Torchmodders

Modding => Modding Discussions => Topic started by: Phanjam on September 13, 2014, 06:07:23 am


Title: [IDEA] Crafting and Game Economy
Post by: Phanjam on September 13, 2014, 06:07:23 am
I'd been wanting to post about "crafting" basically because it seemed to me that this was an alternate (to monster or player bashing) reason-to-play which attracted a different, but just as intense, kind of player.

Then I came accross the set of posts (http://forums.runicgames.com/viewtopic.php?f=30&t=59909&start=80#p495600) in the "why isn't tl2 so popular?" thread, about economy and then about economy+crafting.

Some deep ideas swirling around there...

One intermediate idea along this (dangerous ;) ) path could be a better trading system. I always thought it'd be better if you could somehow browse what other players had made available for trade, make an offer for the other player to consider, then meet-up only for the actual trade.
Title: Re: Crafting and Game Economy
Post by: gytfunke on September 13, 2014, 11:08:13 pm
  • Do you think we should explore a crafting system as part (maybe even a MAJOR part) of the solution towards better loot? 
  • Should we go so far as to think of "an economic system" in TL, based on crafted items?

I like the idea of building an economy based on player-crafted gear.  I think it would add a certain element of interaction between players.

I think building a robust crafting system would be a worthy venture.  However, keep in mind that TL2 can't really support an 'economy' due to the ease of cheating and the unregulated element mods add.
Title: Re: Crafting and Game Economy
Post by: Phanjam on September 14, 2014, 06:03:16 pm
...keep in mind that TL2 can't really support an 'economy' due to the ease of cheating and the unregulated element mods add.

Hmm yeah, that's pretty much a game-ender isn't it?

Well, staying in the realm of theory (we don't have to build it, right?), might there be ways around this?
Title: Re: [IDEA] Crafting and Game Economy
Post by: RnF on September 14, 2014, 07:16:02 pm
I think an economy is basically out... but that doesn't mean crafting needs to be.

There are those who enjoy this sort of thing.  If we made a system, people would use it.

Crafting should be an option for better loot not THE option for better loot.  If I am ever forced to use crafting as the only way to better my loot, it's always a turn off for me.  I play a game to smash things, not make things.  So a crafting system should be just another option for those who enjoy it.
Title: Re: [IDEA] Crafting and Game Economy
Post by: Phanjam on September 22, 2014, 05:41:26 am
Crafting should be an option for better loot not THE option for better loot.

I agree with this. And of course the Item Overhaul mod will address the better-loot issue. But if you can get great loot exploring and killing things, what then would you craft? Put more generally, how else could a mod make crafting rewarding?
Title: Re: [IDEA] Crafting and Game Economy
Post by: Kva3imoda on April 16, 2015, 02:58:43 am
I believe that my idea of Vitalayser crafting should fix "the problem of economy". Nothing is more important than life!
Title: Re: [IDEA] Crafting and Game Economy
Post by: sephiawind on July 05, 2016, 07:19:40 pm
surely will love the 'crafting' mechanism, I wish you continue this project
don't mind with cheating, people already mature enough to choose their method to feel the true gaming experience