SHARP STUFF PLUS BULLSHIT EQUALS SHARPER STUFF
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This is interesting because I'm planing to make a crafting system for my project as well. It's a more basic system though and I think it's more to avert Karl Marx hating your guts like in other games.
For example:
1 Beast Hide + 1 Giant Feather + X amount of money the guy charges you to make the thing = 1 Feathered Hat.
What dose the Feathered Hat do? Nothing as it's crap defensively. But you could sell it for more than the parts and labor to make it.
Another example:
3 Silk Glands + 1 Cloth = Silk Vest. An actual decent piece of equipment since it resits Piercing Damage and Criticals and can sell for a tone!
This only works however because money in this game is rare. You can only reliably get it by selling said Beast Hide and Silk in the first place. Not to mention it's going to encourage players to grind farming monsters for the item drops. Though the way the game is designed at the moment that will probably happen anyway.
For example:
1 Beast Hide + 1 Giant Feather + X amount of money the guy charges you to make the thing = 1 Feathered Hat.
What dose the Feathered Hat do? Nothing as it's crap defensively. But you could sell it for more than the parts and labor to make it.
Another example:
3 Silk Glands + 1 Cloth = Silk Vest. An actual decent piece of equipment since it resits Piercing Damage and Criticals and can sell for a tone!
This only works however because money in this game is rare. You can only reliably get it by selling said Beast Hide and Silk in the first place. Not to mention it's going to encourage players to grind farming monsters for the item drops. Though the way the game is designed at the moment that will probably happen anyway.
author=GreatRedSpiritauthor=Feldschlacht IVThat 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:
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.
- 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.
Oh wow yeah fuck that. I totally agree with you and that's what I didn't like about TO's system. I don't mind it to an absolute minimum but Tactics Ogre took it to the balls deep max with that shit.
i wanted to like tactics ogre but it was saying no and my body was saying no and just everything was saying no
i sold it
i sold it
Yeah that's a load of hooey. It really is pointless busy work; designing a recipe to have that many steps is ridiculous.
Honestly, it depends on how core Synthesis is to your game and what effects it has. Some games are going to have massive amounts of synth options and results, various ways to use certain items, etc, but sometimes all a game needs is something super-simple that presents a choice to the player.
Resident Evil does this. You've got all of three potential ingredients for a synth- Red, Green and Blue (Yellow in RE4). Because of the inventory limits in the first three, the player would sometimes have to make the choice to mix three greens for the sake of space, but it's a result of poor planning on their part, not the developers (since it's meant to be like that). In RE4, the choice is different in that Yellow and Red herbs in tandem with Green give a permanent health boost. You're given very narrow choices- wait for a Yellow/Red (you're generally missing one) or mix your greens to heal up now.
It's probably one of the most basic synthesis systems but it works for its environment. I think transparency is an important factor in synthesis, which is the problem with the above recipe. Telling a player 'you're going to need this-this-this and it will result in this' allows them to plan ahead and analyse their options and where they're going to get said ingredients, or whether its worth making one sword when their current one is a little weaker but has a stat bonus they want.
SO, I think your system works quite well, so long as the player can see what items they will need and what they're going to result in. A good idea might be to have stats displayed for the item (maybe after the first time creating it).
An ingredient storage chest might be an idea with such an item limit in place, depending on whether there's rare synthesis ingredients. No-one wants to carry around a piece of Dark Matter in their game when it's taking up space that could be used for Ethers. In fact, Resident Evil 1/2/3/C:V might be good references in general in terms of synthesis and item management.
Honestly, it depends on how core Synthesis is to your game and what effects it has. Some games are going to have massive amounts of synth options and results, various ways to use certain items, etc, but sometimes all a game needs is something super-simple that presents a choice to the player.
Resident Evil does this. You've got all of three potential ingredients for a synth- Red, Green and Blue (Yellow in RE4). Because of the inventory limits in the first three, the player would sometimes have to make the choice to mix three greens for the sake of space, but it's a result of poor planning on their part, not the developers (since it's meant to be like that). In RE4, the choice is different in that Yellow and Red herbs in tandem with Green give a permanent health boost. You're given very narrow choices- wait for a Yellow/Red (you're generally missing one) or mix your greens to heal up now.
It's probably one of the most basic synthesis systems but it works for its environment. I think transparency is an important factor in synthesis, which is the problem with the above recipe. Telling a player 'you're going to need this-this-this and it will result in this' allows them to plan ahead and analyse their options and where they're going to get said ingredients, or whether its worth making one sword when their current one is a little weaker but has a stat bonus they want.
SO, I think your system works quite well, so long as the player can see what items they will need and what they're going to result in. A good idea might be to have stats displayed for the item (maybe after the first time creating it).
An ingredient storage chest might be an idea with such an item limit in place, depending on whether there's rare synthesis ingredients. No-one wants to carry around a piece of Dark Matter in their game when it's taking up space that could be used for Ethers. In fact, Resident Evil 1/2/3/C:V might be good references in general in terms of synthesis and item management.
Any crafting system and I will look at a guide if the game ever points out that it's an important thing to have or w/e. I really can't remember the games but the only good crafting systems I liked were the ones that had you craft monster drops you were going to get anyway. Also selling items to a store would increase a general resource pool plus give you money. Then again why even have the crafting system if that's the case? I didn't even bother with the endgame that was DQIX.
I remember FF9 being really lax. You most likely had the weapon needed to get the weapon that was better than the shop's. Then later on that weapon would be used for the next upgrade. Then again equips were pretty important for having abilities so I guess they couldn't be too hidden with their shit. Then again FF9 has a ton of hidden shit. So I really don't know.
I remember FF9 being really lax. You most likely had the weapon needed to get the weapon that was better than the shop's. Then later on that weapon would be used for the next upgrade. Then again equips were pretty important for having abilities so I guess they couldn't be too hidden with their shit. Then again FF9 has a ton of hidden shit. So I really don't know.

















