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July 18, 2008 - Feedback Friday - the article where
dev's tackle the hot topics of the week. For this week, designer
Michael Moore talks about his crafting revamp ideas.
Hello! I'm Mike Moore, one of TR's senior game system designers, and
I'm about to begin working in earnest on improvements to our Crafting
system. For all of Deployment 11, I have been working on prototyping
some small but important changes to Crafting. On evaluation of that
prototype, many of us feel like we're on to something good. So, at this
point, we want to polish things up and get them out to the Public Test
Server and let you guys have a look.
Now, let me make clear from
the get-go that the upcoming changes to Crafting are intended to be
incremental. We aren't going to publish this as a massive,
game-changing update. Instead, we're going to make small changes over a
few upcoming publishes. The idea is to ease TR into a new and improved
Crafting system rather than throwing it off the deep end.
We've
had a Crafting revamp on the back burner for a few months, and now
we're in a position to put some development resources behind it. At
this point, our rough (and always subject to change) plans are to get
an iteration on Crafting up on the Public Test Server with Deployment
12, and then add more incremental improvements in subsequent
Deployments.
Our initial goals for the first Crafting iteration are simple:
- Make the Crafting system easy to understand
- Make the Crafting system more accessible to all players
- Make Crafting into a key component of character specialization
And here's how we think we can reach those goals:
- Eliminate the Crafting skills and leave Crafting without skill requirements
- Remove the maximum item level limitation on module upgrade recipes
- Remove the Crafting components required for upgrading modules
- Introduce a new kind of crafting resource that is a new "currency" like Prestige
- Change Disassembly to allow salvaging items to get the new currency
- Crafting activities consume this currency
- Make it so you can choose your own level of risk
- Add in the ability to remove modules from existing items
- Add in the ability to integrate the removed modules into other items
So,
when it's all said and done, the Crafting system ends up being pretty
simple and straightforward, while allowing full customization of your
gear.
Currently, Crafting requires you to create a "mule" clone
of a Level 30+ character, so you can buy all 4 Crafting skills up to
Pump 5 in order to maximize your chances of success. You have to use
your Lockbox to transfer gear, components, and recipes between
characters. In order to upgrade modules on equipment, you have to
manage a large number of upgrade recipes with fine-grained boundaries.
You also have to manage a large variety of crafting components. When
attempting the highest module upgrades, you run a huge risk of
destroying the item. And to top it all off, there is very little
documentation of the system, which isn't the easiest thing to figure
out to begin with.
After the first iteration, the system will be
tons better in all the basic ways. The list of upgrade recipes will be
simplified to just the ones for sale on Prestige vendors, instead of
the huge list of recipes with very restricted target equipment classes
and restrictive level requirements. (Those will continue to drop as
loot, but probably with a much-reduced frequency - less quantity but
more quality.) Instead of managing a large list of components with
technobabble names, you'll have a new type of currency specifically for
crafting. You'll be able to have each character modify his or her own
equipment instead of transferring it to and from a mule. You'll be able
to easily remove an unwanted module from a piece of equipment and just
as easily replace it with another. Instead of risking item destruction,
you'll be able to spend extra Crafting Currency (its working name is
"Mimeogel", but we're open to suggestions for a better name!) to
guarantee success.
In other words, modifying equipment should
become a simple and straightforward process, allowing all players to
spec (and re-spec) their equipment as easily as they adjust skill
levels and attributes.
So, where do we plan on going after that?
Well, obviously we would like to build an elder Crafting game, allowing
new options for equipment customization and benefits for characters who
heavily invest and deeply specialize in it. But before we go there, we
have to build a solid foundation. That foundation is what has been
described here. We are evaluating designs for future iterations to this
system, and at this point we are looking forward to seeing your
feedback on this and your ideas for where we can go in the future!
Michael Moore
Senior Game System Designer
Tabula Rasa
To send your feedback ideas on crafting, or any other aspect of Tabula Rasa, please fill out our Feedback Form.
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