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Tradeskills - Simple and Original?


Dark Crusade
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Alright, so recent discussion between the developers of Elandor Chronicles is in regards to trade-skills. We've come up with many different ideas, with a diverse range of pros and cons against each. We've decided to give you guys the run-down on some of our different ideas, and see what you guys like.

Before I proceed however, I want to emphasize and stress, that Elandor Chronicles is a simple project, reminiscent of super nintendo RPGs, and utilises 16 bit graphics and media. S Keep this in mind when expression your opinions. This is neither a 3d mmo like World of Warcraft, nor a trade-heavy game like Runescape. Our major goals is a diverse world, and we plan to emphasize and encourage exploration and social activity.

See the sub-board for some general information-
http://www.touchofdeathforums.com/smf/index.php/board,459.0.html

CONCEPT ONE
All players are issued with standard trade-skills. Harvesting, Mixing, Mining, Blacksmithing, Crafting and Fishing. You can develop these skills by exercising them, and as you gain additional ranks, your able to craft or gather higher items. This concept of course, is very cliché and can be a bit complicated, which we don't want too much of in Elandor; due to its nature. Although complicated, it's also obviously going to be very balanced, however players will often have to grind to make those good items, and sell them to the player economy.

CONCEPT TWO
Players do not have trade-skills, however there still is crafting. Instead of being able to craft anything you want at one place, you have to find 'crafters', such as blacksmiths and alchemists who can craft different assortments of items from town to town. This encourages travel, and is more 'SNES' like. Players cannot develop their skills, and have no restrictions. They will not have to grind and train skills to be able to mine better ores or harvest better herbs. Instead they will obviously have to find them, involving a lot of travel, and if they are a low level; they are obviously going to not likely 'make' the journey to the better items due to dangerous monsters and such.
    However, low level players will be able to obtain high level ore and herbs, whether they get a high level escort to team with, or grab a heck-load of potions and leg it, and if successful may be able to make a very nice amount of gold considering their level.

Thoughts? The concepts listed here are very general summaries of what we've discussed, but it hopefully will be enough to hear some opinions.
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@Robin:

> We could just restrict it based on a player's level rather than creating a new levelling system for each tradeskill.

That was something we thought of for the second concept to stop low level players from being able to leg it to get to a place with high level ore or herbs. High level ores could require a high level minepick, or such.
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@Kreator:

> @Robin:
>
> > We could just restrict it based on a player's level rather than creating a new levelling system for each tradeskill.
>
> That was something we thought of for the second concept to stop low level players from being able to leg it to get to a place with high level ore or herbs. High level ores could require a high level minepick, or such.

I'm not to fond of it. I love pures..

I personally think something inbetween would be nice.

Say you start with no skills.. and you have to train at an npc.. (apprentice, can only apprentice with one skill at a time.. make it take a while)
and then after that. You learn to make everything by yourself.

So.. say there is 100 levels per skill.
You have to apprentice till you get to lvl 30 or something.. then you are at 0 unless you use your Master to make it.
The Master only goes to lvl 30\. so you have to actually start over if you wanna progress in the skill fully.

Just an Idea.

a bit more complex possibly than what your looking for in EC.
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