As requested in Devs' meeting on August 16th by other players.
Here's the text of the book I gave to Devs, Which contains suggestions and ideas about remaking the crafting system.
The Book of Suggestions
By "Kingdom of Valour" guild members
Ideas and Suggestions for
Crafting system
(OOC, Top secret, Devs only LOL !)
Durante:
Hello, And thank you for your hard work. Without any hesitation and waiting, Let's talk about the suggestions.
We keep this Brief. In this idea ...
01- There will be no Crafting and Technique books anymore. People can start crafting even in the welcome area if they have the resources and tools.
Why ? >>> To increase Realism, And to bring it closer to something one can call "the most open world game"
In real world, you won't put a whole book into your mind to craft something. You may have memorized some techniques and recipes !
02- Crafting skills won't affect What a character can make, But affects How they make it. With a low skill, they might break it into pieces, But also have the chance to make it !
Why ? >>> To increase Realism.
No one stops someone who knows nothing about smithing from trying to make a sword. He can try it but ... (go to #3)
03- No one knows how to craft things from the beginning. They must search the library for Player written recipes and technique books, Or they must complete quests with trainers, and listen carefully, So that they will learn the methods of crafting.
Why ? >>> To increase interaction between players, and yet to increase Realism.
In a real world, There are different ways to learn something. You can learn it from books, or from trainers, or just ask others and try it on your own, And many other ways.
04- Players can write their own technique and recipe books, and even sell them to others.
Well, Devs might be also thinking of a better way to copy books texts, so that it takes longer, for a better realism. Even printing copies of books in real life take longer than loading a .txt file, which is used to copy books in this game.
By the way, We're not here to talk about writing books !
Why ? >>> To increase interaction between players, And yet the realism.
In the real world, People write books, And others read. Books are not needed when you are crafting, They are needed to learn the crafting. Once you know how to do it, You may not need it anymore.
5- What about methods which are in common and use books to separate ? (The main function of crafting books)
For example, With the same method and the same materials, You can craft a shield, a blade or a third thing, Just using three different books.
There are different ways to get rid of this problem, I write two of the best ways, One for a better gaming quality, The other for a speedy / easy development.
5-1- The way of Quality, Is to make changes in crafting methods, Remove and Replace all duplicate methods with new ones, Which are closer to reality ! What the new methods will be ? It can be discussed about with players in forums and or between devs.
5-2- The way of Speed, Is to make some Switches, to choose what kind of thing the player is gonna make, Not what exactly, But just the kind and the family of what it's gonna make. We can put these options and switches somewhere in skills menu.
As an Example, For smithing skills, Some of the options will be "Blade Making" & "Shield Making". When the player switches to "Blade Making" option, What happens in codes and programming, is the same that happens when he equips "The Book of the Blades" in his mind slot. But there's no book to read, It's just an option, letting the game know that he wants to make blades. Those options which conflict cannot be equiped at the same time, Even in different skills. Like if there are options which both have formulas for hammering an ingot, They can't be equiped at the same time, Unless all of their conflicting formulas are the same and make the same thing as result.
The other difference with books here, Is that All of these option are available even in the welcome area. Players don't need to complete boring quests to be able to make things, Quests can be there for learning how to make them. They may want to choose an other way to learn.
Richgar:
In crafting, combining should have its own steps and duration, where a ratio of corresponding items can be combined with one click. The speed of the combining process would depend on how many sets of items are being combined. This would alleviate skills that require many combining steps such as alchemy or herbal, and make them more enjoyable.
Food takes effort to make and has value to NPCs, but for players it only has roleplay value. Valuable foods don't offer significant effects when they are eaten.[/font]