Adrullan Online (Formerly Evercraft)

Flobee

Ahn'Qiraj Raider
3,106
3,619
crafting is the magnet for me. it lets me set a smaller scope pace. some survival craft games make superior RPGs for that reason. i always get hopeful for being able to take it to the pinnacle, no matter how contrived, but devs inevitably pull the rug and point at raids with no crafting elements or derivatives. thats where my game ends.
I definitely find as I get older and have less attention to game I'm spending more time and effort in games crafting. Curious how you would want to see crafting integrated into endgame in a way that made you happy? I don't think I've seen a game do it in a way that felt good. I guess off the cuff my best idea is simply having raid mobs drop items needed for crafting, but I assume thats what you mean by contrived.
 
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Zaide

TLP Idealist
4,141
5,335
I definitely find as I get older and have less attention to game I'm spending more time and effort in games crafting. Curious how you would want to see crafting integrated into endgame in a way that made you happy? I don't think I've seen a game do it in a way that felt good. I guess off the cuff my best idea is simply having raid mobs drop items needed for crafting, but I assume thats what you mean by contrived.
1. The top raid mobs should drop items that require crafting like dragon scales, monster skins etc to make the best gear.

2. Certain raid mechanics should require items only made via crafting, like an orb that can generate a “safe area” around a player when clicked to avoid an otherwise major enemy AoE.

3. Crafting should be the primary way to introduce convenience factors just like real life. Want a dungeon finder? You need a crafted sign board or something. Want a health of targets target? Own a a crafted monocle of intent.
 
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