inherit
2733
0
Mar 10, 2020 20:44:37 GMT -6
24
Carnack Ketral
[TI0]
83
Jun 29, 2018 18:17:31 GMT -6
June 2018
carnackketral
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Post by Carnack Ketral on Jul 5, 2018 12:38:10 GMT -6
Could you give more examples of what you mean by "component crafting?" Bloodstained already has some weapons requiring other weapons as reagents, so I'm not sure what you're suggesting, exactly. I believe that is exactly what he meant. you need to craft something else to use in crafting the target item you want to craft. Craft the whip(component) to be able to craft the fire whip(target).
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inherit
2754
0
Jul 17, 2018 12:41:45 GMT -6
9
tekrelm
34
Jun 30, 2018 15:40:47 GMT -6
June 2018
tekrelm
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Post by tekrelm on Jul 5, 2018 12:44:12 GMT -6
I'm generally not a crafting sort of guy but I like your ideas sir. I'd like to add to those ideas: With the trade off idea - make it like dark souls' "Boss Souls': You choose between crafting one of 2 or 3 options using the one time boss drop, which you can only obtain again on your next play through. As for rare or truly epic items it would be even more compelling if their stats fall within a range generated at random or even on rare occasions a random attribute attached like poison (diablo style I guess) so that one might distinguish between a high end or low end epic item. This would greatly increase playtime for min/maxers. Now that's compelling, even to me. The non-crafty guy! Ooh, I do like the idea of a limited number of rare crafting items dropping per playthrough, and the only way to get more is to play a New Game Plus. That would really prolong the playtime of the game if you wanted to craft all of the game's best gear. Certainly the equivalent of the Crissaegrim should be crafted with at least a full playthrough or two of these "boss souls". That'd be pretty neat! Especially since it doesn't encourage the sort of tedious grinding that I've been trying to get rid of. The randomized stats on crafting items is interesting. But that can also turn into a letdown if all you get is the base model, you know? And then you're stuck crafting the item over and over until it procs poison damage, and that can turn into its own kind of frustration. I'm wary of that sort of thing.
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inherit
1650
0
Oct 10, 2018 17:39:30 GMT -6
38
yoshi9048
58
Jul 3, 2016 14:07:34 GMT -6
July 2016
yoshi9048
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Post by yoshi9048 on Jul 5, 2018 15:53:46 GMT -6
Components are used in the presence of LOTS of reagents, it can work wonderfully IFF implemented correctly... See the problem there? That ugly 3 letter acronym, If and only if. If done right, component crafting feels like an organic and logical progression. If done wrong, it can end up feeling like a lot of tedium.
Here's an example: let's say they add a spear named wyvern slayer. The wyvernslayer would be a component build from two tier-2 (mid/tier) items. A quarterstaff, and a one hand sword.
From the looks of it, Bloodstained already has some component-path items (such as the bunny boots and most weapon upgrade paths), but if they could manager to also add in some bronze/iron burning items to craft, say... a trigger for guns, or a boss of a shield, or the pommel of a weapon; then they'd have a way of reducing these common items into higher-quality items that can also sell for a tiny bit more than their individual parts, as a bonus.
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inherit
2754
0
Jul 17, 2018 12:41:45 GMT -6
9
tekrelm
34
Jun 30, 2018 15:40:47 GMT -6
June 2018
tekrelm
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Post by tekrelm on Jul 5, 2018 23:35:31 GMT -6
Components are used in the presence of LOTS of reagents, it can work wonderfully IFF implemented correctly... See the problem there? That ugly 3 letter acronym, If and only if. If done right, component crafting feels like an organic and logical progression. If done wrong, it can end up feeling like a lot of tedium. Here's an example: let's say they add a spear named wyvern slayer. The wyvernslayer would be a component build from two tier-2 (mid/tier) items. A quarterstaff, and a one hand sword. From the looks of it, Bloodstained already has some component-path items (such as the bunny boots and most weapon upgrade paths), but if they could manager to also add in some bronze/iron burning items to craft, say... a trigger for guns, or a boss of a shield, or the pommel of a weapon; then they'd have a way of reducing these common items into higher-quality items that can also sell for a tiny bit more than their individual parts, as a bonus. Honestly, that makes me a little dizzy. If I see a cool weapon in the crafting menu, but to craft it, I need three other crafted items, and I need three other crafted items each to craft each of those three items, and so on, well, I'd be much more inclined to just pretend the crafting system doesn't exist. It's already like that, now, to tell the truth, which is one of the reasons why I started this thread with a proposal to simplify it.
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inherit
1650
0
Oct 10, 2018 17:39:30 GMT -6
38
yoshi9048
58
Jul 3, 2016 14:07:34 GMT -6
July 2016
yoshi9048
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Post by yoshi9048 on Jul 6, 2018 0:25:56 GMT -6
Honestly, that makes me a little dizzy. If I see a cool weapon in the crafting menu, but to craft it, I need three other crafted items, and I need three other crafted items each to craft each of those three items, and so on, well, I'd be much more inclined to just pretend the crafting system doesn't exist. It's already like that, now, to tell the truth, which is one of the reasons why I started this thread with a proposal to simplify it. Which is why I say IFF. It has to be done right.
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