SHARP STUFF PLUS BULLSHIT EQUALS SHARPER STUFF
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whaddup doe
So I'm putting in a Synthesis System in my game (yes, I'm still working on Chronology, its just getting info/updates to you guys is uh...hard from the Middle East), and I'm pretty set in what I want to do with it, so I'm not necessarily looking for input in my own system (although grand ideas can change anything), I'm looking more for what you guys think about what I'm doing, similar systems you've experienced in other games, and maybe if you're also doing something similar, your own methods.
My own take on it is this; you have a recipe of possible items, and two or more items are needed to make that item. These items can be anything from weapons to items. My spin on that system includes
-My game has a 15 item limit; meaning you can only carry 15 of the same item at a time. This prevents the player from buying 99 of something like a baller and encourages smart resource use.
-You can't synthesis on the fly. You can do it in shops for a small fee. As the game goes along that fee for better shit matters a tad more.
-Ingredients can be found, stolen, and occasionally certain ones can bought. The 15 item limit mentioned above circumvents abusing buying ingredients.
-Healing items cannot be purchased wholesale in shops. They can be found, stolen, and ultimately your main source of them will be through synthesis.
-Weapons and armor can be created. Neither will require previous weapons/armor to make new ones, encouraging players to go ahead and sell old shit as opposed to hoarding old useless shit like a paranoid cat lady.
-Accessories can be made also, but they will sometimes require other (common) accessories to make. This is because of players commonly being hesitant to sell accessories anyway, due to the fact that they usually stay relevant throughout a playthrough.
But this is my take on it. How do you feel about synthesis systems? What games do you feel 'did it right', 'did it wrong', or whatever? TALK TO ME.
So I'm putting in a Synthesis System in my game (yes, I'm still working on Chronology, its just getting info/updates to you guys is uh...hard from the Middle East), and I'm pretty set in what I want to do with it, so I'm not necessarily looking for input in my own system (although grand ideas can change anything), I'm looking more for what you guys think about what I'm doing, similar systems you've experienced in other games, and maybe if you're also doing something similar, your own methods.
My own take on it is this; you have a recipe of possible items, and two or more items are needed to make that item. These items can be anything from weapons to items. My spin on that system includes
-My game has a 15 item limit; meaning you can only carry 15 of the same item at a time. This prevents the player from buying 99 of something like a baller and encourages smart resource use.
-You can't synthesis on the fly. You can do it in shops for a small fee. As the game goes along that fee for better shit matters a tad more.
-Ingredients can be found, stolen, and occasionally certain ones can bought. The 15 item limit mentioned above circumvents abusing buying ingredients.
-Healing items cannot be purchased wholesale in shops. They can be found, stolen, and ultimately your main source of them will be through synthesis.
-Weapons and armor can be created. Neither will require previous weapons/armor to make new ones, encouraging players to go ahead and sell old shit as opposed to hoarding old useless shit like a paranoid cat lady.
-Accessories can be made also, but they will sometimes require other (common) accessories to make. This is because of players commonly being hesitant to sell accessories anyway, due to the fact that they usually stay relevant throughout a playthrough.
But this is my take on it. How do you feel about synthesis systems? What games do you feel 'did it right', 'did it wrong', or whatever? TALK TO ME.
You didn't mention how recipes are obtained in your game. I'd probably make them available in tons of ways; battle, chests, npc shop, npc quest, boss, minigames...
I like when old equipment can be crafted into new and better stuff. Your point on Acc is pretty sound, but I think other gear should be upgradable too. Why not? It still forces you to do something with it. If only some gear can be upgraded, you still end up selling the rest for cash. I also like the idea of a Silver Sword having multiple recipes using different ingredients, and some stuff having a chain of upgrades. So like, the only way to get the Rainbow Sword is to upgrade a Water Sword and the only way to get a Water Sword is to upgrade a Silver Sword. Also, have sub recipes. Like you can augment an element, stat boost, or status effect onto a sword without changing it.
I don't play many RPGs so my experience is pretty slim. I liked the crafting system in FFxi, except for the fact that you need a high skill for the best stuff and it takes literately 100 hours of work to reach that point. But you could craft any time, and the direction you face and day of the week plays a small part.
Oh wait, Phantasy Star Universe xD One of the worst crafting systems I've ever seen. You have to upgrade your bot. It has 4 stats and you need to feed it items to increase a stat. You can only feed it a few items per day. To increase it's POW stat, you feed it melee weapons. It only has lvl 100, and each stat is 100, so you can only get one stat maxed per bot. If you max POW to 100, it won't be able to craft anything but melee weapons. If you want to craft armor, you need to make a new char, and feed it armor to get DEF stat to 100. Even at max stat, the best recipes had like 60-80% success rate. Oh, and if you fail, you loose the recipe u.u The monsters don't drop weapons, they only drop recipes. Plus, every successful craft has a random element percentage and only a high % is worthwhile. So the chances of you making a high lvl weapon with a good element and the element you want(all random) is pretty slim. The drop rates of the recipes aren't that great, either. All around, bad system. The only reason I even saw some of those weapons is that I could buy directly from other players. I personally only ever got a small amount of recipes. A 6 member party, with loot on random, and rare recipe drops, equals a shitty experience. Also, you could try and upgrade the weapon to give it a marginal damage increase, but that has a low percentage of success and if you fail the weapon breaks and it's maximum potential is decreased forever. You don't lose the weapon, but man. It's like they tried too hard to avoid over abundance of strong and rare equips.
I like when old equipment can be crafted into new and better stuff. Your point on Acc is pretty sound, but I think other gear should be upgradable too. Why not? It still forces you to do something with it. If only some gear can be upgraded, you still end up selling the rest for cash. I also like the idea of a Silver Sword having multiple recipes using different ingredients, and some stuff having a chain of upgrades. So like, the only way to get the Rainbow Sword is to upgrade a Water Sword and the only way to get a Water Sword is to upgrade a Silver Sword. Also, have sub recipes. Like you can augment an element, stat boost, or status effect onto a sword without changing it.
I don't play many RPGs so my experience is pretty slim. I liked the crafting system in FFxi, except for the fact that you need a high skill for the best stuff and it takes literately 100 hours of work to reach that point. But you could craft any time, and the direction you face and day of the week plays a small part.
Oh wait, Phantasy Star Universe xD One of the worst crafting systems I've ever seen. You have to upgrade your bot. It has 4 stats and you need to feed it items to increase a stat. You can only feed it a few items per day. To increase it's POW stat, you feed it melee weapons. It only has lvl 100, and each stat is 100, so you can only get one stat maxed per bot. If you max POW to 100, it won't be able to craft anything but melee weapons. If you want to craft armor, you need to make a new char, and feed it armor to get DEF stat to 100. Even at max stat, the best recipes had like 60-80% success rate. Oh, and if you fail, you loose the recipe u.u The monsters don't drop weapons, they only drop recipes. Plus, every successful craft has a random element percentage and only a high % is worthwhile. So the chances of you making a high lvl weapon with a good element and the element you want(all random) is pretty slim. The drop rates of the recipes aren't that great, either. All around, bad system. The only reason I even saw some of those weapons is that I could buy directly from other players. I personally only ever got a small amount of recipes. A 6 member party, with loot on random, and rare recipe drops, equals a shitty experience. Also, you could try and upgrade the weapon to give it a marginal damage increase, but that has a low percentage of success and if you fail the weapon breaks and it's maximum potential is decreased forever. You don't lose the weapon, but man. It's like they tried too hard to avoid over abundance of strong and rare equips.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mostly just chimed in to say I love the topic name.
OK, I guess I should talk about synthesis a little, although most of what I have to say is probably just anecdotal.
In Kingdom Hearts 2 the synthesis system was good enough that I actually went around farming for the bullshit I needed. I did not collect every item in the game, but I got pretty close, and I paid attention to the system through the entire game instead of just at the end. I went out of my way to get stuff, even stuff I wasn't sure I would ever use but thought I might need someday because it had a cool effect. How far out of my way I was willing to go varied; but if I continued the plot; I would pick up more stuff and have to go less out of my way, and most of the synth rewards were designed so that they were still useful after I waited like that, even near the end of the game.
In Diablo 3 I did not. I tried, for a while. But 90% of the time, by the time I got something decent out of the synth system, I either didn't need it any more or I was on the verge of not needing it any more. However, I think that was probably also true in KH2! I think the difference was that in KH2, when collecting ingredients, you are also simultaneously gaining EXP and gold and achievement points and mickeybucks and gummi ship parts and doing sidequests and getting five-star minigame ratings and whatever the fuck else. And the synth ingredients aren't used for anything else; they're just used for synth.
Whereas in Diablo 3, getting synth ingredients requires sacrificing stuff you could be using for almost every other system in the game, because almost all of your assets can be converted to and from gold. Equipment, ingredients, recipes, upgrade gems, and even bag space all can be acquired by gold, and so spending gold on the synth system has to be balanced against those things. That's A) impossible because half of that shit is part of the synth system and B) impossible because there's a player auction house and C) unnecessarily hard even if it weren't impossible. It's much simpler to make the currencies used by the systems not overlap, so you don't have to give up one to get the other. However, there's one currency that always is used for every system and you can't keep it from overlapping: time. If possible, do what KH2 did and make it so you can work on multiple things at once, so that at the very least, the time equation isn't totally black-and-white: "It takes 20 minutes to get through a dungeon and 45 minutes to get the ingredients I need for these upgrades; I should do the dungeon instead of bothering with synth." That's lame and encourages people to skip over the more time-intensive elements of your game. Better if they can be doing them in the background while also doing five other things.
OK, I guess I should talk about synthesis a little, although most of what I have to say is probably just anecdotal.
In Kingdom Hearts 2 the synthesis system was good enough that I actually went around farming for the bullshit I needed. I did not collect every item in the game, but I got pretty close, and I paid attention to the system through the entire game instead of just at the end. I went out of my way to get stuff, even stuff I wasn't sure I would ever use but thought I might need someday because it had a cool effect. How far out of my way I was willing to go varied; but if I continued the plot; I would pick up more stuff and have to go less out of my way, and most of the synth rewards were designed so that they were still useful after I waited like that, even near the end of the game.
In Diablo 3 I did not. I tried, for a while. But 90% of the time, by the time I got something decent out of the synth system, I either didn't need it any more or I was on the verge of not needing it any more. However, I think that was probably also true in KH2! I think the difference was that in KH2, when collecting ingredients, you are also simultaneously gaining EXP and gold and achievement points and mickeybucks and gummi ship parts and doing sidequests and getting five-star minigame ratings and whatever the fuck else. And the synth ingredients aren't used for anything else; they're just used for synth.
Whereas in Diablo 3, getting synth ingredients requires sacrificing stuff you could be using for almost every other system in the game, because almost all of your assets can be converted to and from gold. Equipment, ingredients, recipes, upgrade gems, and even bag space all can be acquired by gold, and so spending gold on the synth system has to be balanced against those things. That's A) impossible because half of that shit is part of the synth system and B) impossible because there's a player auction house and C) unnecessarily hard even if it weren't impossible. It's much simpler to make the currencies used by the systems not overlap, so you don't have to give up one to get the other. However, there's one currency that always is used for every system and you can't keep it from overlapping: time. If possible, do what KH2 did and make it so you can work on multiple things at once, so that at the very least, the time equation isn't totally black-and-white: "It takes 20 minutes to get through a dungeon and 45 minutes to get the ingredients I need for these upgrades; I should do the dungeon instead of bothering with synth." That's lame and encourages people to skip over the more time-intensive elements of your game. Better if they can be doing them in the background while also doing five other things.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Have you ever played an RPG bro
I think my favorite synthesis system is from Tales of Vesperia. Main reason being that not only did synthesis give you better equipment in general (as well as some stuff that you could only get through synthesis - mainly visual accessories that do nothing for stats), but it also gives you new equipment that you can't get otherwise that also teach you new abilities. Vesperia had a skill system that involved gaining another random macguffin stat besides experience that went towards learning abilities that you could then equip to raise your stats, the damage with various types of weapons, and other benefits. With the synthesis system, you could see what abilities that each new item gives you, along with what you already know from it, which allows you to pick and choose which equipment you wanted to get, as well as giving incentive for making those pieces of equipment - especially if you're a completionist about abilities.
The only other synth system I'm intimately familiar with is the one from Final Fantasy IX, but that's literally the most basic synth system ever - two items make a new item which has new abilities you can learn on them, and you get charged a fee for the synth. Though you CAN exploit it to make a super profit really early in the game, since the ingredients plus cost to make Cotton Robes is less than the selling price of a Cotton Robe.
Item Creation from the Star Ocean series is also a pretty neat system, though it doesn't involve any costs for creation. The only thing about IC is that the failure rate tends to be rather high depending on the item you're HOPING to make (since you can't decide what you're making), the character(s) you're using to conduct the IC, and also the ingredients involved if you're actually doing the Synthesis version of IC. It can be rather infuritating, simply because of the high failure rate and also because of the rarity of the items that give you the best synths and the fact that you can't choose what you're getting. Though it can be fun, I'd consider it a case of "this is not what you do" when it comes to synthesis systems.
The only other synth system I'm intimately familiar with is the one from Final Fantasy IX, but that's literally the most basic synth system ever - two items make a new item which has new abilities you can learn on them, and you get charged a fee for the synth. Though you CAN exploit it to make a super profit really early in the game, since the ingredients plus cost to make Cotton Robes is less than the selling price of a Cotton Robe.
Item Creation from the Star Ocean series is also a pretty neat system, though it doesn't involve any costs for creation. The only thing about IC is that the failure rate tends to be rather high depending on the item you're HOPING to make (since you can't decide what you're making), the character(s) you're using to conduct the IC, and also the ingredients involved if you're actually doing the Synthesis version of IC. It can be rather infuritating, simply because of the high failure rate and also because of the rarity of the items that give you the best synths and the fact that you can't choose what you're getting. Though it can be fun, I'd consider it a case of "this is not what you do" when it comes to synthesis systems.
Tales games have some of the simplest synthesis systems around.
They are easy to understand, easy to use, and you want to use them
because you always get something very useful out of it.
Star Ocean wasn't so simple and sometimes you could get different results
based on your crafting skill (even fail.)
If you want something really complex you can go
Elder Scrolls....
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
One thing I didn't like in FF9 was having to hold onto every single piece of equipment in the game in case it ever got used in a synthesis recipe. And even that wasn't enough because some were used in multiple recipes and some were used to make things that could be worn by multiple people, so you had to keep 4 copies of every single piece of equipment in the game. The ability to sell equipment at all was basically a trap.
If something's an ingredient I'll need later, please tell me so I don't sell it. Thx
If something's an ingredient I'll need later, please tell me so I don't sell it. Thx
author=Milennin
What's a synthesis system?
A system of making new items from two or more items in the players inventory.
Your point on Acc is pretty sound, but I think other gear should be upgradable too. Why not? It still forces you to do something with it. If only some gear can be upgraded, you still end up selling the rest for cash.
I'm not saying it's inherently bad idea, but in a long RPG where you get a lot of equipment, what will end up happening is that the player will just obsessively hoard onto every single trinket he finds because he's scared shitless of accidentally selling it, needing it later.
I remember in Tales of Vesperia (which is an excellent game with a great crafting system) selling shit because I really needed the cash and later on being unable to make something, going "Shit, why did I sell that sword now I have to go all the way back...". That feeling is not something I want to emulate.
You could always create a side bank system to store all that stuff. FFxiv has a separate inventory for items and a separate inventory for gear. That makes me feel better about keeping old gear because it doesn't feel like it's in the way. Some people will always hoard stuff(like me), unless you severely cripple the inventory space, which is much worse than hoarding imo.
You could also have recipes to create all that stuff. So you don't have to go all the way back to town 1 to get sword 1, you can just recraft it. I know there's lots of negatives about old systems, but you can rework it instead of scrap it. (not YOU, I'm not trying to get you do it in your game :P)
You could also have recipes to create all that stuff. So you don't have to go all the way back to town 1 to get sword 1, you can just recraft it. I know there's lots of negatives about old systems, but you can rework it instead of scrap it. (not YOU, I'm not trying to get you do it in your game :P)
author=LockeZ
One thing I didn't like in FF9 was having to hold onto every single piece of equipment in the game in case it ever got used in a synthesis recipe. And even that wasn't enough because some were used in multiple recipes and some were used to make things that could be worn by multiple people, so you had to keep 4 copies of every single piece of equipment in the game.
And also weapons that could only be bought at specific times during the game.
Mythril Sword, I'm looking and GLARING directly in your direction.
I don't think I've ever played a game with a synthesis system that didn't come down to some combination of mindless busywork, precognition, fighting inventory UI, and save scumming. The worst that I can remember is the PSP remake of Tactics Ogre. iirc Xenoblade's solution to the premonition issue was marking items that could be used in crafting recipes even if you didn't have it so you could sell the trash and hold on to the items you might need in the future.
WO3 is probably the most tolerable item synthesis I can think of. You take the target and source weapon and at the cost of the source item move any additional properties from the source to the target, overwriting or adding to existing properties as the player dictates for a small fee. The only condition is the weapons belong to the same character. Got an iron sword with Slash lv2? No problem! Throw it on your lol-sized sword raising its Slash lv5 to lv7 for couch change. At no point does the player wonder if they should save the Iron Sword, if sacrificing the Iron Sword now will bite them in the ass later, or if they should save scum / worry about losing the Slash lv2 because the RNG spat in their eye*. I think my only issue with it is a lack of a quick fuse option of synthesizing all source weapons onto a target and auto merge all attributes that are already on the target weapon and the inevitable inventory hell of dealing with a hundred+ character cast.
* Fuck the crafting system in TO soooo hard.
WO3 is probably the most tolerable item synthesis I can think of. You take the target and source weapon and at the cost of the source item move any additional properties from the source to the target, overwriting or adding to existing properties as the player dictates for a small fee. The only condition is the weapons belong to the same character. Got an iron sword with Slash lv2? No problem! Throw it on your lol-sized sword raising its Slash lv5 to lv7 for couch change. At no point does the player wonder if they should save the Iron Sword, if sacrificing the Iron Sword now will bite them in the ass later, or if they should save scum / worry about losing the Slash lv2 because the RNG spat in their eye*. I think my only issue with it is a lack of a quick fuse option of synthesizing all source weapons onto a target and auto merge all attributes that are already on the target weapon and the inevitable inventory hell of dealing with a hundred+ character cast.
* Fuck the crafting system in TO soooo hard.
author=GRS
I don't think I've ever played a game with a synthesis system that didn't come down to some combination of mindless busywork, precognition, fighting inventory UI, and save scumming. The worst that I can remember is the PSP remake of Tactics Ogre. iirc Xenoblade's solution to the premonition issue was marking items that could be used in crafting recipes even if you didn't have it so you could sell the trash and hold on to the items you might need in the future.
Most aren't that bad. Tactics Ogre's system would be damn near perfect if; 1. Success wasn't percentage based and it was guaranteed and 2. You could craft more than one item at a time.
Synthesis sytems are usually pretty nifty, but I as a developer am not responsible for players individual neurosis'.
Remove the pointless middleman crafting items and you've almost reached a point where the crafting is no longer detrimental to the experience of the game!
I'm using a synthesis system in Sleeping Lion Heart, and I decided to make it that synthesis ingredients consist of 'Core' items (Fragments, Stones and Gems with various titles) and enemy drops, along with the previous level accessory. Most enemy drops are common and if they aren't it's pretty obvious (like a BOSS DROP). The core items are also drops, but they're there as a second avenue of cash since you don't need to synth every single piece of equipment. Once you get past a certain level in an equipment type you don't need the rest.
That was probably convoluted. Basically there's 3 levels of equipment. Level 1s need Fragments. Once you have a Lv. 2, unless you want to make more of that kind of equipment, you can sell your Fragment types, since level 2's need Stones and lv. 3s need Gems.
That was probably convoluted. Basically there's 3 levels of equipment. Level 1s need Fragments. Once you have a Lv. 2, unless you want to make more of that kind of equipment, you can sell your Fragment types, since level 2's need Stones and lv. 3s need Gems.
author=GreatRedSpirit
Remove the pointless middleman crafting items and you've almost reached a point where the crafting is no longer detrimental to the experience of the game!
That wouldn't really work for me; crafting is also working tandem to the regular shop system, and if you could do it anywhere with no fee, it would go against the spirit of what I'm trying to do here.
I don't think there's too many people going "WOW IF ONLY I DIDN'T HAVE TO CRAFT AT A STORE..." in terms of synthesis sytems, most people find them pretty enjoyable nonwithstanding, or if they don't, it's usually for entirely different reasons, like the ones I listed above.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Feldschlacht IVUnfortunately you totally are. Especially if you're creating a system that builds upon those neuroses.
Synthesis sytems are usually pretty nifty, but I as a developer am not responsible for players individual neurosis'.
90% of game design is manipulating players' feelings and actions through psychology. 60% is graphics and art, 35% is audio, and the other half is making everything work correctly.
author=Feldschlacht IV
That wouldn't really work for me; crafting is also working tandem to the regular shop system, and if you could do it anywhere with no fee, it would go against the spirit of what I'm trying to do here.
I don't think there's too many people going "WOW IF ONLY I DIDN'T HAVE TO CRAFT AT A STORE..." in terms of synthesis sytems, most people find them pretty enjoyable nonwithstanding, or if they don't, it's usually for entirely different reasons, like the ones I listed above.
That isn't what I'm getting at. Money as an opportunity cost is something I'm fine with (as long as money has some value in a game but that's another topic). Where you can craft isn't an issue either. It's the steps from opening the crafting menu to the final product that I don't like. Even in your near perfect ideal with no crafting failure and ability to craft multiple items there's still the busywork of:
- Buying a ton of inferior ores
- Crafting those into silver ore
- Crafting those into silver ingots
- Buying even more inferior ores again
- Crafting those into baldur's ore
- Buying some crystals
- Crafting those and the ore and the silver ingots into baldur's ingots
- Then making more silver ingots
- Then you can finally get your Baldur Bow +1.
- ps don't forget to buy some thread too
It's pointless busywork that adds nothing to the game beyond psychological ticks that you are "accomplishing" something. My idea of cutting the middleman would be removing all the ore/ingot crafting and go straight to "Craft Baldur Bow +1" and show the final cost adjusted if you have a base Baldur Bow to sacrifice to the craft. You can get your bow of slaying the undead without spending ten minutes navigating menus.
e: oh god the wall of text. Let's reorganize this.




















