Marat
Arcane
- Joined
- Jan 6, 2017
- Messages
- 2,585
Help me out here, because try as I might, I can't formulate an idea. Few of my thoughts:
- Crafting system should not necessitate horrible itemization, id est no massive amounts of containers containing miniscule amounts of junk to be collected for use in crafting. Constant need to scavenge all sorts of clutter breaks the continuity of the core gameplay loop, thus detracting from the fun.
- At the same time crafting needs a limiting factor to the amount of stuff crafted and it needs to be something other than money.
- Game should be balanced around the use of crafted gadgets and consumables in combat - it should be a valid means of defeating enemies or solving quests. Why bother with swordplay when you can just craft a grenade? Why go on a dangerous excursion into the mountains for a rare ingredient to make medicine when you can synthesize one on your own?
- Crafting or modifying weapons should enable new tactical options and maneuvers, rather than being a simple boost to effectiveness.
- Some specific unique or elite "recipes" be they for equipment or consumables, should be locked behind complex quests to learn recipe/gather rare ingredients to make acquiring new options on the battlefield feel like a deliberate effort with substantial reward. Such quests should be spaced out throughout the game.
- No consumable or a gadget should be an outright superior version of another. The ones unlocked in the late game shouldn't just invalidate the others.