KingSolomon
New member
- Joined
- 10/02/2016
- Messages
- 5
I noticed that part of your plan for later updates was to add a crafting system, I would discourage this.
1. Enemies and dungeons already drop tons of items
The way the game plays encourages you to go in and out of dungeons many times before your done with them, this gives you ample opportunity to gain new armor and weapon drops.
If Crafting is definitely going to be in the game I would encourage you to to either make the weapons you can make yourself a good step more powerful than anything you could find as a drop, and make the material drop rare. Or make armor and weapon drops very rare, so that finding materials is meaningful, instead of just one more thing to go sell or store.
2. Micromanagement of resources might periodically kill the game flow
A huge part of the appeal of this game is that it is easy to understand and play, despite being in an open world format. I think the principal behind crafting could be used in a good way somewhere, like using ingredients to make potions, but even that concept is easy to turn into a mess of unnecessary micromanagement.
Keep the game simple, only add features that enhance the other aspects of your game design. Introducing the idea that random bits of junk might be useful to you at some point instantly makes you want to keep all of them, and instantly turns into annoying inventory shuffling whenever you want to craft.
In essence i would like to see crafting as something you as a player want to do naturally, that fits into the "sleep -> excursion ->repeat" formula you have already, not as simply a a tacked on way to make items, that slows the game down for a marginal reward.
I really like this game and want to see it succeed, I hope this topic can contribute to that.
1. Enemies and dungeons already drop tons of items
The way the game plays encourages you to go in and out of dungeons many times before your done with them, this gives you ample opportunity to gain new armor and weapon drops.
If Crafting is definitely going to be in the game I would encourage you to to either make the weapons you can make yourself a good step more powerful than anything you could find as a drop, and make the material drop rare. Or make armor and weapon drops very rare, so that finding materials is meaningful, instead of just one more thing to go sell or store.
2. Micromanagement of resources might periodically kill the game flow
A huge part of the appeal of this game is that it is easy to understand and play, despite being in an open world format. I think the principal behind crafting could be used in a good way somewhere, like using ingredients to make potions, but even that concept is easy to turn into a mess of unnecessary micromanagement.
Keep the game simple, only add features that enhance the other aspects of your game design. Introducing the idea that random bits of junk might be useful to you at some point instantly makes you want to keep all of them, and instantly turns into annoying inventory shuffling whenever you want to craft.
In essence i would like to see crafting as something you as a player want to do naturally, that fits into the "sleep -> excursion ->repeat" formula you have already, not as simply a a tacked on way to make items, that slows the game down for a marginal reward.
I really like this game and want to see it succeed, I hope this topic can contribute to that.