Torchmodders
Modding => Modding Discussions => Topic started by: Phanjam on September 13, 2014, 06:07:23 am
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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...
- 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?
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.
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- 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.
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...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?
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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.
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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?
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I believe that my idea of Vitalayser crafting should fix "the problem of economy". Nothing is more important than life!
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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