal “recommendations” and “set of rule”, as i’d enjoy it more that way. I’m not a HardCap guy, more a “improve until infinity, but at exponential cost/difficulty”
Fifth : You can teach even if you have a bit less Efficiency than your student : You will (both?) grow stronger (“Even the best doesn’t know all the best tips”). Obviously, if teacher is at 1Eff and student at 100Eff, nothing happens. Fine-tuning necessary.
This means** No Hard Cap**. But high cost of teaching, since at a moment you will be ahead of everyone. AND, the best with this system is than it is actually worthwhile to take some apprentices (Feed’em so they’ll feed you later on) and to go toward others
Six: Capacity of teaching shouldn’t be limited by time but by “Craft completed at a specific Parameter” : Obtain 1 consumable point of teaching restricted for EPS[50], every 5 craft done with EPS[50]. Kinda grindy, but better than time.
Seven: Growing our EPS by teaching should also factor a “neighbors bonus” factor : Someone having high EPS[45] and high EPS[55] will learn a lot faster for EPS[50] but will learn at a normal rate for EPS[90].
Eight: A system to avoid closed duos/trios/quadros… something like “The more the same person taught you, the less you will learn from him”. For this to be dynamic : Efficiency learned = others factors * (Total Eff gained by teaching / Total Eff gained with this very person). It will go down naturally as you meet others ppl.
Nine: If you really farm a lot, your weapons may become OP : Let it be. BUT : Drastically improves resources cost after a cap. Let’s say your natural EPS[X] is -before any teaching made- between 30% and 70% efficiency. You train until 100% efficiency (cap reached). After this point, every % in overkill will increase resource cost. (If you reach a 150% efficiency, resources may cost up to 500% of what it would be normally).
For this system to not be detrimental for the user, allow him to “scale” his effort: Between 100% and his current level.
Ten: Heck, special growing resource could exist and be required for higher levels : A gemstone able to store defeated giants levels. Then : For every 1 % of overkill (overcraft??), you need one more level in your gemstone.
Example: for a 160% Eff craft (means 60% overcraft), defeating one Giant lv60, or 3 Giants lv20 would be required.
Benefits of this whole set of rules :
- Market will be interesting and varied (should i buy a cheap lower quality dagger, or the best dagger of the server at a crazy price)
- Resources in high demand, as it will also manage TrainingPoint production
- Load of interactions between crafters
- I think a new market will eventually open : Training points market =)
- Crafters guilds will have a real meaning
- Never seen before Crafting system
And about the “this is way too complex” :
If you squeeze all “training” features altogether, each player having his own immovable EPS to discover wont be that much harder than what OP said.
Add trainings, and efforts required are “considerable”. But doable, you just have to take the time.
TL;DR Random idea about Craft i had